Fleshshaper + Mutate is a problem
Long story short: played against a lot of Quest Shamans and could beat most of them with a variety of pretty average decks, except of course when they just happen to have [card]Mogu Fleshshaper[/card] + [card]Mutate[/card] on turn 3-4 and …
Long story short: played against a lot of Quest Shamans and could beat most of them with a variety of pretty average decks, except of course when they just happen to have Mogu Fleshshaper + Mutate on turn 3-4 and just completely highroll you with no counter whatsoever.
I'M not saying Quest Shaman needs to be nerfed in any capacity at this point, but if there's one thing that would drastically axe its winrate it's probably that very combo.
It's just an autowin against any deck that relies on beating them on board and it doesn't help that you don't even have to overcommit to be punished by it. It's essentially MCT but instead of playing around it by having only 3 minions you need to play around it by having no minions whatsoever, because if there are 4 minions on the board by turn 3 you lose the game (unless you are blessed by Hir'eek himself)
This is basically just another symptom of the Conjurer's Calling epidemic because Blizzard refuses to acknowledge that high-cost cards that can reduce their cost to be play on early turns are just broken in combination with cards that take mana cost into account.
If they fixed this interaction by having cards "remember" their played cost when they hit the field, we wouldn't have had to nerf CC and MAge wouldn't be dead right now.






