My opinion is I want the Priest and Rogue quests in golden, because so far they are the most likely cards in the set to see a nerf in the future. If one did get nerfed and I had it in gold I'd dust, craft regular, and then have 1600 profit for another legendary or some epics.
Overall, I like the way the quests are being done this time around, and some have great potential. Looking forward to next week!
Do you think that death knight cards also count? If I remember correctly, Tess Greymane replayed cards that you got from Arfus and The Lich King, right?
Cards from Ysera usually count as well. I was wondering if tri-class cards in Wild would trigger the condition, but I'm going to go with no. Mainly because it says "Add". Not sure if that includes drawing them... but then if it doesn't, Academic Espionage doesn't help this quest progress either. So maybe it counts if you draw a card from another class (or that can be from another class if tri-class are still acting as "from another class" in Wild decks)
Dinomancy wasnt secure at your opening hand, you didnt want to include two of them just to increase finding chance, because it wouldnt result in an upgraded dinomancy, and at the end +2/2 is less then +3/5 by a lot
That's an additional point. T5 made Hunters Dinomancy a joke against this.
That's an amazing HP reward for a mainly tempo class. Being able to constantly equip a Fiery War Axe+Candleshot weapon is fantastic. Completing this by turn 4-5, which is realistic, will be huge.
My worry is most of Rogue's burgle cards will be ineffective in mirror matches (Pilfer, Blink Fox), making this reliant on Hench-Clan Burglar and I guess Pharaoh Cat, unless I'm forgetting some other burgle cards. Does Violet Haze count?
Pilfer isn't upgraded in ooC, but it's worded like Hench-Clan-Burglar, so its grants you also cards from other classes in mirror matches.
Oh wow, I didn't know about that change since I don't play Rogue much. If that's the case then, this quest is even easier to finish. This will see play for sure.
That's an amazing HP reward for a mainly tempo class. Being able to constantly equip a Fiery War Axe+Candleshot weapon is fantastic. Completing this by turn 4-5, which is realistic, will be huge.
My worry is most of Rogue's burgle cards will be ineffective in mirror matches (Pilfer, Blink Fox), making this reliant on Hench-Clan Burglar and I guess Pharaoh Cat, unless I'm forgetting some other burgle cards. Does Violet Haze count?
Pilfer isn't upgraded in ooC, but it's worded like Hench-Clan-Burglar, so its grants you also cards from other classes in mirror matches.
On topic: Such a great HP, reminds me on Oddrogue, but with a better weapon a bit later. Could be too strong, but we will see.
Dinomancy wasnt secure at your opening hand, you didnt want to include two of them just to increase finding chance, because it wouldnt result in an upgraded dinomancy, and at the end +2/2 is less then +3/6 by a lot
It's not that I don't like it, I just wasn't expecting it to be so simple, especially since I saw at least one designer saying that the rogue quest was their favorite. Really? This is more interesting than the priest or druid quest?
I agree. Strong or not, this quest seems pretty boring compared to the other ones.
Just because current versions of priest do not utilize minions does not mean that priest cannot utilize minions. The hero power effect is insanely strong. This quest will create a brand new archetype all by itself
Priest cannot utilize minions because good early game priest minions do not exist LUL
And there's no such thing as neutral minions. You're totally right, my bad
I just wanted to mention, how much better is the new design approach of the new quests. I think we need to put them between old quests and death knights .
They bringing back the element of sacrificing a card slot in your opening hand-and most of the time your turn1 play is play nothing.
On the other hand, death knights/hero cards were OP because they gave gamewinning HP without any restrictions, (only the high mana cost). But you only had to slightly build around and they worth running any midrange/control deck. Not to speak about the extremely powerful battlecries which are usually flip the table.
It just feel right, to for that better HP you need to do something, and see the orange counter ticking, getting prepared whats coming even if its for you, or for your opponent.
Basically upgraded hero powers have slower impact on the game, however more late game value, while you keep pressing that button on every turn.
My fav. card is High Priest Amet because it give a chance for priest to not be the worse class on standard. That be nice change. Specially after they put mind blast on the hall of fame.
are you sure you're remembering them talking about this Rogue Quest? I remember designers saying The Caverns Below was their favourite, but I don't recall any recent mention.
But net decking is part of hearthdtone now nothing u can do about it no more. But Maybe pressure blizzard like that ugly tournament format that gone away quick.
Just because current versions of priest do not utilize minions does not mean that priest cannot utilize minions. The hero power effect is insanely strong. This quest will create a brand new archetype all by itself
Priest cannot utilize minions because good early game priest minions do not exist LUL
I want some of whatever it is you all are smoking because this card is hot garbage
Do you not remember how badly heal paladin and heal druid went? Paladins needed to heal 10 for their "quest" and druids needed 5. This quest requires 15. The hardest part of these quests is usually hitting yourself so you can heal at all and unlike the other two classes, you can't even punch things with your face. You'll need to play cards that hit yourself (which is bad tempo and value) and then play cards that heal yourself (which is bad tempo and value). On top of that, priest healing cards are ironically less powerful than both druid and paladin healing cards. What are you going to do? Radiance and emote??
I know the quest doesn't specify that the healing needs to be on your own face, but let's be real here: priests don't get to have minions on the board. That's doubly unfortunate because +3/+3 to an active minion is very different from +3/+3 to one that can't attack yet
Just because current versions of priest do not utilize minions does not mean that priest cannot utilize minions. The hero power effect is insanely strong. This quest will create a brand new archetype all by itself
This deck currently has a 59% win rate in Wild at ranks 5-10. It will certainly benefit from Embalming Ritual. Sadly the new quest has no synergy and will be too slow. I've tried adding a Grave Horror but I drew it too early too many times. I like the idea of no card costing more than 6 mana. It helps prevent horrid starts. I'm looking for ways to add a little more card draw and it does sadly run out of steam if there's more than one board clear but that's true for a lot of decks.
Do you think that death knight cards also count? If I remember correctly, Tess Greymane replayed cards that you got from Arfus and The Lich King, right?
I want some of whatever it is you all are smoking because this card is hot garbage
Do you not remember how badly heal paladin and heal druid went? Paladins needed to heal 10 for their "quest" and druids needed 5. This quest requires 15. The hardest part of these quests is usually hitting yourself so you can heal at all and unlike the other two classes, you can't even punch things with your face. You'll need to play cards that hit yourself (which is bad tempo and value) and then play cards that heal yourself (which is bad tempo and value). On top of that, priest healing cards are ironically less powerful than both druid and paladin healing cards. What are you going to do? Radiance and emote?? Hero power 8 times?
I know the quest doesn't specify that the healing needs to be on your own face, but let's be real here: priests don't get to have minions on the board. That's doubly unfortunate because +3/+3 to an active minion is very different from +3/+3 to one that can't attack yet
You can try wild pyromancers but most of the time, if your deck is built around them, you need to throw them out there to clear boards. And sometimes you don't draw your circles in a timely manner. Pyro packages are big and take up a lot of card slots. If you're running that as the quest activator, it's unlikely you'll be able to fit in back up options and you're going to be sad if you're forced to play out both of them or if they're bottom deck. It also means your deck will be extremely spell heavy, which means less minions for your quest reward to buff
Quests
My opinion is I want the Priest and Rogue quests in golden, because so far they are the most likely cards in the set to see a nerf in the future. If one did get nerfed and I had it in gold I'd dust, craft regular, and then have 1600 profit for another legendary or some epics.
Overall, I like the way the quests are being done this time around, and some have great potential. Looking forward to next week!
New Rogue Spell - Bazaar Burglary
I guess T5 hate Cutlass, so they create this new weapon HP for Burgle-Rogue. It's a secret ban, because this quest makes Cutlass bad.
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Anka, the Buried seems like I would have to craft it in order to create an amazing Mecha'thun deck.
Uldum Rogue Quest Reveal - Bazaar Burglary
Cards from Ysera usually count as well. I was wondering if tri-class cards in Wild would trigger the condition, but I'm going to go with no. Mainly because it says "Add". Not sure if that includes drawing them... but then if it doesn't, Academic Espionage doesn't help this quest progress either. So maybe it counts if you draw a card from another class (or that can be from another class if tri-class are still acting as "from another class" in Wild decks)
New Priest Spell - Activate the Obelisk
That's an additional point. T5 made Hunters Dinomancy a joke against this.
New Rogue Spell - Bazaar Burglary
Oh wow, I didn't know about that change since I don't play Rogue much. If that's the case then, this quest is even easier to finish. This will see play for sure.
New Rogue Spell - Bazaar Burglary
Pilfer isn't upgraded in ooC, but it's worded like Hench-Clan-Burglar, so its grants you also cards from other classes in mirror matches.
On topic: Such a great HP, reminds me on Oddrogue, but with a better weapon a bit later. Could be too strong, but we will see.
Uldum Rogue Quest Reveal - Bazaar Burglary
but what if ur opponent destroy it?
New Priest Spell - Activate the Obelisk
Dinomancy wasnt secure at your opening hand, you didnt want to include two of them just to increase finding chance, because it wouldnt result in an upgraded dinomancy, and at the end +2/2 is less then +3/6 by a lot
Uldum Rogue Quest Reveal - Bazaar Burglary
I agree. Strong or not, this quest seems pretty boring compared to the other ones.
New Priest Spell - Activate the Obelisk
And there's no such thing as neutral minions. You're totally right, my bad
Quests
I just wanted to mention, how much better is the new design approach of the new quests. I think we need to put them between old quests and death knights .
They bringing back the element of sacrificing a card slot in your opening hand-and most of the time your turn1 play is play nothing.
On the other hand, death knights/hero cards were OP because they gave gamewinning HP without any restrictions, (only the high mana cost). But you only had to slightly build around and they worth running any midrange/control deck. Not to speak about the extremely powerful battlecries which are usually flip the table.
It just feel right, to for that better HP you need to do something, and see the orange counter ticking, getting prepared whats coming even if its for you, or for your opponent.
Basically upgraded hero powers have slower impact on the game, however more late game value, while you keep pressing that button on every turn.
But its more fair, than having them from the beginning of the game, like with Genn Greymane and Baku the Mooneater.
It was smart chice also when you play wild, you naturally dont want to play the new quest and the old quest/DK together.
I am really excited about the expansions quest element, and curious how it turns out.
What are your opinion?
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Oh yes they did. For me the adventure part makes even less sense, but I have no doubt that they wouldn't do that again as well.
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My fav. card is High Priest Amet because it give a chance for priest to not be the worse class on standard. That be nice change. Specially after they put mind blast on the hall of fame.
The Finley Brotherhood
More like, "have fun" 😋 Having three main archetypes as strategies is sth you will rarely see. I hope you will like it while testing.
Uldum Rogue Quest Reveal - Bazaar Burglary
I would imagine they do, I'm under the same impression about Tess interaction.
Uldum Rogue Quest Reveal - Bazaar Burglary
are you sure you're remembering them talking about this Rogue Quest? I remember designers saying The Caverns Below was their favourite, but I don't recall any recent mention.
Uldum Rogue Quest Reveal - Bazaar Burglary
ohh I see what you mean, yeah
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I am with u let us make decks on our own.
But net decking is part of hearthdtone now nothing u can do about it no more. But Maybe pressure blizzard like that ugly tournament format that gone away quick.
Cheers
New Priest Spell - Activate the Obelisk
Priest cannot utilize minions because good early game priest minions do not exist LUL
New Priest Spell - Activate the Obelisk
Just because current versions of priest do not utilize minions does not mean that priest cannot utilize minions. The hero power effect is insanely strong. This quest will create a brand new archetype all by itself
Zetalot-Inspired Wild Buff Priest
This deck currently has a 59% win rate in Wild at ranks 5-10. It will certainly benefit from Embalming Ritual. Sadly the new quest has no synergy and will be too slow. I've tried adding a Grave Horror but I drew it too early too many times. I like the idea of no card costing more than 6 mana. It helps prevent horrid starts. I'm looking for ways to add a little more card draw and it does sadly run out of steam if there's more than one board clear but that's true for a lot of decks.
Uldum Rogue Quest Reveal - Bazaar Burglary
Do you think that death knight cards also count? If I remember correctly, Tess Greymane replayed cards that you got from Arfus and The Lich King, right?
New Priest Spell - Activate the Obelisk
I want some of whatever it is you all are smoking because this card is hot garbage
Do you not remember how badly heal paladin and heal druid went? Paladins needed to heal 10 for their "quest" and druids needed 5. This quest requires 15. The hardest part of these quests is usually hitting yourself so you can heal at all and unlike the other two classes, you can't even punch things with your face. You'll need to play cards that hit yourself (which is bad tempo and value) and then play cards that heal yourself (which is bad tempo and value). On top of that, priest healing cards are ironically less powerful than both druid and paladin healing cards. What are you going to do? Radiance and emote?? Hero power 8 times?
I know the quest doesn't specify that the healing needs to be on your own face, but let's be real here: priests don't get to have minions on the board. That's doubly unfortunate because +3/+3 to an active minion is very different from +3/+3 to one that can't attack yet
You can try wild pyromancers but most of the time, if your deck is built around them, you need to throw them out there to clear boards. And sometimes you don't draw your circles in a timely manner. Pyro packages are big and take up a lot of card slots. If you're running that as the quest activator, it's unlikely you'll be able to fit in back up options and you're going to be sad if you're forced to play out both of them or if they're bottom deck. It also means your deck will be extremely spell heavy, which means less minions for your quest reward to buff
Uldum Rogue Quest Reveal - Bazaar Burglary
Except that you have no more healing.