Summoning 10 Murlocs is really easy, you can fill that quest out by turn 5.
Turn 1 whatever turn 1 Murloc, Turn 2 that Murloc that summons 2 Murlocs. Two random Murlocs on turn 3, Call in the Finishers on turn 4.
You forgot to play the quest.
Summoning 10 Murlocs is really easy, you can fill that quest out by turn 5.
Turn 1 whatever turn 1 Murloc, Turn 2 that Murloc that summons 2 Murlocs. Two random Murlocs on turn 3, Call in the Finishers on turn 4.
Going second turn 1 Quest, coin 1 mana Murloc.You forgot to play the quest.
I feel like if you got to the point where you got to summon 10 Murlocs, you already won, or some AOE screwed you over completely so its a lost cause.
That said, there is that adapt murloc card so maybe that'll help.
Apparently it Adapts five times.
This thing better end up being awesome.
I dunno. My thought about this card is pretty much the same as all the other quests, which is... do you really want to skip Turn 1? How many times will be mulliganing away your quest because you're running into another damn pirate warrior? As an aggressive murloc deck, are you really fine not dropping Murloc Tidecaller on Turn 1?
I dunno. My thought about this card is pretty much the same as all the other quests, which is... do you really want to skip Turn 1? How many times will be mulliganing away your quest because you're running into another damn pirate warrior? As an aggressive murloc deck, are you really fine not dropping Murloc Tidecaller on Turn 1?
What if that quest is "Use 5 Adapt minions" or something like that?If nothing else, the Murloc Quest will be hilarious, *and* a great way to finish the Murloc daily quests.
But yeah, I agree that this could actually give enough steam to finish out the game. Just spamming every Murloc with Paladin and casting the 10 mana card could win some games, but it just came a few turns too late in most scenarios.
Apparently it Adapts five times.
That'd be hella strong. You should be almost guaranteed to hit stealth or shroud (can't be targeted) and +1 health is enough to be out range of felfire and dragonfire potion.Apparently it Adapts five times.
I dunno. My thought about this card is pretty much the same as all the other quests, which is... do you really want to skip Turn 1? How many times will be mulliganing away your quest because you're running into another damn pirate warrior? As an aggressive murloc deck, are you really fine not dropping Murloc Tidecaller on Turn 1?
That'd be hella strong. You should be almost guaranteed to hit stealth or shroud (can't be targeted) and +1 health is enough to be out range of felfire and dragonfire potion.
14/5 windfurry, stealth.What if that quest is "Use 5 Adapt minions" or something like that?
Also adapt 5 times... so that means you have to pick from 5 options? What if you get repeat options like Divine Shield?
That could create an insane minion.... 8/8 Stealth Divine Shield that can't be targetted by spell LMAO!
I imagine you'd usually chuck it unless you have a good Turn 2 turnaround (Maelstrom, maybe Blowgill or Bilefin).I dunno. My thought about this card is pretty much the same as all the other quests, which is... do you really want to skip Turn 1? How many times will be mulliganing away your quest because you're running into another damn pirate warrior? As an aggressive murloc deck, are you really fine not dropping Murloc Tidecaller on Turn 1?
Amara prolongs a game as does Megafin, if adapt 5 times is true it has the potential to end the game the next turn. +3 attack and Windfury are 16 damage by itself and you'd still have 3 left.We are talking about a quest reward here. Amara and Megafin aren't exactly fair either.
http://www.hearthpwn.com/news/2360-e-malones-expedition-w3-shaman-legendary-questwait, the adapt 5 times isn't a joke????
that... is something if it is true
Shaman quest can work but doesn't make it good.
I thought we were past this shit trying to force Murlocs on Shaman. Sigh.
I don't know how it works.what are the odds of not discovering elusive by adapting 5 times? like 5%?
that is an insane card
I don't know how it works.
Like what if you got Divine Shield as an option and picked it... can you get Divine Shield as an option again?
I feel that If you can't get offered adapt options that you have picked then the odds of getting at least one of the adapts that you need is really really high. The last Discover would then only be picking from 6 options.
paladin quest gotta be really tough if that's the reward.
paladin quest gotta be really tough if that's the reward.
Based on the theme seems like it could be play X amount of Adapt minions/cards.paladin quest gotta be really tough if that's the reward.
So much for the elemental Shaman quest ��
I just realized 'everyfin is awesome' is rotating out... good
I wonder if they'll give (some of) the quests for free like they did with C'Thun since they're the main thing for the expansion.
This maintenance is taking forever. I just want my free pack, Blizz!
EDIT: Wait. I didn't get my free OG pack?
no, not good. i dont want a board of fucking 1/1s
oh well I guess I can adaptall my murlocs.
given that they're class cards theyd have to give them all really. so I dont see that happening
Edit: If he adapts 5 times can he get the same adaptation twice?