That's so fletch! Honestly looks fun and well thought out
What would you say are its best and worst matchups?
Priest is probably the best matchup (unless they discount Illucia to 2 and then just use your own combo against you). Generally anything slow that doesn't tend to heal a lot (this includes Warrior because they rarely feel threatened by the pen flinger shenanigans until you bring out the combo at which point they might be too low to come back)
Hardest are Paladin and Druid because not only do they heal, but they also throw in a lot of huge taunts. Druid is gg in general if they get their ramp and payoff early, Paladin is manageable if you get Slate (or Krolusk) in time and don't get absolutely cucked by Libram of Hope.
Everything else is usually just a race. You can reasonably beat aggressive deck in tempo, but sometimes you just draw poorly and it doesn't work. Explosive Trap is a good sub for Thalnos (and other cards) if you want to target Demon Hunter or Stealth Rogue specifically
Hello, it is I again, world renowned writer of the award winning thread I think I fixed Quest Hunter and creator of the critically acclaimed deck Hey now, you're a Zixor (results may vary). Now I'm usually not one to abuse the forums to promotes my half baked homebrews (that's a lie, I have done that quite a lot, but I'm trying to stop), but this is a very special occasion.
Now the backstory is that after trying (and achieving mild success) to build a functional Quest Hunter deck for this expansion I eventually was inspired by fellow user Pezman to incorporate the whacky King Krush, Beastmaster Leoroxx, and Ramkahen Wildtamer combo as a finisher. Despite being technically promising the deck kind of fell short in terms of consistency, mainly because having 4 combo pieces in a Hunter deck that starts off with one less card doesn'T really work too well when you're already struggling to fight for the board and stay alive.
Disappointed by own failures but not willing to give up yet I was trying to find other ways to incorporate the Krush combo (in the process of which I ended up crafting all remaining Hunter legendaries of the current rotation, don't ask). I ended up brainstorming a way to just leave out the quest and use bothArcane Fletcher and Professor Slate as a way to create a deck that both has the draw power of Quest Hunter (who can use Cult Master quite well) as well as the ability to actually deal with the board and not just taking face damage every single turn.
Naturally, Pen Flinger seemed like a natural fit having great cross synergy with both the small spells and Fletcher. Furthermore, Krolusk Barkstripper seemed to make sense as well, especially since it counters the many "I make big minion and you lose" strategies that currently prevail. I filled the rest of the deck with 1-cost minions and all the useful 1-mana spells I could find.
Now I going in I had basically no expectations. I fully expected to just brick every other game and barely even compete. In short, I expected complete failure...but that didn't happen.
For some reason and through what can only be explained as an unholy miracle brought about by the powers of an eldritch god of chaos and confusion...I actually won games...and not just a few cheesy steals...legitimate beatdowns against meta decks. I'm not even sure how exactly it works, but there is just so much cross synergy in this deck that not only do you have a clear plan to victory in almost every matchup, but also just enough consistency to make it work with a +50% margin.
I'm not gonna tell you how to exactly play this deck because it's so much more fun going in blind and seeing it work for no reason in particular, but let me just sum up a few things:
- Pen Flinger is the absolute MVP. That fella puts in so much work, from removal to straight up murdering opponents from 10 health. He basically does what Vereesa Windrunner couldn't and more.
- The Krush combo is essentially just a failsafe. I have won plenty games without even playing Leoroxx or Krush (and also won some where I did play them, sometimes independantly from each other). Don't play like a regular combo deck, play like a burn/tempo deck trying to get in as much chip damage as you can. At the end of the day, Leo + a single Krush + Hero Power is 10 damage.
-Ramkahen Wildtamer was a dead draw in the Quest build, but here it's not only a combo piece but a value generator as well. Don't hold onto it if Krush is nowhere near. If you can copy something like a buffed [Hearthstone Card (Krolusk) Not Found], Wolpertinger or even just a Shimmerfly you're already doing well. The combo is only needed against control decks (such as Priest, Warrior, and the occasional Quest Shaman). Be careful not to accidentally hit the token from Adorable Infestation though
-Arcane Fletcher is your draw power, but, much like Cult Master, don't be afraid to just draw 2 cards (or even 1, depending on your situation). The key is being just greedy enough to not fall behind.
So anyways, after much hype, here's the list. While I believe there are still some potential improvements possible this is pretty much my finalized list. There aren't really any cards that need replacing. It's not gonna get any more consistent than this. Do note that first and foremost this is a fun deck. Don't craft any of these cards if you're short on dust expecting to get a nice winstreak to Legend. You can climb with it, but it mostly exists to confuse your opponent and make them question how in god's name they could have lost against this deck.
(I do recommend playing this now. Who knows how the meta shifts in the next expansion and after the rotation the deck falls apart without Arcane Fletcher anyways)
I think once the mana cheating reaches a certain level it's just not fun anymore. If there are so many different things to cheat out and just end the game on the spot it's just bad design.
This was obviously an extreme example, but what's the difference of it happening on turn 1 as opposed to turn 2 or 3?
Surprisingly fun. It's not a flawless meta (obviously) but there's a lot of variety...or at least there's a lot of possibilities (even if most of them aren't really that competitive)
It feels a bit like Rastakhan's Rumble. There'S your basic top tier decks that are rather annoying to play against, but there's a whole sea of tier 3 decks that are definitely playable and have their own strengths and weaknesses thanks to a good cardpool. The meta is also relatiely diverse (for now) so even if your decks suck against one or two classes you're not gonna run into them exclusively.
Also there are no legit OTK decks so value control is always an option.
I personally have a lot of fun experimenting with really stupid ideas at the moment. I spend almost 10k dust on Hunter and Druid stuff to meme a bit (I now own every HUnter legendary of the Standard cycle...i don't think that's a good thing)
I eventually realized that my own idea of Zixor spam just wasn't enough and at the end of the day just as slow as yours (even if less clunky at times). I'm currently trying to make it work as a flexible Quest build but I'm also considering inserting a Professor Slate package (Slate + Rapid Fire and the already included Overwhelm, both of which have synergy with Veranus and Hunter's Mark anyways).
At the end of the day your combo is 30 damage at full and 20 damage halfway through,, which is actually stronger than the old Leeroy, even if you have more dead cards in your deck.
Decided not to use Khartut because the decks where it mattered the most (aggro and burn) are the ones that have easy bypass (such as Sap and Devolving Missiles)
I'm also seriously considering just dropping Zixor for another Faceless (or just some more early game stuff) because he actively extends the deck and isn't really the win condition anyways.
Alright, after now being beaten by Priests even I have decided to give up on this type of deck. Apparently 5 Zixors isn't enough if they can just copy 3 of them out of your deck and spam about 6 Cabal Acolytes.
Since going full value isn't working out against the decks it's supposed to I guess full combo might just work better, so I'm gonna try again to adopt Pezman's Krush build and try to make it work as a legit lategame 30-damage combo with the early game focussed on full defense.
Alright, so after some testing I have to say this just isn't a reliable way to win. Having 4 total combo pieces in your deck out of which 2 are only playable under certain circumstances is just too clunky for a deck that already has trouble keeping itself alive.
Even running two Cult Masters I still lost against a Galakrond Priest who did nothing most of the game and only highrolled a few times. I want this to work, but it's just too slow even against control decks because everyone is packing so much pressure these days.
I used to run Clear the Way, but too often I'd play something like Swarm of Locusts and not even get the gryphon. It's a very good quest support, but can contradict some of your other choices.
yeah I learned that the hard way too. It really was Springpaw that made that thing work
I personally feel like this doesn't have nearly enough card draw to justify the endgame combo so I forceed in two Cult Masters while also cutting a bunch of other stuff.
I wanted to know though, how does Khartut perform? It sounds kind of enticing to have some extra heal (since Zilliax is missed dearly), but it looks to be rather slow and clunky
Alright I guess I'm gonna blow some dust and try out both decks. And I'll also try out to sneak in Ace Hunter Kreen because I really like that card and got a golden copy from the preorder bundle. Rush minions + Kreen might actually work out.
Kreen is definitely a good addition (I updated the list recently and you can easily use him to replace Teacher's Pet). I just didn't have him yet and didn't want to craft him just for an experiment.
why though? Druid will still be playable, just not as...crazy. The class still has access to massive ramp and 4 different 0-mana spells. All this really prevents is Druid's winning the game when they reach 7-mana (at turn 4)
I think it was just way too efficient at what it did, especially when it came down to holding onto win conditions. Also, Galakrond Priest can reduce her cost back down with Fate Weaver so it's not too bad either way
Hey look, it's the Kael'thas nerf everyone expected the first time around. When will they learn that reducing big cards to 0-mana is never going to be balanced? First Alex, then Galakrond, and now this.
I wonder if Druid goes straight to the dumpster because of this. Kael'thas was pretty important in regards to getting out Survival of the Fittest. I guess he will still be run but he'll be less consistent? Druid does after all still run both Innervate and Lightning Bloom
Haven't really played against many Priests but I assume the Illucia change is more than warranted seeing how a lot of deck run quite a few high-impact 8-cost cards.
Also, I'm immensly confused how the Southsea Strongarm thing was a bug? Like...how does a bug change card art?
Last season i almost made to legend using a Highlander version of Quest Hunter that i created. The deck traded the consistency of duplicates for the sheer power of the Highlander cards. Dinotamer Brann is a powerful finisher and is also two bodies in one card. Pre-nerf Dragonqueen Alexstrasza was three bodies in one card and Zephrys just does a lot of different things. I could also experiment with some slower cards like Nagrand Slam and it was a very powerful finisher with a great synergy with the quest. DH was the main problem that prevented me from achieving legend.
I tried rebuilding the deck but this meta has too many giant minions and mana cheating and the deck can't deal with all that stuff. Dragonqueen Alexstrasza is too slow and weak now and we don't have enough time to complete the quest or even get to 10 mana to play Nagrand Slam. I like the idea of having multiple Zixors but those giant boards and big high rolls are really discouraging. Professor Slate could be a decent tech against such big threats but he lacks support to do his job properly. It will take some serious meta shifts for the deck to become a stronger contender once again.
Isn't the quest just a downgrade at that point? The whole point is to get the reward quickly and pressure with it, wouldn't running only 1 of each token card make it kind of...pointless? Dinotamer Brann doesn'T exactly benefit from the Quest in any particular way.
Priest is probably the best matchup (unless they discount Illucia to 2 and then just use your own combo against you). Generally anything slow that doesn't tend to heal a lot (this includes Warrior because they rarely feel threatened by the pen flinger shenanigans until you bring out the combo at which point they might be too low to come back)
Hardest are Paladin and Druid because not only do they heal, but they also throw in a lot of huge taunts. Druid is gg in general if they get their ramp and payoff early, Paladin is manageable if you get Slate (or Krolusk) in time and don't get absolutely cucked by Libram of Hope.
Everything else is usually just a race. You can reasonably beat aggressive deck in tempo, but sometimes you just draw poorly and it doesn't work. Explosive Trap is a good sub for Thalnos (and other cards) if you want to target Demon Hunter or Stealth Rogue specifically
Hello, it is I again, world renowned writer of the award winning thread I think I fixed Quest Hunter and creator of the critically acclaimed deck Hey now, you're a Zixor (results may vary). Now I'm usually not one to abuse the forums to promotes my half baked homebrews (that's a lie, I have done that quite a lot, but I'm trying to stop), but this is a very special occasion.
Now the backstory is that after trying (and achieving mild success) to build a functional Quest Hunter deck for this expansion I eventually was inspired by fellow user Pezman to incorporate the whacky King Krush, Beastmaster Leoroxx, and Ramkahen Wildtamer combo as a finisher. Despite being technically promising the deck kind of fell short in terms of consistency, mainly because having 4 combo pieces in a Hunter deck that starts off with one less card doesn'T really work too well when you're already struggling to fight for the board and stay alive.
Disappointed by own failures but not willing to give up yet I was trying to find other ways to incorporate the Krush combo (in the process of which I ended up crafting all remaining Hunter legendaries of the current rotation, don't ask). I ended up brainstorming a way to just leave out the quest and use bothArcane Fletcher and Professor Slate as a way to create a deck that both has the draw power of Quest Hunter (who can use Cult Master quite well) as well as the ability to actually deal with the board and not just taking face damage every single turn.
Naturally, Pen Flinger seemed like a natural fit having great cross synergy with both the small spells and Fletcher. Furthermore, Krolusk Barkstripper seemed to make sense as well, especially since it counters the many "I make big minion and you lose" strategies that currently prevail. I filled the rest of the deck with 1-cost minions and all the useful 1-mana spells I could find.
Now I going in I had basically no expectations. I fully expected to just brick every other game and barely even compete. In short, I expected complete failure...but that didn't happen.
For some reason and through what can only be explained as an unholy miracle brought about by the powers of an eldritch god of chaos and confusion...I actually won games...and not just a few cheesy steals...legitimate beatdowns against meta decks. I'm not even sure how exactly it works, but there is just so much cross synergy in this deck that not only do you have a clear plan to victory in almost every matchup, but also just enough consistency to make it work with a +50% margin.
I'm not gonna tell you how to exactly play this deck because it's so much more fun going in blind and seeing it work for no reason in particular, but let me just sum up a few things:
- Pen Flinger is the absolute MVP. That fella puts in so much work, from removal to straight up murdering opponents from 10 health. He basically does what Vereesa Windrunner couldn't and more.
- The Krush combo is essentially just a failsafe. I have won plenty games without even playing Leoroxx or Krush (and also won some where I did play them, sometimes independantly from each other). Don't play like a regular combo deck, play like a burn/tempo deck trying to get in as much chip damage as you can. At the end of the day, Leo + a single Krush + Hero Power is 10 damage.
-Ramkahen Wildtamer was a dead draw in the Quest build, but here it's not only a combo piece but a value generator as well. Don't hold onto it if Krush is nowhere near. If you can copy something like a buffed [Hearthstone Card (Krolusk) Not Found], Wolpertinger or even just a Shimmerfly you're already doing well. The combo is only needed against control decks (such as Priest, Warrior, and the occasional Quest Shaman). Be careful not to accidentally hit the token from Adorable Infestation though
-Arcane Fletcher is your draw power, but, much like Cult Master, don't be afraid to just draw 2 cards (or even 1, depending on your situation). The key is being just greedy enough to not fall behind.
So anyways, after much hype, here's the list. While I believe there are still some potential improvements possible this is pretty much my finalized list. There aren't really any cards that need replacing. It's not gonna get any more consistent than this. Do note that first and foremost this is a fun deck. Don't craft any of these cards if you're short on dust expecting to get a nice winstreak to Legend. You can climb with it, but it mostly exists to confuse your opponent and make them question how in god's name they could have lost against this deck.
(I do recommend playing this now. Who knows how the meta shifts in the next expansion and after the rotation the deck falls apart without Arcane Fletcher anyways)
I think once the mana cheating reaches a certain level it's just not fun anymore. If there are so many different things to cheat out and just end the game on the spot it's just bad design.
This was obviously an extreme example, but what's the difference of it happening on turn 1 as opposed to turn 2 or 3?
Dayman
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Fighter of the Nightman
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Champion of the Sun
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you're the master of karate and friendship for everyone
Surprisingly fun. It's not a flawless meta (obviously) but there's a lot of variety...or at least there's a lot of possibilities (even if most of them aren't really that competitive)
It feels a bit like Rastakhan's Rumble. There'S your basic top tier decks that are rather annoying to play against, but there's a whole sea of tier 3 decks that are definitely playable and have their own strengths and weaknesses thanks to a good cardpool. The meta is also relatiely diverse (for now) so even if your decks suck against one or two classes you're not gonna run into them exclusively.
Also there are no legit OTK decks so value control is always an option.
I personally have a lot of fun experimenting with really stupid ideas at the moment. I spend almost 10k dust on Hunter and Druid stuff to meme a bit (I now own every HUnter legendary of the Standard cycle...i don't think that's a good thing)
They flip a coin
Heads means a randomly selected past brawl
Tails means Spiders
Deck ID Not Found
This is what I'm currently doing.
I eventually realized that my own idea of Zixor spam just wasn't enough and at the end of the day just as slow as yours (even if less clunky at times). I'm currently trying to make it work as a flexible Quest build but I'm also considering inserting a Professor Slate package (Slate + Rapid Fire and the already included Overwhelm, both of which have synergy with Veranus and Hunter's Mark anyways).
At the end of the day your combo is 30 damage at full and 20 damage halfway through,, which is actually stronger than the old Leeroy, even if you have more dead cards in your deck.
Decided not to use Khartut because the decks where it mattered the most (aggro and burn) are the ones that have easy bypass (such as Sap and Devolving Missiles)
I'm also seriously considering just dropping Zixor for another Faceless (or just some more early game stuff) because he actively extends the deck and isn't really the win condition anyways.
Alright, after now being beaten by Priests even I have decided to give up on this type of deck. Apparently 5 Zixors isn't enough if they can just copy 3 of them out of your deck and spam about 6 Cabal Acolytes.
Since going full value isn't working out against the decks it's supposed to I guess full combo might just work better, so I'm gonna try again to adopt Pezman's Krush build and try to make it work as a legit lategame 30-damage combo with the early game focussed on full defense.
I don't think Adorable Infestation is any good. It's a horrible topdeck and doesn't help trading because almost all our stuff is at 1 health anyways.
I also haven't really been impressed by Kragg's performance overall, but maybe I'm just unlucky.
Vectus and Shu'ma are pretty slow and only work as win-more cards in my opinion.
I still hate TRacking, it always drops something important.
Alright, so after some testing I have to say this just isn't a reliable way to win. Having 4 total combo pieces in your deck out of which 2 are only playable under certain circumstances is just too clunky for a deck that already has trouble keeping itself alive.
Even running two Cult Masters I still lost against a Galakrond Priest who did nothing most of the game and only highrolled a few times. I want this to work, but it's just too slow even against control decks because everyone is packing so much pressure these days.
yeah I learned that the hard way too. It really was Springpaw that made that thing work
I personally feel like this doesn't have nearly enough card draw to justify the endgame combo so I forceed in two Cult Masters while also cutting a bunch of other stuff.
I wanted to know though, how does Khartut perform? It sounds kind of enticing to have some extra heal (since Zilliax is missed dearly), but it looks to be rather slow and clunky
Kreen is definitely a good addition (I updated the list recently and you can easily use him to replace Teacher's Pet). I just didn't have him yet and didn't want to craft him just for an experiment.
why though? Druid will still be playable, just not as...crazy. The class still has access to massive ramp and 4 different 0-mana spells. All this really prevents is Druid's winning the game when they reach 7-mana (at turn 4)
I think it was just way too efficient at what it did, especially when it came down to holding onto win conditions. Also, Galakrond Priest can reduce her cost back down with Fate Weaver so it's not too bad either way
Rip Murlocs. Unless they add Scalelord later that tribe is probably dead.
Thank god Cannon is gone, that was such an overly annoying turd.
Also how much are they gonna buff Reno? Guess getting a guaranteed golden Brann/Rivendare isn't good enoug unless it's for free
Hey look, it's the Kael'thas nerf everyone expected the first time around. When will they learn that reducing big cards to 0-mana is never going to be balanced? First Alex, then Galakrond, and now this.
I wonder if Druid goes straight to the dumpster because of this. Kael'thas was pretty important in regards to getting out Survival of the Fittest. I guess he will still be run but he'll be less consistent? Druid does after all still run both Innervate and Lightning Bloom
Haven't really played against many Priests but I assume the Illucia change is more than warranted seeing how a lot of deck run quite a few high-impact 8-cost cards.
Also, I'm immensly confused how the Southsea Strongarm thing was a bug? Like...how does a bug change card art?
Isn't the quest just a downgrade at that point? The whole point is to get the reward quickly and pressure with it, wouldn't running only 1 of each token card make it kind of...pointless? Dinotamer Brann doesn'T exactly benefit from the Quest in any particular way.
Wouldn't do that yet. If Stealth Rogue continues to rise Quest Hunter won't be a lot of fun to play.