Shaman: Same cards are used to trigger the quest and to synergize with the reward, so deck building for the quest is not a penalty. Too powerful with lackeys and other cheap battlecry cards like the new Sandstorm Elemental. Tier 1.
Agreed. Sandstorm Elemental is funnily enough one of the biggest offenders in the deck. Not only it is a great clear on its own with or without quest, the problem comes when Shudderwock can clear your entire board thanks to this card. Before, only clears Shudderwock could do were both sided, now you basically have a one sided Twisting Nether, among other things.
On the first try I only got two wins with the deck, got destroyed by aggro. It seems to be the weak point of the deck.
On the second try though I got eight wins. Less aggro matchups, more quest decks. mech-hunters, I somehow even won against two bomb-warriors despite them blocking my reno-cards.
Overall the deck is cool. I like reno-hunter a lot.
Here's my order of power/oppressiveness after a couple days:
Druid: Way too easy to pull off, opponent almost always has it done by turn 4 or 5. You don't even need to play any cards to do it, so there is no deck building penalty at all, and yet there are cards that make it even easier. Payoff too strong, so that even if they do very little the first 4-5 turns, they can instantly swing the game back. Tier S.
Shaman: Same cards are used to trigger the quest and to synergize with the reward, so deck building for the quest is not a penalty. Too powerful with lackeys and other cheap battlecry cards like the new Sandstorm Elemental. Tier 1.
Paladin: Like Shaman, same cards are used to trigger the quest and to synergize with the reward, so no deck building penalty. Combo with Mechano-Egg is borderline broken. Tier 1.
Rogue: Easiest to pull off, often see it done by turn 3. The reward is good, not great, but conflicts some other good cards that make Burgle Rogue good. I'm not sure the quest version will win out over the non-quest versions, but still it is strong. Tier 2.
Mage: A little harder to pull off, but not too bad. The reward is very RNG. You really have to get lucky or draw [Hearthstone Card (arch mage antonidas) Not Found] at the right time to make this work well. Like Rogue, not sure the quest is better than the same kind of deck without it, but its still strong. Tier 2.
Warlock: Takes a long time to pull off, and making it faster requires adding garbage draw cards to the deck. Relies too much on portal draw, and need to get lucky with Arch-Villain Rafaam to really make good use of it. Tier 3.
Priest: Easier to complete than it may first seem, the deck recipe does a good job showing if off. In the end though, it just seems like a vehicle for more of the same Divine Spirit > Inner Fire nonsense, and to that end, the quest seems like a win-more card. Tier 3.
Hunter: Takes long to complete, unless you draw Swarm of Locusts. Hunter has a hard time surviving, and to make this quest work, you need to fill the deck with cards that won't help survival. With hardly any charge minions, the reward is not very useful unless your opponent is dumb enough to go wide.Tier 4.
Warrior: I've only seen it once, and the reward seemed pretty good, but the cost (lots of weapons) has never really worked for warrior, and I don't see this making it work. Too slow, and too much damage to absorb to finish it. Tier 4.
Yeah, I thought priests would be an issue too, but I'm not running into too many of them around rank 10 and the ones that are there don't seem to be playing those spells.
I initially had cube in the list and it's decent, but I found oftentimes I'd rather just cast a bunch of smaller cards and generally I win the game before the cube duplicating minions really matters. It's just better to have a really low curve in a deck like this.
You sounds salty about this, especially against Shamans. I can only attest to what I have I have been playing against so far with Tempo Warrior. I've had a good 58% win rate with it, but EVERY TIME I encounter the Druid quest, I lose simply because they can do just enough to hold back an onslaught for 4 turns, and then scrubby cards like Starfall become a pain. Not to mention, Nourish as a mid-range solution to topping out at 10 mana AND getting their hand refilled. I am thinking that I want to craft a golden one for my Wild Jade deck simply because that would negate having Fandrel in the deck at all and it can only be countered if someone is lucky enough to go first and have the Kabal Lackey and Counterspell in hand.
I made my own Quest Druid deck day 1, and it has lots of cards that synergize with healing like Lucenbark and the 4/4 deers with rush that summons two of them. I did pretty well against agro and tempo. Lost to control, then started playing Quest Shaman Shudderwock and did VERY well!
The way I see it, Highlander's deck just got a serious revamp in Wild, but isn't that strong in Standard (yet). Maybe in a few expansion from now, standard singleton lists will get the right set of tools to make them competitive, but as of now, it is only shell for decks - not a core.
Board clears and silences exist in the game. Hell, priest has a card that does both.
"Play Priest" is not a solution, unless you want a two-class game. N
I was giving Priest as an example. Control warrior with silences (what I was playing and destroying Kangor's Army with), shaman (any "meta" style if you know how to play), zoo with silences to rush pally down, Conjuring Mage, aggro rogue. All those decks do extremely well when played right and you don't draw horribly (it is a card game, there will always be some aspect of luck in the game).
In my opinion the quests are going to be BIG in this and coming metas, and that's probably not a big or risky prediction. Everyone knows how big of an impact the previous quests had and even though these new ones are lesser in power(by design) they still will have major implications in deck building(well most of them anyway). Here's what i think about them going forward.
Paladin: Starting with the one i think will have less and less impact as we go on(assuming they never print any more reborn cards after this expansion) in terms of deck design, there will be a "druid-ramp-like" package for the paladin quest of the best cars that have already been exstablished already and then you just fill in the gaps after that, the same way druid did in previous metas where they have the oaken summons, malfurion, spreading plague, ramp, packages and they just slotted in different win conditions like maly or hadronox. i think the paladin quest will be just like this in the future, and it will be locked to aggro generally.
Warrior: From now on in the list i'm going to work from left to right on the class menu but it's really coincidental that warrior is next after the special case that i brought up paladin first, since i think it is exactly the same as the paladin quest in some respects. But i think it is better because there is more likely to be more weapons in the future to change up the quest dynamic for deck building, but i still think in the end it will mostly revolve around people finding what works and setting up a "package" just like with paladin, maybe some decks will run said "package" with rush cards and make it more mid-range, or maybe it'll be the "package" and taunt cards, for a more value oriented way with the hero power, and play it off as jaraxxus but you summon 4/3s. I am interested although i don't have a lot of faith in this quest.
Shaman: This quest is getting the most hype and i think for a good reason, this quest has a lot of workaround for it since unlike weapons or reborn minions there is a lot of work-around that can be done, there are already decks for value and decks using the hero power for damage(but mostly you'll just see unimaginative lackey shit with it), and i think this will get more and more diverse as expansions go on, good design of a quest and i don't think the double battlecry reward is as busted as people might think at first glance.
Rogue: Okay this one i think deserves attention because i think in the coming days it will be VERY OPPRESSIVE. If you remember pirate warrior you'll know how dangerous a 2 mana fiery waraxe can be, and if you can get that guaranteed every turn, it's very dangerous indeed. Used to be with pirate warrior you'd just run them out of stuff and if you survived at that point they would just concede because they have no way of coming back. But with this new lackey shit, the deck has a way to make a full board out of nowhere and having guaranteed 3 damage to face every turn(this isn't a taunt heavy meta anymore remember that) it's pretty gross, and i foresee in the future it will be made for that oppressive nature, since the quest doesn't require deck building for the quest, since it's so easy to complete. Remember kingsbane before the leeching poison nerf? Kingsbane decks before the leeching poison nerf weren't aggro, they were focused on outlasting their opponents via the lifesteal from the weapon and trying to build the weapon as big as possible, but after the nerf to leaching poison that way of play was gone so the deck became pure aggro now relying on getting as much damage in as possible as fast as possible and i think that is the future that awaits the quest for rogue, and it's a pretty disgusting future indeed. Some people are trying to parade this is a "Control Rogue" enabler, but what can a 3/2 weapon do against lackey shit that fills a board every turn, and as a class that doesn't have boardclear it's just a joke, and it's even more of a joke against other late game oriented decks. If the quest didn't have such a low requirement then maybe it wouldn't turn to pure unadulterated aggro, but it doesn't.
Hunter: The hunter quest is very interesting to me, since token druid exists right now and has been in full swing since before this expansion i'm surprised no one has talked about it that much. I imagine soon there will be a "Token Hunter" if you will, and unlike druid they'll have 2 mana savage roar available at their finger tips, not as oppressive as the rogue quest in my opinion since the quest takes longer to complete and a deck has to be made for it to succeed, but i think it is a sleeper possibility in the future.
Druid: The druid quest is something a lot of people have been calling very versatile, since that is what the choose one cards are designed to be for after-all, and i think that's a good way of putting it. I've seen a couple decks here and there already since the expansion dropped and i have to say, bias out of the way this is the most interesting quest for me, i've seen heal druid decks with quest, and aggro type druids with druid of the scythe, i think the payout for the quest isn't too bad either unlike rogue, do nothing essentially for 4 turns and after that you can get more tempo on turns than normal seems simple enough. Although i do not enjoy the fact that it can be completed earlier if you have the coin, but i guess the innervate class doesn't really need that if they so desire.
Warlock: If you've seen me around you've probably seen me call plot twist warlock a meme once or twice, and although i use it as more of a joke most of the time it isn't inherently untrue. I think betrug is a joke and 8 healing MAYBE off brood mothers isn't reliable enough, if warlock had a way of going infinite with it sort of like dead man's hand warrior i think it would have been a more interesting deck as least for me, but that said i don't think the quest is good, people keep saying everywhere you go that once you get the quest completed that every card you draw is zero mana, but more likely than not, every card you topdeck is 2 mana is a better way of putting it. Since most plays you tap for if you tap you'll play that turn if only for the tempo of it, and i think combo decks with this would be too slow and unreliable so i don't know where this will go in the future.
Mage: I am designating this the "Fun Quest" of all of them, although i imagined it in a cyclone mage deck as an extra card generation engine i think it's more there for people that enjoy the randomness of hearthstone than the competitiveness of it, i've played against a couple quest mages with my singleton hunter and by the time they got the quest done they were usually dead, and my singleton hunter isn't even aggro. This is a hopeful yog's puzzlebox generator in most decks, and if you're not playing it for fun i don't know why you're playing it.
Priest: has a high chance of being oppressive in the future but no like lackey shit is, in more of an arena style of oppression where they just play big stuff every turn and hope to win eventually when their opponent has run out of things to play against them. As one of the few people that enjoyed dinomancy it's cool seeing it back in an actual playable form, and it's pretty cool that it's going to be meta for once, in the future i envision a lot of mid-range priest decks, that run a lot of healing and use the quest as a finisher rather than rushing the quest out like other classes, kind of like galvadon paladin of old.
All in all i like the new quests, although i think they are not all created equal in terms of strength like the older ones were. And although they are not as powerful as the older quests were i think that's a good thing, the meta needs to slow down a bit, the game is not just KFT and KnC it can't just be big fancy blowout decks every expansion. I think most of the quests are a great addition in terms of deckbuilding and although most people will just netdeck what is popular and don't try anything new i think the theorycrafters will enjoy messing around with them.
Deck seems good. I had something very similar in mind to try on my first run, so I'm definitely using this deck for it. Later, I will upload my results here. Thanks for sharing, Kovachut!!! :) :) :)
Given the quests apparently require playing and winning "the Tavern Brawl" I wouldn't expect to see them at least until next Wednesday. It would be a bit of a cruel move to force people into a brawl that requires a gold investment.
Im looking forward to seeing Witcher, yes. Not sure what to expect, but i will watch it.
I can second recommendation of Westworld. Pretty unique take on a relatively common "robot" theme. I was pleasantly surprised. And there are some major WTF moments as well, great series :)
Thanks!!! As I said previously, Westworld seems good, maybe I should watch it at the same time as The Borgias, you know, to vary a little...
Saviors of Uldum Launch Survival Guide - Everything You Need to Know + Theorycraft Decks
Did you receive the second legendary quest?
Infinite Value Combination in Warlock
Yeah, but in standard
Twitch Drops Return to Hearthstone for Masters Tour Seoul - 2 Uldum Packs!
As a person in Europe guess I'm leaving computer on all night :) Good luck with pack drops everyone.
Twitch Drops Return to Hearthstone for Masters Tour Seoul - 2 Uldum Packs!
I'll have a tab open, that's for sure ^^
Scargil into Underbelly Angler into (up to) 5 random Murlocs after a boardclear is enough reason for me to put it in.
Let's talk about the quests.
Agreed. Sandstorm Elemental is funnily enough one of the biggest offenders in the deck. Not only it is a great clear on its own with or without quest, the problem comes when Shudderwock can clear your entire board thanks to this card. Before, only clears Shudderwock could do were both sided, now you basically have a one sided Twisting Nether, among other things.
11-Win Secret Highlander Hunter
On the first try I only got two wins with the deck, got destroyed by aggro. It seems to be the weak point of the deck.
On the second try though I got eight wins. Less aggro matchups, more quest decks. mech-hunters, I somehow even won against two bomb-warriors despite them blocking my reno-cards.
Overall the deck is cool. I like reno-hunter a lot.
Let's talk about the quests.
Here's my order of power/oppressiveness after a couple days:
EGGO-Mancer (Budget Friendly!)
Yeah, I thought priests would be an issue too, but I'm not running into too many of them around rank 10 and the ones that are there don't seem to be playing those spells.
I initially had cube in the list and it's decent, but I found oftentimes I'd rather just cast a bunch of smaller cards and generally I win the game before the cube duplicating minions really matters. It's just better to have a really low curve in a deck like this.
EGGO-Mancer (Budget Friendly!)
haha. That would be funny to try and make a stranger things themed deck!
EGGO-Mancer (Budget Friendly!)
Probably Carnivorous Cube. Without Umbra your late game will suffer a bit, but she's not essential.
Fibonacci's Taunt Warrior - Uldum Launch Deck
Taunt is cheat? Then i'll cheat today when giving this one a try
Zephrys the Great
Crafted this (golden) before openening any new Packs.
Let the Highlander-Fun begin
Good Cheer
Need this, hopefully it's available when the Global Games return
Let's talk about the quests.
"Very long and thought out thread about every quest and how they will affect deckbuilding in the future"
"Ur just salty ekkks d"
I don't know what i expected
Saviors of Uldum Streamer & Pro Decks
This expansion feels like it was more catered to Wild. I'm having a hell of a lot more fun playing wild than standard atm.
Let's talk about the quests.
You sounds salty about this, especially against Shamans. I can only attest to what I have I have been playing against so far with Tempo Warrior. I've had a good 58% win rate with it, but EVERY TIME I encounter the Druid quest, I lose simply because they can do just enough to hold back an onslaught for 4 turns, and then scrubby cards like Starfall become a pain. Not to mention, Nourish as a mid-range solution to topping out at 10 mana AND getting their hand refilled. I am thinking that I want to craft a golden one for my Wild Jade deck simply because that would negate having Fandrel in the deck at all and it can only be countered if someone is lucky enough to go first and have the Kabal Lackey and Counterspell in hand.
Knee-jerk reaction to day one ladder (SoU)
I made my own Quest Druid deck day 1, and it has lots of cards that synergize with healing like Lucenbark and the 4/4 deers with rush that summons two of them. I did pretty well against agro and tempo. Lost to control, then started playing Quest Shaman Shudderwock and did VERY well!
10-3 Zoolock
Good luck. Just add Tekahn and a lackey package, in order to stand better chances against the control warriors.
Saviors of Uldum Streamer & Pro Decks
The way I see it, Highlander's deck just got a serious revamp in Wild, but isn't that strong in Standard (yet). Maybe in a few expansion from now, standard singleton lists will get the right set of tools to make them competitive, but as of now, it is only shell for decks - not a core.
Knee-jerk reaction to day one ladder (SoU)
I was giving Priest as an example. Control warrior with silences (what I was playing and destroying Kangor's Army with), shaman (any "meta" style if you know how to play), zoo with silences to rush pally down, Conjuring Mage, aggro rogue. All those decks do extremely well when played right and you don't draw horribly (it is a card game, there will always be some aspect of luck in the game).
Let's talk about the quests.
In my opinion the quests are going to be BIG in this and coming metas, and that's probably not a big or risky prediction. Everyone knows how big of an impact the previous quests had and even though these new ones are lesser in power(by design) they still will have major implications in deck building(well most of them anyway). Here's what i think about them going forward.
Paladin: Starting with the one i think will have less and less impact as we go on(assuming they never print any more reborn cards after this expansion) in terms of deck design, there will be a "druid-ramp-like" package for the paladin quest of the best cars that have already been exstablished already and then you just fill in the gaps after that, the same way druid did in previous metas where they have the oaken summons, malfurion, spreading plague, ramp, packages and they just slotted in different win conditions like maly or hadronox. i think the paladin quest will be just like this in the future, and it will be locked to aggro generally.
Warrior: From now on in the list i'm going to work from left to right on the class menu but it's really coincidental that warrior is next after the special case that i brought up paladin first, since i think it is exactly the same as the paladin quest in some respects. But i think it is better because there is more likely to be more weapons in the future to change up the quest dynamic for deck building, but i still think in the end it will mostly revolve around people finding what works and setting up a "package" just like with paladin, maybe some decks will run said "package" with rush cards and make it more mid-range, or maybe it'll be the "package" and taunt cards, for a more value oriented way with the hero power, and play it off as jaraxxus but you summon 4/3s. I am interested although i don't have a lot of faith in this quest.
Shaman: This quest is getting the most hype and i think for a good reason, this quest has a lot of workaround for it since unlike weapons or reborn minions there is a lot of work-around that can be done, there are already decks for value and decks using the hero power for damage(but mostly you'll just see unimaginative lackey shit with it), and i think this will get more and more diverse as expansions go on, good design of a quest and i don't think the double battlecry reward is as busted as people might think at first glance.
Rogue: Okay this one i think deserves attention because i think in the coming days it will be VERY OPPRESSIVE. If you remember pirate warrior you'll know how dangerous a 2 mana fiery waraxe can be, and if you can get that guaranteed every turn, it's very dangerous indeed. Used to be with pirate warrior you'd just run them out of stuff and if you survived at that point they would just concede because they have no way of coming back. But with this new lackey shit, the deck has a way to make a full board out of nowhere and having guaranteed 3 damage to face every turn(this isn't a taunt heavy meta anymore remember that) it's pretty gross, and i foresee in the future it will be made for that oppressive nature, since the quest doesn't require deck building for the quest, since it's so easy to complete. Remember kingsbane before the leeching poison nerf? Kingsbane decks before the leeching poison nerf weren't aggro, they were focused on outlasting their opponents via the lifesteal from the weapon and trying to build the weapon as big as possible, but after the nerf to leaching poison that way of play was gone so the deck became pure aggro now relying on getting as much damage in as possible as fast as possible and i think that is the future that awaits the quest for rogue, and it's a pretty disgusting future indeed. Some people are trying to parade this is a "Control Rogue" enabler, but what can a 3/2 weapon do against lackey shit that fills a board every turn, and as a class that doesn't have boardclear it's just a joke, and it's even more of a joke against other late game oriented decks. If the quest didn't have such a low requirement then maybe it wouldn't turn to pure unadulterated aggro, but it doesn't.
Hunter: The hunter quest is very interesting to me, since token druid exists right now and has been in full swing since before this expansion i'm surprised no one has talked about it that much. I imagine soon there will be a "Token Hunter" if you will, and unlike druid they'll have 2 mana savage roar available at their finger tips, not as oppressive as the rogue quest in my opinion since the quest takes longer to complete and a deck has to be made for it to succeed, but i think it is a sleeper possibility in the future.
Druid: The druid quest is something a lot of people have been calling very versatile, since that is what the choose one cards are designed to be for after-all, and i think that's a good way of putting it. I've seen a couple decks here and there already since the expansion dropped and i have to say, bias out of the way this is the most interesting quest for me, i've seen heal druid decks with quest, and aggro type druids with druid of the scythe, i think the payout for the quest isn't too bad either unlike rogue, do nothing essentially for 4 turns and after that you can get more tempo on turns than normal seems simple enough. Although i do not enjoy the fact that it can be completed earlier if you have the coin, but i guess the innervate class doesn't really need that if they so desire.
Warlock: If you've seen me around you've probably seen me call plot twist warlock a meme once or twice, and although i use it as more of a joke most of the time it isn't inherently untrue. I think betrug is a joke and 8 healing MAYBE off brood mothers isn't reliable enough, if warlock had a way of going infinite with it sort of like dead man's hand warrior i think it would have been a more interesting deck as least for me, but that said i don't think the quest is good, people keep saying everywhere you go that once you get the quest completed that every card you draw is zero mana, but more likely than not, every card you topdeck is 2 mana is a better way of putting it. Since most plays you tap for if you tap you'll play that turn if only for the tempo of it, and i think combo decks with this would be too slow and unreliable so i don't know where this will go in the future.
Mage: I am designating this the "Fun Quest" of all of them, although i imagined it in a cyclone mage deck as an extra card generation engine i think it's more there for people that enjoy the randomness of hearthstone than the competitiveness of it, i've played against a couple quest mages with my singleton hunter and by the time they got the quest done they were usually dead, and my singleton hunter isn't even aggro. This is a hopeful yog's puzzlebox generator in most decks, and if you're not playing it for fun i don't know why you're playing it.
Priest: has a high chance of being oppressive in the future but no like lackey shit is, in more of an arena style of oppression where they just play big stuff every turn and hope to win eventually when their opponent has run out of things to play against them. As one of the few people that enjoyed dinomancy it's cool seeing it back in an actual playable form, and it's pretty cool that it's going to be meta for once, in the future i envision a lot of mid-range priest decks, that run a lot of healing and use the quest as a finisher rather than rushing the quest out like other classes, kind of like galvadon paladin of old.
All in all i like the new quests, although i think they are not all created equal in terms of strength like the older ones were. And although they are not as powerful as the older quests were i think that's a good thing, the meta needs to slow down a bit, the game is not just KFT and KnC it can't just be big fancy blowout decks every expansion. I think most of the quests are a great addition in terms of deckbuilding and although most people will just netdeck what is popular and don't try anything new i think the theorycrafters will enjoy messing around with them.
10-3 Zoolock
Deck seems good. I had something very similar in mind to try on my first run, so I'm definitely using this deck for it. Later, I will upload my results here. Thanks for sharing, Kovachut!!! :) :) :)
legendary quests from saviors of uldum
Given the quests apparently require playing and winning "the Tavern Brawl" I wouldn't expect to see them at least until next Wednesday. It would be a bit of a cruel move to force people into a brawl that requires a gold investment.
The Witcher (Netflix)
Thanks!!! As I said previously, Westworld seems good, maybe I should watch it at the same time as The Borgias, you know, to vary a little...