Ok, so let’s run through the quests and their counterplay.
Mage Quest - power is limited by the need to run through random spells. Antonidas/Sorc version gets totally screwed by Dirty Rat.
Priest Quest - The quest isn’t even a win condition…
Hunter Quest - Run him out of 1 drops and you win. Not much different from teching against normal hunter. Save board clears for post quest, almost all board clears can clear 2 health minions.
Warlock Quest - Warlock has to discard a LOT. He will rarely have the right answer for any threat (if he doesn’t discard it first). Count the removal.
Druid Quest - You’re on a long clock, similar to Jade druid. Keep a 5 health AOE or random destroy effect for Menagerie Warden on Stranglethorn Tiger.
Rogue Quest - You’re on a short clock. Set Rogue to 15 health by turn 4 or you’re dead.
Paladin Quest - Save a board clear or random destroy effect, remove minions to deny buffs.
Warrior Quest - Destroy effects are your friend. Count the brawls, then go wide. After Sulfuras he can’t armour up any more, so don’t trade unnecessarily.
Shaman Quest - Not much different from just playing against any Murloc deck, honestly. Just treat it as a Murloc Paladin with a countdown to a massive Divine Favor and save your board clears accordingly.
Honestly though, any Tier 3 deck and up can deal with any quest other than Rogue quest. The power of the quests just aren’t that high, and give you valuable information on how your opponent wants to play their deck. And they give up their T1 play, so you get to take board control first.
I’m not denying that the Rogue quest far more powerful than the others, obviously it is. I’m just saying that the solution shouldn’t be targeted to this particular problem only, but devise something that can be utilized in several different ways. And it’s very likely that cards will come out in the future that make the now mediocre quests far more powerful. Having spells and minions that target the mechanic instead of a single card would help control that eventuality.
Had some mage quests to do so I made a secret mage deck (from a vicious syndicate list, but pretty similar) - I don’t have Pyros so substituted Bloodmage Thalanos, who isn’t that great since you don’t have that much burn.
ugh i hate playing against quest rogue. so boring watching someone play against themselves for 5 turns until they can run 5/5 pigs into you over and over
Was going to comment that I hadn’t seen a quest rogue in weeks, but then I played 3 of them yesterday with my secret mage and burned them all down, all 3 on the turn after they played the quest.
Well their whole quest system is a failure - the only one that sees play will get nerfed until it doesn’t. Unless people play some sort of quest deck now - I’m really just playing to do my quests right now, I don’t feel like I have any interesting decks available to me at the moment.
I’ve seen Murloc Tidecaller, Jade Golem and Patches. I used MT to clear out all my quests in like 15 minutes and then I started playing Patches and Patches pretty much just depends on who goes first, when you’re going up against another Patches.
I’m honestly not that bothered. So quest rogue is dead. Big deal, quest rogue was a toxic, polarizing deck whose wins came down often less to skill than to the coinflip of “is this a deck I autowin against and is my hand decent?” It heavily discouraged most control decks, and I don’t mourn its passing. The meta is incredibly varied and broad right now,
Patches loses to ice block, to mega-healing like Forbidden Healing or Power Word Glory, and sometimes to Priest or Warrior and Unstable Ghoul. Of course, those decks lose to jade idol.
Ice block in this brawl… what a boring slog it makes the games. Played against one with Animal Companion - took like 15 minutes to whittle through his deck till he died to fatigue.
I don’t even get how it’s supposed to win reliably - it seems too dependent on what you get with the other eight cards in the deck.
Yeah, this brawl is horrendously dumb. It feels like it isn’t thought through at all - Surely someone could have figured out that most of the effective strategies are horribly uninteractive, and matches are generally decided within seconds. Seems super unfun.
FWIW, Ice Block mage wins only against Patches hunter, because the first turn patches pulls 6 cards out of the deck, so the patches deck runs out of cards much sooner, and so you win from exhaustion damage plus hero power pings plus whatever burn is in your 8 class cards.
I’ve just been playing various random strats (babbling book, jeweled macaw, renounce darkness) and just conceding to the quick-win decks (mind blast, patches, etc).
The rogue quest change went through, so I suggest disenchanting it now for full value. If you decide you miss it and still want to play it you can always re-craft it with the same dust.
I’ve got 6000 dust now so I should probably figure out what deck seems fun.
Speaking of which, I guess the model of bought expansions like Naxx and BRM is done. Not enough loot box addiction for their liking, I guess. Which means I’m a F2P player now - I’d give them the $25 for the miniexpansions because that seemed like a fair price now and then and a good value, but no way am I going to ever buy card packs or arena runs.