Perhaps an article covering the Old Gods themselves would be a good topic to put in the que for articles, as it would be a good excuse to cover exactly what the Curse of Flesh is.
This, please please something on the Old Gods!!! And of course, congratulations on these articles, keep up the excellent job
I got absolutely destroyed by a Quest Priest running a resurrect package with only 6 minions the other day.
(Edit: 2 copies of 5 Minions + plus Amet so 11 minions actually lmao)
And I agree with the others, Quest Druid isn't as good as I thought. A lot of decks develop a dangerous board so early on that you won't be able to keep up with it trying to complete the quest.
You might want to refrain from making statements like "bad decklists". It's been less than a week since the release officially came out, even "good" (by comparison) decklists are still unrefined.
You're right; I really meant something more like "a variant not focused on optimizing the quest reward". From what I've seen and read, most Paladin Quest players are taking that route at the expense of early game defense. Which, to your point, might result in overall lower winrate. I guess my point is: Making Mummies has the potential for arguably the strongest value from a single card provided that you A.) live long enough to complete the quest and B.) still have enough value-oriented cards left in your deck. If you're not satisfied with how it performs in late game, you always have the option of swapping in more value-focused cards to that goal.
So far, my expectations on some decks have been failed, but not brutally. Yet.
QRogue and Blood/Lackey Warlock are a bit more inconsistent than i thought, but fair enough.
And about QDruid in particular, i was right when i first saw it and thought: i'm basically asked to waste Tempo for 5 turns in order to regain Tempo later? Pointless!
The effect is still cool, but yeah, unless you use it for some Combo support, Control Druid lacks the tools to go in the long game, and if token is the plan, it's better to do it from the beginning.
Tracking is a very misunderstood and often misplayed card. The proper use depends on your deck's win condition and your opponent's win condition. Consider this example. In the image, Tracking is used when facing mage. It offers Ursatron, Mecharoo, and Galvanizer. Since this is very likely Conjurer's Calling mage, the only way I can win is to draw into the Missile Launcher + Venomizer combo and hope he overextends his board or lacks immediate removal. I take Ursatron because I already have Venomizer and want to try for Missile Launcher (using Ursatron's deathrattle) to set up my win condition. More importantly, the other two cards are something I absolutely do not want to draw in the next couple turns. It will be tough enough to survive until 8 already and pulling a Mecharoo would basically be game over. Now if Ursatron wasn't there and it was, say, Bomb Toss, I would take Galvanizer because it could discount the combo pieces and get it out earlier. The Bomb Toss will be completely useless against this mage build since it can drop a board of huge minions. This way, I'm not 'losing' two cards, I'm drawing something I want and getting rid of cards I don't. Tracking takes quite a while to learn when to use and what to go for in each matchup because it is deceptively versatile.
I thought Quest Druid was going to be very powerful, but so far it has just been mediocre at best. it is way to matchup dependant to be a reliable way to climb.
I know guys, I didn't mean to be so salty here. Was the first time I even saw the quest and that happened.
Op I am glad you took the correct message from that post 😂. It is literally a steamroll or a get rekt deck with no inbetween.
Not to continue derailing this thread further but, I mean, if he can heal that much through 5 turns.... isn’t that sort of on you? He played the quest so you know what his goal is. The early counter is to not make plays that produce damage without removing targets from the board entirely. Instead conserve resources to make a more concerted push. Priest is the only quest that — with the exception of Wild Pyromancer combos — is utterly reactionary.
ANYWAY... back on topic, given all the fuss, I’ve found Deathrattle/Mechathuun Rogue to be surprisingly inert this expansion. The combo is still technically easy to execute. It’s just that I’ve typically already won by the time it would be viable.
So... first off, I REALLY do not like playing Hunter. To me it's the worst class by far. With that in mind, I am trying to get my Golden Hunter class and I have learned to like Tracking because it allows you to root through the top 3 cards of your deck and grab the 1 that you need at that moment. I only do it when I am looking to get the situational kill card. For example, my opponent is down to 6 life, I have 7 mana... I'm digging for Leeroy Jenkins or Kill Command
True, this is the way I've been trying to use it, but I really hate when, for example, I have nothing to play except tracking and I get those two cards out of it, having to dispose one of them.
That's part of the game. Is there a benefit to using one over the other? Do you have Zul'jin left in your deck? If so grab the Kill Command. Do you have something to kill at least one of the 1/1's the Leeroy Jenkins spawns? If no, grab the other card.
I know guys, I didn't mean to be so salty here. Was the first time I even saw the quest and that happened.
Op I am glad you took the correct message from that post 😂. It is literally a steamroll or a get rekt deck with no inbetween.
I've played a fair bit of quest priest. It depends on how you build the deck. Completing the quest on turn 5 is not that insane; just look at how much healing is in some of the lists. Sure, it seems insanely lucky when it happens for your opponent, but it's objectively not as insane as, say, quest rogue finishing theirs on turn 3 (when they did the quest turn 1).
Also, I've had some long games that went back and forth, gotten blown out sometimes, and done the blowing out sometimes. But the bottom line is that it can be built a lot of different ways. Just because the version you've been playing is very slow at completing the quest, that does not mean every version is slow.
I love this deck. It's just worth every point of dust that i spent. So i can recommend it to you. But you should decide what version you will play. I'm playing non big spells version and it's playable
Btw, notice that the average usage of Tracking is the same of Zephrys the Great: in both cases you play the card to fish for a solution to turn the tables in your favor, and both cards require a sacrifice in order to benefit from them.
Ofc the two cards are different in many other aspects but the purpose and kind of usage is very similar.
For "competitive" decks: I'm enjoying/doing fairly well with Quest Rogue - I loved Tesspionage Rogue but the deck really lived and died on how quickly you could pump up your Spectral Cutlass (and have it not get destroyed) so I think the Quest + new supporting cards helps make it a little more viable, especially against aggro.
For more meme decks, Quest Paladinis hilarious when it works. What's that? Infinite clones with Taunt, Lifesteal, Divine Shield, and strong Deathrattles? Sure thing! Only downside is I don't have Kangor's Endless Army which would definitely help.
I have faced a lot of Druid quest opponents and lost some of them but won more of them. My mage removal and refill and card-draw was just better, and more chances on real crazy bonkers op stuff happening. Their main problem: they can not remove and fill board at the same time, and have limited draw. So either they can remove your board and its your turn to fill it again leaving you on top, or they put something on the board with some choose-one spell. While other decks have powerful remove-and-play-minion options available (stuff with rush etc).
For instance the deck shown by RandomGuy: the highest stat on a minion in that deck is 5-10 or 10-5, while as a mage its not uncommon to summon several minions with stats >7-7 (mountain giants, 1-cost big minions using Luna, conjurer calling on some big dudes etc). So in theory the quest delivers nice cards to play, but the factual minions on the board are not that strong and easier to remove.
I haven't been playing quest druid, but I've faced a lot of quest druids today for some random reason. The strong quest druid players are the ones that hold onto their choose one cards until after they complete the quest. They know why those choose cards are in their decks and why they need both effects at the same time. This means that minion presence and minion removal is not too important if the player knows how to pilot the deck, especially with healing or with card draw. They can leave their side of the board empty until completing the quest and then flood the board with buffed minions all at once if they do it right. Give it some days and you'll find out that it's not so easy to beat, once the pilots get their licences
You would think that would be self explanatory with the style of deck 😂. I have been playing it today exactly how you state here and it really is a great deck.
The logic behind it goes something like this: unless the game goes to fatigue, you won't see every card in your deck. That being the case, would you rather draw the card you need Right Now, well, right now, or two turns later? Burning cards from the deck rarely matters more than finding the right answer, setting up a combo or curving out. One way to think about burnt cards is to pretend they were actually the bottom card of the deck.
That said, I'm probably not the best Tracking advocate, I've never quite been able to overcome the FeelsBadMan aspect of tracking over juicy cards, doubly so when you know you're going to cast Zul'jin and burn even more value. But you have to realise this is more of an emotional attachment than a logical response.
This is the best answer.
Tracking is low-key the best Hunter card in basic/classic, and most decks should always play 2x. The caveat being Zul'jin. A number of midrange hunter decks cut a copy of Tracking so Zul'jin won't deck them out in long games. Personally, I still play 2x Tracking in every deck with Zul'jin, and I just won't play both copies against Warrior. But Warrior (and sometimes Shaman) are the only times this tends to come up.
As an aside, why are we still calling Master's Call Hunter a "midrange" deck?
It really hurts having Zul'jin burning the rest of the deck... Then again, I understand that against warrior, if one is reaching the point of playing Zul'jin, the game is lost nonetheless :
??? That is not how that matchup plays out.
Zul'jin is why you win that game b/c of the extra Dire Frenzied minions.
Not running Kangors, I'm running 2x Eggs, but not 2x whelps. (2x whelps, while good value, is often too slow versus other decks, eggs come out a turn sooner, and produce bigger minions.)
And Yes I'm running undatakah.
Also, you might want to refrain from making statements like "bad decklists". It's been less than a week since the release officially came out, even "good" (by comparison) decklists are still unrefined.
The Explorer's League - Traversing Azeroth
This, please please something on the Old Gods!!!
And of course, congratulations on these articles, keep up the excellent job
Surprisingly bad decks?
I got absolutely destroyed by a Quest Priest running a resurrect package with only 6 minions the other day.
(Edit: 2 copies of 5 Minions + plus Amet so 11 minions actually lmao)
And I agree with the others, Quest Druid isn't as good as I thought. A lot of decks develop a dangerous board so early on that you won't be able to keep up with it trying to complete the quest.
What is your favourite deck so far?
You're right; I really meant something more like "a variant not focused on optimizing the quest reward". From what I've seen and read, most Paladin Quest players are taking that route at the expense of early game defense. Which, to your point, might result in overall lower winrate. I guess my point is: Making Mummies has the potential for arguably the strongest value from a single card provided that you A.) live long enough to complete the quest and B.) still have enough value-oriented cards left in your deck. If you're not satisfied with how it performs in late game, you always have the option of swapping in more value-focused cards to that goal.
Surprisingly bad decks?
So far, my expectations on some decks have been failed, but not brutally. Yet.
QRogue and Blood/Lackey Warlock are a bit more inconsistent than i thought, but fair enough.
And about QDruid in particular, i was right when i first saw it and thought: i'm basically asked to waste Tempo for 5 turns in order to regain Tempo later? Pointless!
The effect is still cool, but yeah, unless you use it for some Combo support, Control Druid lacks the tools to go in the long game, and if token is the plan, it's better to do it from the beginning.
Tracking - is it worth it?
Tracking is a very misunderstood and often misplayed card. The proper use depends on your deck's win condition and your opponent's win condition. Consider this example. In the image, Tracking is used when facing mage. It offers Ursatron, Mecharoo, and Galvanizer. Since this is very likely Conjurer's Calling mage, the only way I can win is to draw into the Missile Launcher + Venomizer combo and hope he overextends his board or lacks immediate removal. I take Ursatron because I already have Venomizer and want to try for Missile Launcher (using Ursatron's deathrattle) to set up my win condition. More importantly, the other two cards are something I absolutely do not want to draw in the next couple turns. It will be tough enough to survive until 8 already and pulling a Mecharoo would basically be game over. Now if Ursatron wasn't there and it was, say, Bomb Toss, I would take Galvanizer because it could discount the combo pieces and get it out earlier. The Bomb Toss will be completely useless against this mage build since it can drop a board of huge minions. This way, I'm not 'losing' two cards, I'm drawing something I want and getting rid of cards I don't. Tracking takes quite a while to learn when to use and what to go for in each matchup because it is deceptively versatile.
Quest Trading - Play A Friend!
BattleTag: Maqind#1855
Region: NA
Trade Only: Yes, you go 1st.
Done!!!
Surprisingly bad decks?
I thought Quest Druid was going to be very powerful, but so far it has just been mediocre at best. it is way to matchup dependant to be a reliable way to climb.
Quest Trading - Play A Friend!
Battletag: Alexzahar4o#2184
Region: EU
Trade Only: Yes, you go firs
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
went and tested it and well that was rather easy
how did i not know about this?
card competition incoming let's gooooooo!
Surprisingly bad decks?
Not to continue derailing this thread further but, I mean, if he can heal that much through 5 turns.... isn’t that sort of on you? He played the quest so you know what his goal is. The early counter is to not make plays that produce damage without removing targets from the board entirely. Instead conserve resources to make a more concerted push. Priest is the only quest that — with the exception of Wild Pyromancer combos — is utterly reactionary.
ANYWAY... back on topic, given all the fuss, I’ve found Deathrattle/Mechathuun Rogue to be surprisingly inert this expansion. The combo is still technically easy to execute. It’s just that I’ve typically already won by the time it would be viable.
Surprisingly bad decks?
finley deck doesnt seem great right now.
Tracking - is it worth it?
That's part of the game. Is there a benefit to using one over the other? Do you have Zul'jin left in your deck? If so grab the Kill Command. Do you have something to kill at least one of the 1/1's the Leeroy Jenkins spawns? If no, grab the other card.
Surprisingly bad decks?
I've played a fair bit of quest priest. It depends on how you build the deck. Completing the quest on turn 5 is not that insane; just look at how much healing is in some of the lists. Sure, it seems insanely lucky when it happens for your opponent, but it's objectively not as insane as, say, quest rogue finishing theirs on turn 3 (when they did the quest turn 1).
Also, I've had some long games that went back and forth, gotten blown out sometimes, and done the blowing out sometimes. But the bottom line is that it can be built a lot of different ways. Just because the version you've been playing is very slow at completing the quest, that does not mean every version is slow.
Gathering Highlander Mage Opinions
I love this deck. It's just worth every point of dust that i spent. So i can recommend it to you. But you should decide what version you will play. I'm playing non big spells version and it's playable
The Explorer's League - Traversing Azeroth
Oooh, the lore. Give us more!!
Keep up the good work.
Let's begin a card creation competition?
You guys rock!
ill take a look at that site and guide
Quest Trading - Play A Friend!
Battletag: kylez #1990
Region: NA
Trade Only?: Yes, you go first
Tracking - is it worth it?
Btw, notice that the average usage of Tracking is the same of Zephrys the Great: in both cases you play the card to fish for a solution to turn the tables in your favor, and both cards require a sacrifice in order to benefit from them.
Ofc the two cards are different in many other aspects but the purpose and kind of usage is very similar.
What is your favourite deck so far?
For "competitive" decks: I'm enjoying/doing fairly well with Quest Rogue - I loved Tesspionage Rogue but the deck really lived and died on how quickly you could pump up your Spectral Cutlass (and have it not get destroyed) so I think the Quest + new supporting cards helps make it a little more viable, especially against aggro.
For more meme decks, Quest Paladin is hilarious when it works. What's that? Infinite clones with Taunt, Lifesteal, Divine Shield, and strong Deathrattles? Sure thing! Only downside is I don't have Kangor's Endless Army which would definitely help.
Surprisingly bad decks?
Combo priest is pretty strong right now, high priest amet is pretty insane.
It's just better to play for tempo and stick something for the combo than try to OTK from hand which is super super slow and not proactive.
I thought quest shaman would be a lot stronger than it is. It's pretty good but I thought it would be a tier 1 deck.
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
Sadly, there is currently no ETA as to when WCDCs will start here.
Fan Creations Tutorial - How to Use HearthCards #1: The Basics
Does this mean a competition is forthcoming‽
What is your favourite deck so far?
You would think that would be self explanatory with the style of deck 😂. I have been playing it today exactly how you state here and it really is a great deck.
Tracking - is it worth it?
???
That is not how that matchup plays out.
Zul'jin is why you win that game b/c of the extra Dire Frenzied minions.
What is your favourite deck so far?
Not running Kangors, I'm running 2x Eggs, but not 2x whelps. (2x whelps, while good value, is often too slow versus other decks, eggs come out a turn sooner, and produce bigger minions.)
And Yes I'm running undatakah.
Also, you might want to refrain from making statements like "bad decklists". It's been less than a week since the release officially came out, even "good" (by comparison) decklists are still unrefined.