I don't know how Quest Rogue was fairing in wild, but this is a nice way to make Sonya to be used as intented: a value generator using little copies of big battlecriers/deathrattlers/EoT users.
This change would have made the last few months of standard Quest Rogue look less painful for control decks, though.
Quest rogue doesn't exist in wild and hasn't for a looong time.
So I couldn't care less about this nerf, to be honest. But consistency is always good.
Funnily enough, the fact that it continues to draw from a larger and larger pool of beast minions, the card becomes harder to really be predictable and consistent.
Only two DK cards become harder to be consistent over time. Rexxar for the reasons mentioned and Thrall, Deathseer for the obvious reasons.
Was it ever really consistent? :) I get your point, but not like you could guarantee to get a poisonous Exploding Bloatbat within 3 tires or something :)
AFAIR, after Witchwood update, you had about 30% to have lifesteal/rush/poison+battlecry/taunt/something immediatly impactful. Before it was pretty much "craft a big dude" and if you are lucky, it had taunt. Nowadays it is more diluted, which is honestly great.
Zephrys the Great (2): Similar to Kazakus in power level and digging ability. It might be even better in some classes that can pull off the highlander deck list.
Octosari (2): It's fine - even if you don't full draw the 8 cards, or mill your deck it's still a good value card and a big thing.
Vessina (2): Playable stats with a must kill ability. Overload is a bit inflexible at times.
---
Blatant Decoy (4): Pretty bad card, you can set it up in some classes, but overall a 6 mana 5/5 with a mirror effect is very unpredictable.
Body Wrapper (3): Delayed value ability. Stats are fair enough.
Crystal Merchant (3): I think the card is okay - the stats are playable on 2 in a pinch or you can play it as a draw 1 in the late game with a reoccuring affect. Flexible enough.
History Buff (2): This is a good 3-drop similar to Beastmaster in power level, maybe stronger since it can trigger right away and multiple times.
Mischief Maker (3): Unpredictable, but will be more favorable for you since you can "control" when to play it.
Vulpera Scoundrel (1): Better then Kabal Courier - this is potentially the go to discover card. Stats are weak, but very flexible for option.
---
Dune Sculptor (3): Mana Cyclone as a 3 drop - except for minions. How reliable has Mana Cyclone been ?
Garden Gnome (3): There are solid Druid big spells and holding one in hand to trigger this seems like an easy way to cheat tempo early.
Holy Ripple (1): Very good small AOE for priest - it's better value per mana then Holy Nova.
Hyena Alpha (3): Hard to make work since the secret needs to be played and not triggered. You can play on T6, but playing a secret for the sake of a 2/2 is not optimal use of the secret.
Mogu Fleshshaper (3): Probably OK in Shaman, but it's not a huge tempo swing for the requirements. Compare this to Undercity Fence.
Naga Sand Witch (3): Playable, and occasionally lead to some insanity on turn 10.
Quicksand Elemental (1): It's good - but potentially overhyped a bit. The reduction is better in Priest then other classes. For 2 mana - it's an easy pick if bucketed low.
Ramkahen Wildtamer (2): Fine stats with value upside. Hunter should consistently have options for this more then other classes.
Swarm of Locusts (2): 5-7 minions is good/great. Anything else is average or worse. It's a catch up card for Hunter that generates minions which is pretty good.
Ancestral Guardian (2): Aggressively statted with some healing is pretty nice. Should trade decently as well with both bodies for 4 mana.
Ancient Mysteries (4): Pretty deck dependent but a secret tutor to work with your synergy cards could make this viable.
Beaming Sidekick (2): Nice card, about as impactful as a tempo 1 drop can be.
Bug Collector (2): 3/2 over 2 bodies, with a bit of initative. The ping is going to be huge in the Reborn meta.
Candletaker (1): Better then Harvest Golem and better then Mounted Raptor. This card is one of the best 3-drops around.
Clever Disguise (3): The range of cards is too wide with random spells. It's worse then Violet Haze, since Haze gives deathrattle minions which have value built into the cards. The spell pool is too wide for this to be that good.
Desert Hare (3): Slightly worse Microtech controller with beast synergy.
Faceless Lurker (3): Small upside Fen Creeper that hurts more from a silence.
Golden Scarab (2): Bit of value, will be better in classes with strong class 4 cost cards.
Injured Tol'vir (2): One of the better 2 drops around. Great in Priest
Neferset Thrasher (2): Yeti on T3, into 2 trades is great. It will cost you 6 hp for 2 trades, but that probably saves you more in the long run. Also can be played and silenced or sacrificed without losing hp.
Oasis Surger (1): Really nice card. Flexible multi target removal, or a single minion attacker. It can be played as 2x 3/3s for 5 as well on an empty board.
Penance (2): Good cheap removal card with some extra healing which might not be that good in the Priest class.
Phalanx Commander (3): With the pool of taunt minions in the next rotation, this will find some use, but otherwise it's an understatted 5 drop.
Pit Crocolisk (1): Great card, comparable to Kraken, Fire elemental and of course Firelands Portal. Giving neutral reach to all classes will definitely make this a meta defining card.
Sandhoof Waterbearer (1): Great card and will break games open if left unchecked.
Sandstorm Elemental (1): Elemental Twilight Flamecaller. Really strong card for a class that needs the ping aoe.
Sinister Deal (2): Flexible but lackeys generally don't create much value - paying +1 mana for this spell then +1 mana for a lackey reduces the tempo advantages the Lackeys provide.
Spitting Camel (3): Better in slower drafts and classes. Worse in swarmy, aggressive drafts.
Subdue (2): Worse then Dark Conviction, but still very decent large removal.
Temple Berserker (2): One of the best aggressive 2 drops. 1/2 followed by a 3/1 after it comes back. Similar to Kindly Grandmother in Hunter which is a nightmare to deal with early.
Totemic Surge (4): Better then Totemic Might since it can surprise damage, but still pretty bad and inflexible.
Wasteland Scorpid (2): Expensive but highly durable body should go 2 for 1.
Seems to be up, and it works great for me so far! Actually a lot better and with less lag than HP's. Also true to form I've opened about 30 packs without a legendary! So accurate!
Oh I see, Yes! I do believe in my opinion it is necessary, this deck is definitely a more swarming type of deck with tons of reload, Your opponents that run big taunts will be a problem for the deck, Toxfin makes it so you can remove their threats more efficiently, I know that having toxfin might be a consistency problem but I don't think you want to sacrifice tempo to get your quest reward online early. I could think about removing another 1 attack card but I don't think it would be Toxfin
Everything You Need to Know About the Perfect Card, Zephrys the Great
With the right board state and no way to flip the table? Yes ^^
Recent Patch with a hidden Nerf to Questrogue
Quest rogue doesn't exist in wild and hasn't for a looong time.
So I couldn't care less about this nerf, to be honest. But consistency is always good.
Deathstalker Rexxar
AFAIR, after Witchwood update, you had about 30% to have lifesteal/rush/poison+battlecry/taunt/something immediatly impactful. Before it was pretty much "craft a big dude" and if you are lucky, it had taunt. Nowadays it is more diluted, which is honestly great.
Saviors of Uldum: Arena Impact
Zephrys the Great (2): Similar to Kazakus in power level and digging ability. It might be even better in some classes that can pull off the highlander deck list.
Octosari (2): It's fine - even if you don't full draw the 8 cards, or mill your deck it's still a good value card and a big thing.
Vessina (2): Playable stats with a must kill ability. Overload is a bit inflexible at times.
---
Blatant Decoy (4): Pretty bad card, you can set it up in some classes, but overall a 6 mana 5/5 with a mirror effect is very unpredictable.
Body Wrapper (3): Delayed value ability. Stats are fair enough.
Crystal Merchant (3): I think the card is okay - the stats are playable on 2 in a pinch or you can play it as a draw 1 in the late game with a reoccuring affect. Flexible enough.
Dwarven Archaeologist (3): Standard 2 drop with some upside.
History Buff (2): This is a good 3-drop similar to Beastmaster in power level, maybe stronger since it can trigger right away and multiple times.
Mischief Maker (3): Unpredictable, but will be more favorable for you since you can "control" when to play it.
Vulpera Scoundrel (1): Better then Kabal Courier - this is potentially the go to discover card. Stats are weak, but very flexible for option.
---
Dune Sculptor (3): Mana Cyclone as a 3 drop - except for minions. How reliable has Mana Cyclone been ?
Garden Gnome (3): There are solid Druid big spells and holding one in hand to trigger this seems like an easy way to cheat tempo early.
Holy Ripple (1): Very good small AOE for priest - it's better value per mana then Holy Nova.
Hyena Alpha (3): Hard to make work since the secret needs to be played and not triggered. You can play on T6, but playing a secret for the sake of a 2/2 is not optimal use of the secret.
Mogu Fleshshaper (3): Probably OK in Shaman, but it's not a huge tempo swing for the requirements. Compare this to Undercity Fence.
Naga Sand Witch (3): Playable, and occasionally lead to some insanity on turn 10.
Quicksand Elemental (1): It's good - but potentially overhyped a bit. The reduction is better in Priest then other classes. For 2 mana - it's an easy pick if bucketed low.
Ramkahen Wildtamer (2): Fine stats with value upside. Hunter should consistently have options for this more then other classes.
Swarm of Locusts (2): 5-7 minions is good/great. Anything else is average or worse. It's a catch up card for Hunter that generates minions which is pretty good.
---
Armored Goon (2): Better Boulderfist. Helps with weapon swinging. Solid card.
Ancestral Guardian (2): Aggressively statted with some healing is pretty nice. Should trade decently as well with both bodies for 4 mana.
Ancient Mysteries (4): Pretty deck dependent but a secret tutor to work with your synergy cards could make this viable.
Beaming Sidekick (2): Nice card, about as impactful as a tempo 1 drop can be.
Bug Collector (2): 3/2 over 2 bodies, with a bit of initative. The ping is going to be huge in the Reborn meta.
Candletaker (1): Better then Harvest Golem and better then Mounted Raptor. This card is one of the best 3-drops around.
Clever Disguise (3): The range of cards is too wide with random spells. It's worse then Violet Haze, since Haze gives deathrattle minions which have value built into the cards. The spell pool is too wide for this to be that good.
Desert Hare (3): Slightly worse Microtech controller with beast synergy.
Faceless Lurker (3): Small upside Fen Creeper that hurts more from a silence.
Golden Scarab (2): Bit of value, will be better in classes with strong class 4 cost cards.
Injured Tol'vir (2): One of the better 2 drops around. Great in Priest
Kobold Sandtrooper (4): Pretty bad 2 drop. OK in aggro drafts.
Living Monument (3): Just a big dumb threat.
Neferset Thrasher (2): Yeti on T3, into 2 trades is great. It will cost you 6 hp for 2 trades, but that probably saves you more in the long run. Also can be played and silenced or sacrificed without losing hp.
Oasis Surger (1): Really nice card. Flexible multi target removal, or a single minion attacker. It can be played as 2x 3/3s for 5 as well on an empty board.
Penance (2): Good cheap removal card with some extra healing which might not be that good in the Priest class.
Phalanx Commander (3): With the pool of taunt minions in the next rotation, this will find some use, but otherwise it's an understatted 5 drop.
Pit Crocolisk (1): Great card, comparable to Kraken, Fire elemental and of course Firelands Portal. Giving neutral reach to all classes will definitely make this a meta defining card.
Sandhoof Waterbearer (1): Great card and will break games open if left unchecked.
Sandstorm Elemental (1): Elemental Twilight Flamecaller. Really strong card for a class that needs the ping aoe.
Serpent Egg (4): A slightly worse Neubrian Egg.
Sinister Deal (2): Flexible but lackeys generally don't create much value - paying +1 mana for this spell then +1 mana for a lackey reduces the tempo advantages the Lackeys provide.
Spitting Camel (3): Better in slower drafts and classes. Worse in swarmy, aggressive drafts.
Subdue (2): Worse then Dark Conviction, but still very decent large removal.
Temple Berserker (2): One of the best aggressive 2 drops. 1/2 followed by a 3/1 after it comes back. Similar to Kindly Grandmother in Hunter which is a nightmare to deal with early.
Totemic Surge (4): Better then Totemic Might since it can surprise damage, but still pretty bad and inflexible.
Wasteland Scorpid (2): Expensive but highly durable body should go 2 for 1.
Worthy Expedition (2): Flexible dig for flexible options.
Saviors of Uldum - 5 Pack Bundles Giveaway
Siamat because it looks super fun, powerful and being offensive and defensive its flexible
Saviors of Uldum - 5 Pack Bundles Giveaway
Plague of Murlocs.... I do love control shaman. Sorry if I entered before, couldn't remember if I did <_<
Saviors of Uldum - 5 Pack Bundles Giveaway
one of the strongest 2-mana cards alone
Anyone else disappointed they didn't print a 12 mana card with a crap body?
That there needs to be more counters to Dr. Boom. Mage is one of the only consistent counters
Out of Cards Partners with HSReplay - The Best in Hearthstone Data
Out of Cards, but certainly not Out of Steam ;)
Monster Hunter
I got this on NA and EU. Asia one day :) :)
Got Away with It!
A card back I'll never obtain. Kudos to those that do though.
Golden Celebration
I have this card back. Until I wake up.
Frostmourne
Winter is here - and it's COLD!!!!!!
Fireside
Had to use VPN to get - but was worth it :)
Card Pack Opener
Seems to be up, and it works great for me so far! Actually a lot better and with less lag than HP's. Also true to form I've opened about 30 packs without a legendary! So accurate!
Classic
Classic card back, timeless.
Legend
Not the nicest looking but not easy to get :)
Random
RNG for card backs.
Mark of Hakkar
Pretty cool to see it propagate.
Winter Veil Treat
Tasty!
Good Cheer
I assume this is rare as don't remember seeing it before
Pandaria
First! (card back that is).
Boomsday!
This card back is totally worth getting. Loved Puzzle Lab
Making Murlocs
Oh I see, Yes! I do believe in my opinion it is necessary, this deck is definitely a more swarming type of deck with tons of reload, Your opponents that run big taunts will be a problem for the deck, Toxfin makes it so you can remove their threats more efficiently, I know that having toxfin might be a consistency problem but I don't think you want to sacrifice tempo to get your quest reward online early. I could think about removing another 1 attack card but I don't think it would be Toxfin
Barrel
Is there?