![]() Also it’s maddening to see Mage get another extremely un-interactive from-hand one/two turn kill. It’s so infuriating that time and time again Shaman gets the pick of the litter while classes like Priest are kicked to the wayside. My biggest issue with Un’Goro is that Blizzard seems to have once again prioritized certain classes while leaving others with no love at all. The major ones are: Reno Jackson – unique card decks will be on the decline if a thing at all and Ragnaros/Slyvannas/Azure Drake – basic set cards which are rotating out due to their immense reliable power. Expect that 5 mana 8/8 to tear it up in aggro decks as a finisher.Ĭheck out this post I made a while back to see the notable cards leaving standard play. Funnily enough, an anti-pirate card was printed in Golakka Crab (albeit a bit too late to be seriously impactful) and Bittertide Hydra is a terrifying neutral card that’s even more powerful than Fel Reaver. Several cards, like Elise the Trailblazer, Tar Creeper, and the Humongous Razorleaf are fantastic for slower control play and may even revive fatigue Warrior and/or Handlock Warlock. Also, certain deck archtypes like Pirate or Taunt Warrior completely shut this deck down, either due to killing you before the quest can even be completed, or setting up an unkillable wall of taunts respectively. Most importantly, due to this deck needing to finish fast but also needing a lot of cards in a combo means there will absolutely be games where you simply don’t draw into the necessary plays. Although there are some major problems that will no doubt be widely known of quite soon. Point is, having a 5 separate 1 cost 5/5 charge minions in addition to numerous ways to bounce those back makes for painfully fast, unpredictable, and unstoppable wins. I don’t believe most people understood that the quest would give even existing minions on the board the buff, in other words, it was previously thought to be too slow, but effectively giving each minion on the board an immediate +4/+4 is pretty ridiculous.Ģnd. I think certain cards that make this deck shine were simply ignored or completely forgotten about(after all, only 2 cards from Un’Goro make it into the deck, everything else is from previous expansions). I think the disconnect came from one of two things:ġ. Not only is the quest pretty easily completable by turn 4, but it also gives an incredibly powerful swing in tempo immediately after playing the quest. ![]() Now this a surprise! Pretty much everyone doing predictions figured this quest would be too difficult to pull off with too small a reward. At most I see it being a begrudging addition in a conquest tournament. While it won’t be all that strong either, at least Hunter will have something to play with. However, I believe the deck will evolve over time from aggro to more mid range with the help of Dinomancy (change your hero power to give a friendly beast +2/+2). As neat as Quest Hunter is, it’s simply not unfair enough to go toe to toe with what’s currently strong. Despite the huge power spikes in the early game and mid~late game, it’s too slow to compete with hyper aggro like Pirate Warrior, but at the same time can’t overcome the likes of control. ![]() Pre-launch I was certainly a bit terrified that Quest Hunter would conquer the meta, however with some dedicated play I can definitely say that’s not even remotely the case. Effectively you’ll know quite early on in the match if you’re going to win or lose, and as an added bonus, this style of play is as powerful as ever since Reno Jackson rotated out. The strengths and weaknesses are fairly obvious, but still difficult to play up against if you’re not prepared to handle it. This deck uniquely builds something like a dozen 1-cost minions and attempts to overwhelm the opponent with pure numbers, which conveniently, earns the quest reward and subsequently the win condition.
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