Even if it's a bit early, I could see Blizzard nerfing this to 5 minions instead of 4. Still, the deck suffers a lot if you can't find your bouncing cards.
It's more that the payoff is so much better than expected. Once the reward goes live you can immeditely have lethal from hand.People expected it to be harder to do. But really, you just need to bounce the same minion 2 or 3 times, which isn't actually that hard. Plus, they play the cards the produce 1/2 elemental tokens for redundancy.
This has been my experience as well and makes warrior real tough mulligans since against PW you don't have the time to complete the quest you'll just die but against Quest warrior you're playing a very bad deck w/o it.I'm not even convinced that it's that strong. I think people either aren't recognizing how to counter it or they aren't playing the kinds of decks that counter it.
Quest Rogue spends a lot of time dicking around in the early game bouncing stuff back and forth from the hand. There's at least four turns of prep time where you're doing things like playing weak minions or bouncing stuff where you're sacrificing a ton of tempo and early game board presence in order to fulfill the requirements of the quest. Efficient removal like backstab and eviscerate can only get you so far.
So how do you counter it? Do all the dumb aggro or curvestone stuff that Hearthstone is known for. Play early game stuff and exert pressure on your opponent. If you can establish a board before the Rogue can, then you can clear out any tiny minions they do have before they go into their Turn 5 where they play the quest. If they don't prep the quest out, then they can't establish a board on the same turn they play the quest. That gives you a full turn to conquer the board even further and punish them. The deck doesn't have any taunts or healing so from this point on you can take advantage of your early game push and race them down.
I'm not even convinced that it's that strong. I think people either aren't recognizing how to counter it or they aren't playing the kinds of decks that counter it.
Quest Rogue spends a lot of time dicking around in the early game bouncing stuff back and forth from the hand. There's at least four turns of prep time where you're doing things like playing weak minions or bouncing stuff where you're sacrificing a ton of tempo and early game board presence in order to fulfill the requirements of the quest. Efficient removal like backstab and eviscerate can only get you so far.
So how do you counter it? Do all the dumb aggro or curvestone stuff that Hearthstone is known for. Play early game stuff and exert pressure on your opponent. If you can establish a board before the Rogue can, then you can clear out any tiny minions they do have before they go into their Turn 5 where they play the quest. If they don't prep the quest out, then they can't establish a board on the same turn they play the quest. That gives you a full turn to conquer the board even further and punish them. The deck doesn't have any taunts or healing so from this point on you can take advantage of your early game push and race them down.
Yeah. For all the talk about Pirate Warrior in the last meta any control deck I built had a large and consistent winrate against them. As did any midrange or aggro deck against Jade Druid. The two decks still dominated the meta (in my ranks) in the sense that you had to run a counter to at least one of them and it was pretty stifling (unless you were playing Shaman I suppose in which case SHAME ON YOU). It remains to be seen if Quest Rogue is that type of deck or not but my experience with it so far has been pretty wtf.Yeah, I'm not saying the deck doesn't have counters. I'm saying that it is strong enough to demand counters. Those types of decks usually go on to shape the meta even if they aren't always Tier 1.
Peléo;233547844 said:Even if it's a bit early, I could see Blizzard nerfing this to 5 minions instead of 4. Still, the deck suffers a lot if you can't find your bouncing cards.
I teched in Felfire Potion for Rogues but I don't think it's going to do shit.
I'm having fun with the rogue quest, I run Finja and double bluegill instead of Violet Teacher and Moroes. I don't know if it's better but it was what i had planned to do before the launch.
A stealthed Finja on the board the turn before casting Crystal Core can lead to a big burst of damage. I also like having more charges to bounce.
Any idea yet which cards are really worth it to craft in this meta?
Any idea yet which cards are really worth it to craft in this meta?
Of course.What deck? Handlock?
Craft Crystal Core, skip everything else for now. Blech. I'm giving it one week, then I'm out. Like seriously, this quest is ridiculous.
absolutely none, the thing with the early metas is that they can change in any moment until they settle down, even if the rogue quest seems absurd at the moment, that could change any moment if someone discovers a reliable way to deal with them.
that is why I suggest not crafting anything yet, instead playing with whatever you have right now (or open more packs?) and not using dust just yet.
Of course.
is there a link for the ungoro ratings?
Really enjoy elemental shaman, it seems like a more efficient Jade deck.
Kalimos is a dope legendary.
Think I'm going to try taunt warrior next
Of course.
for sure, elemental shaman is super legit and is totally being overlooked right now. If i'm not undefeated with it, I'm very close.
Are you running Stone Sentinel?
The GAF ratings? They are here: https://docs.google.com/spreadsheets/d/1fOc2LgWfFiETMAfDEGkGx_OupxWSSJVTU4ADfs5hyTY/edit?usp=sharing
I gave Rogue quest a 3.
To the people that says wait till the meta settles: Rogue Quest is ALREADY optimized, it can reliably have a board with 3-4-5 5/5s by turn five or even four. And if they don´t have a board then they can stil do 20 DMG fron hand in turn 5, there are very Little answers for that even by teching against it, because is so fast that you need to tech several cards just to have one in the first turns which in turn will make your deck worse against several other decks
This is what I'm running right now. It's dragon with a lot of card thievery stuff. I'm sure it could still use some refinement but I'm both surprised and impressed with how well it's doing for me so far.
I think I'm going to eat crow on paladin being the worst class. I didn't think how well elementals work with hand buff, they are exactly what you need. Firefly has probably the most impact on the game between rogue quest and here. You play something but keeping your hand size is huge.
4 mana 3/3 deal 2 dmg with handbuffs is very good and it's exactly what paladin needed, cards with instant effects. Stoneshaper is already good, with buff, you probably win the game.
Tar creeper with handbuffs is so damn good...
I'm beating quest rogue with it very well, it's just too much to deal with. It's kolento's list, look it up. Paladin doesn't seem bad at all to me right now. Certainly much better than druid feels. Aggressive druid decks are ok still.
Quest rogue has quest completed by turn 4 with 7 cards in hand.
"Just gotta put pressure on them".
What ever the fuck that means.
I wonder what the wild version of quest rogue should look.
Just throw in gang up for patches? Is that even worth it?
this just in: if you can have a spiritsinger umbra on board when you play your N'Zoth, things get out of hand pretty quick
I wonder what the wild version of quest rogue should look.
Just throw in gang up for patches? Is that even worth it?
It's mostly the counters that are still being optimized, and further Rogue optimization off those counters.
Also the whole counter to the counter to the counter thing that takes a while to even out the meta.