It reminds me of Frostwolf Grunt - lifesteal instead of taunt, both only playable in arena. However I must admit that the prior keyword would be generally more useful there.
Yeah actually you're right. Also it would limit alternate Hero Powers to Odd decks. What if they printed a neutral Singleton support card this expansion that reads "Start of Game: If you have no duplicates in your deck, Discover an alternate Hero Power"
That's far too broken. As reno and odd even decks have already shown, these restrictions can hardly be called that. This applies to both formats.
Start of the game buffs need to be very minor in order to be balanced. I advice you to watch some of Trump's custom card reviews in which he covers some start of game cards.
Pretty strong buff. Depending on bord will be easier to complete, for instance by healing your opponent minions as well. I also like the way they incorporated the Uldum theme here with the obelisk. I like obelisks.
Reducing damage output is done far better with Eadric than Tarim. If needed, swap Tarim with any card you don't have. As for Zilliax, resurrecting 3/2 is worse than other Mechs in this deck via Kangor's Endless Army. Also, Rotten Applebaum is far better than Zilliax thanks to N'Zoth.
As for the other stuff you are not sure of, only testing will reveal all. Thanks for the feedback, I hope you will have a blast playing with this deck.
The circle of healing thing was a mistake I didn't really realize until your message. I'm for that and thanks for making me notice it.
I decided to put Shieldbreaker because if you want to Silence a minion it's usually because of the Taunt keyword; moreover it leaves more mana for healing and buffing stuff. You can argue that [Hearthstone Card (Mass Dispell) Not Found] is better, and it probably is since in also cycles through the deck, but as I said I'm open to suggestions.
I put Grandmummy just because I think it's a powerful turn 2 play in order to take the board in the next few turns: you opponents needs to kill it, but at the same time it buffs toy other minions. This reasoning can't be done in the late game, but since we are in the first few turns...
I'm not sold by Psychopomp: the effect is really powerful, but the 3/1 stat line and the random target really hold me back from believing in this card. I might be wrong, but for now I really can't see it.
Piffler is worth taking in order to complete this faster(there is still enough space for anti aggro cards), there is not that much rogues as there was before in April and May, mostly mages, so fox is fine.Cat has bigger chance of giving a class card.Actually mugger is bad i agree, still more then enough to complete the quest though.This hero power barely requieres effort to work, you don't even need to play the cards you got.This hero power is good if you are planning to play (actual) thief rogue with tess, which plans to survive untill lategame (exactly what this card does help with),play Tess, scheme and repeat.I do think that it wont fit in normal tempo rogue, piffler has nothing to do there and there are basically only 4 cards in that deck which steal stuff.
This heropower is obviously quite strong , but the major issue is giving up a card (quest) in your opening hand . Not sure if a normal Temporogue can afford this.
I said it in the card reveal page, I will say it here - why is Reno pillaging the sky temple? I know that raiding tombs was part of his personality back in LoE, but isn't he one of the good guys this time around, that want to protect Uldum? Finley is also doing some necromatic shenanigans, which are contrary to the paladin class's philosophy, but this is another topic.
I guess Reno is telling others - I won't let the league of EVIL desecrate this holy place by hiding the ancient scrolls somewhere safe. In my personal safe that is. Winning.
Strong defensive card but how much better is it than rotten applebaum?
Of course the Applebaum is better , especially in wild there should be better options.
This card only goes into decks that require you to have reborn minions. So far this is only Making Mummies wich seems to fit way better to me than to make it an aggro deck ( Micro Mummy for example doesnt synergyse well with the quest).
In general i would say making Quest decks more lategame oriented has 2 major upsides:
1) The questcopyheropower is way better on controlish cards Khartut Defender , than on Leeroy or whatever.
2) To play 5 reborn minions isnt that easy , if people clump up their deck with only those they have a super bad deck, that gets outtempoed by any other agggro deck and farmed by every Control deck. Imo 7 to 10 should be enough.
PS: On a sidenote having the quest activated (on average) very late ( past turn 10) also makes Questing Explorer better since a 2/3 without any effect is extremely bad (past turn 10) . The body is actually not that relevant for a Control deck , since it doesnt win by tempo, but it can help making good trades in the early game.
Looks like card, who will be nerfed 2 times and still be ok. 4 cards it s too simple only bad thing - you must bring bad first turn with bad 1 card at the start of the game, but you just need 2 blink foxes, 2 cats, 2 hench clan yada yada thats all, no need useless doesn't working thief rogue. This weapon can push face on turn 5 or 6
pilfer is not worth taking, fox doesn't work against other rogues, cat can give you a nonclass card, you can't play cat turn one because of the quest, you start a game having one card less, mugger seems like a weak card to be played in constructed. This hero power is not worth the effort needed to make it work. Rogue has no problems at all against spam decks right now so why do you even need this hero power?
How exactly there is no support for this quest?How is it bad.People already play blink fox, hench-clan burglar,pifller.Now its pharaoh cat and bazar mugger.The reward is insane too, remember fiery war axe for 2 mana?Well this is fiery war axe on steroids ur gonna get on average on turn 5-6.This is an incredible card.Only downside is that it's shitty, boring design.
This is such a strong quest, the reward is way too good, the requirements not so high... I won't say it's gonna be nerfed cause normally quests are hard to evaluate most of them sucked last time.
Actually, Rogue, Priest, Warrior and Mage quests saw a lot of serious ladder play. Pala and Druid quests created at least nice meme decks. Warlock quest was awfully designed but also saw at least some ladder games in tier 4 decks. Only shaman and hunter sucked in such a way that they were neither fun nor good. So I don't think it is "most of them". And the proportions will probably be more or less the same, which would be fine with 4 quests spawning good meta decks, 2-3 meme tiers and 2-3 not good enough for any purpose. Cheers!
Meta defining:rogue, warrior
Saw competitive play:mage, druid, priest
Is played but only in wild after it rotated:shaman
Garbage:hunter, paladin, warlock
Yeah maybe I was wrong with "most of them" but still they weren't very strong outside of warrior and rogue, the priest one was hard to complete and was not game winning most of the time.
They also just weren't consistently good, from koft to rastakan you only really saw quest rogue popping from time to time the rest were not played.
Paladin was terrible only kibler really played it, but kibler really likes to play meme decks.
Most of them are really weak and their inclusion in the quest deck doesn't seem logical, because, judging by its look, it only enables greedy mid-range or control decks. I would want to make a 2/2 copy of big deathrattles (Mechanical Whelp, Tirion Fordring) and that could be a good strategy, if it wasn't for the fact, that I have to run 5 mediocre reborn cards and hope I draw them relatively fast:
Bone Wraith and Murmy are the only good ones worth playing. The others are either very expensive (Khartut Defender, Colossus of the Moon), weak (Micro Mummy, Wasteland Assassin, Khartut Defender) or just bad (Generous Mummy, Wrapped Golem). But let's assume, that SOU gives paladin more good reborn minions to choose from. The question now becomes whether their number would be big enough, in order for us to make the deck consistent and find room for the aforementioned big deathrattles. And even if we do manage to make the decklist somewhat consistent, is the pay-off that good? In wild, paladin could build a control N'zoth quest deck, but it would be overshadowed by the odd and Anyfin archtypes and it would be extremely vulnerable to Big Priest. In standard, I believe, building the well-known handbuff magnetic deck would prove to be more beneficial.
I will end this post with a quote from linkblade91:
I'm not a fan of the Quest being locked into this particular expansion, when the others are more open-minded like the old Quests. We have no indication that Reborn will continue beyond Saviors of Uldum - it seems quite unlikely, at any rate - so Making Mummies will be forever reliant on whatever Reborn minions we acquire in the here and now.
Because let's face it. With few exceptions (Discover, Lifesteal, Rush), we don't see new keywords popping up again for a second time - Inspire, Adapt, Recruit, Echo (I want to believe, that SN1P-SN4P was an exception, because people were confused about Witch's Brew), Magnetic, Overkill, Twinspell.
rofl this shit won't see any play on high legend ranks in uldum expansion (unless there is more support for quests not shown yet). Maybe 1st week people will play with it a bit but there are so obvious downsides of this quest that I'm very surprised ppl saying it's good. It can be decent in future but for now it's nearly garbage.
Ninjas!
looks nice
Vilefiend
It reminds me of Frostwolf Grunt - lifesteal instead of taunt, both only playable in arena. However I must admit that the prior keyword would be generally more useful there.
Molten Core
can we go back in time for this one? somehow
Bazaar Burglary
snapp ...will need some dust for this one
Saviors of Uldum - 5 Pack Bundles Giveaway
Bazaar Burglary, because it looks really strong.
Pirates!
would be nice to get this one
The Burndown!
Mercenaries 280 did it for me
Idea for Genn and Baku Nerfs
That's far too broken. As reno and odd even decks have already shown, these restrictions can hardly be called that. This applies to both formats.
Start of the game buffs need to be very minor in order to be balanced. I advice you to watch some of Trump's custom card reviews in which he covers some start of game cards.
New Priest Spell - Activate the Obelisk
Pretty strong buff. Depending on bord will be easier to complete, for instance by healing your opponent minions as well. I also like the way they incorporated the Uldum theme here with the obelisk. I like obelisks.
The Finley Brotherhood
Reducing damage output is done far better with Eadric than Tarim. If needed, swap Tarim with any card you don't have. As for Zilliax, resurrecting 3/2 is worse than other Mechs in this deck via Kangor's Endless Army. Also, Rotten Applebaum is far better than Zilliax thanks to N'Zoth.
As for the other stuff you are not sure of, only testing will reveal all. Thanks for the feedback, I hope you will have a blast playing with this deck.
Midrange Quest Priest (updated)
The circle of healing thing was a mistake I didn't really realize until your message. I'm for that and thanks for making me notice it.
I decided to put Shieldbreaker because if you want to Silence a minion it's usually because of the Taunt keyword; moreover it leaves more mana for healing and buffing stuff. You can argue that [Hearthstone Card (Mass Dispell) Not Found] is better, and it probably is since in also cycles through the deck, but as I said I'm open to suggestions.
I put Grandmummy just because I think it's a powerful turn 2 play in order to take the board in the next few turns: you opponents needs to kill it, but at the same time it buffs toy other minions. This reasoning can't be done in the late game, but since we are in the first few turns...
I'm not sold by Psychopomp: the effect is really powerful, but the 3/1 stat line and the random target really hold me back from believing in this card. I might be wrong, but for now I really can't see it.
Uldum Rogue Quest Reveal - Bazaar Burglary
Piffler is worth taking in order to complete this faster(there is still enough space for anti aggro cards), there is not that much rogues as there was before in April and May, mostly mages, so fox is fine.Cat has bigger chance of giving a class card.Actually mugger is bad i agree, still more then enough to complete the quest though.This hero power barely requieres effort to work, you don't even need to play the cards you got.This hero power is good if you are planning to play (actual) thief rogue with tess, which plans to survive untill lategame (exactly what this card does help with),play Tess, scheme and repeat.I do think that it wont fit in normal tempo rogue, piffler has nothing to do there and there are basically only 4 cards in that deck which steal stuff.
New Rogue Spell - Bazaar Burglary
This heropower is obviously quite strong , but the major issue is giving up a card (quest) in your opening hand . Not sure if a normal Temporogue can afford this.
Raid the Sky Temple
I said it in the card reveal page, I will say it here - why is Reno pillaging the sky temple? I know that raiding tombs was part of his personality back in LoE, but isn't he one of the good guys this time around, that want to protect Uldum? Finley is also doing some necromatic shenanigans, which are contrary to the paladin class's philosophy, but this is another topic.
I guess Reno is telling others - I won't let the league of EVIL desecrate this holy place by hiding the ancient scrolls somewhere safe. In my personal safe that is. Winning.
New Neutral Minion - Khartut Defender
Of course the Applebaum is better , especially in wild there should be better options.
This card only goes into decks that require you to have reborn minions. So far this is only Making Mummies wich seems to fit way better to me than to make it an aggro deck ( Micro Mummy for example doesnt synergyse well with the quest).
In general i would say making Quest decks more lategame oriented has 2 major upsides:
1) The questcopyheropower is way better on controlish cards Khartut Defender , than on Leeroy or whatever.
2) To play 5 reborn minions isnt that easy , if people clump up their deck with only those they have a super bad deck, that gets outtempoed by any other agggro deck and farmed by every Control deck. Imo 7 to 10 should be enough.
PS: On a sidenote having the quest activated (on average) very late ( past turn 10) also makes Questing Explorer better since a 2/3 without any effect is extremely bad (past turn 10) . The body is actually not that relevant for a Control deck , since it doesnt win by tempo, but it can help making good trades in the early game.
Uldum Rogue Quest Reveal - Bazaar Burglary
Looks like card, who will be nerfed 2 times and still be ok. 4 cards it s too simple only bad thing - you must bring bad first turn with bad 1 card at the start of the game, but you just need 2 blink foxes, 2 cats, 2 hench clan yada yada thats all, no need useless doesn't working thief rogue. This weapon can push face on turn 5 or 6
Uldum Rogue Quest Reveal - Bazaar Burglary
pilfer is not worth taking, fox doesn't work against other rogues, cat can give you a nonclass card, you can't play cat turn one because of the quest, you start a game having one card less, mugger seems like a weak card to be played in constructed. This hero power is not worth the effort needed to make it work. Rogue has no problems at all against spam decks right now so why do you even need this hero power?
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Uldum Rogue Quest Reveal - Bazaar Burglary
How exactly there is no support for this quest?How is it bad.People already play blink fox, hench-clan burglar,pifller.Now its pharaoh cat and bazar mugger.The reward is insane too, remember fiery war axe for 2 mana?Well this is fiery war axe on steroids ur gonna get on average on turn 5-6.This is an incredible card.Only downside is that it's shitty, boring design.
New Rogue Spell - Bazaar Burglary
Meta defining:rogue, warrior
Saw competitive play:mage, druid, priest
Is played but only in wild after it rotated:shaman
Garbage:hunter, paladin, warlock
Yeah maybe I was wrong with "most of them" but still they weren't very strong outside of warrior and rogue, the priest one was hard to complete and was not game winning most of the time.
They also just weren't consistently good, from koft to rastakan you only really saw quest rogue popping from time to time the rest were not played.
Paladin was terrible only kibler really played it, but kibler really likes to play meme decks.
Quests
I want to know what the hunter quest is .. Rexxar got an 'average at most' one last time so here's hoping.
The revealed cards went all over the place too from spells to secret to big beasts so no way to guess.
Making Mummies
Posting before the final card reveal and dump. I am not really impressed by the neutral and paladin reborn minions thus far:
https://hearthstone.gamepedia.com/Reborn#Cards_with_Reborn
Most of them are really weak and their inclusion in the quest deck doesn't seem logical, because, judging by its look, it only enables greedy mid-range or control decks. I would want to make a 2/2 copy of big deathrattles (Mechanical Whelp, Tirion Fordring) and that could be a good strategy, if it wasn't for the fact, that I have to run 5 mediocre reborn cards and hope I draw them relatively fast:
Bone Wraith and Murmy are the only good ones worth playing. The others are either very expensive (Khartut Defender, Colossus of the Moon), weak (Micro Mummy, Wasteland Assassin, Khartut Defender) or just bad (Generous Mummy, Wrapped Golem). But let's assume, that SOU gives paladin more good reborn minions to choose from. The question now becomes whether their number would be big enough, in order for us to make the deck consistent and find room for the aforementioned big deathrattles. And even if we do manage to make the decklist somewhat consistent, is the pay-off that good? In wild, paladin could build a control N'zoth quest deck, but it would be overshadowed by the odd and Anyfin archtypes and it would be extremely vulnerable to Big Priest. In standard, I believe, building the well-known handbuff magnetic deck would prove to be more beneficial.
I will end this post with a quote from linkblade91:
Because let's face it. With few exceptions (Discover, Lifesteal, Rush), we don't see new keywords popping up again for a second time - Inspire, Adapt, Recruit, Echo (I want to believe, that SN1P-SN4P was an exception, because people were confused about Witch's Brew), Magnetic, Overkill, Twinspell.
Uldum Rogue Quest Reveal - Bazaar Burglary
rofl this shit won't see any play on high legend ranks in uldum expansion (unless there is more support for quests not shown yet). Maybe 1st week people will play with it a bit but there are so obvious downsides of this quest that I'm very surprised ppl saying it's good. It can be decent in future but for now it's nearly garbage.
Uldum Rogue Quest Reveal - Bazaar Burglary
this is basicaly standard odd rogue and you can put smorc card there you just need 2x blink fox 2x pilfer and its done
Quest Trading - Play A Friend!
Battletag: Szafirmag#2937
Region: EU
Trade Only?: Yes
Done :)