nickus89's Comments
Can The Lost City of Un'Goro Quests Be Saved?
This could easily be avoided. We probably all agree that quests taking turn one is a huge design issue. Tempo oriented quest decks like druid, hunter, shaman, priest, even paladin need turn 1 to start fighting on the board asap. That’s the main reason why all sorts of aggro managerie decks beat murloc paladin. And control decks are esentially left being down a card in the mulligan, making them less consistent of finding the required answers in time. I see two potential solutions:
1. Quests cost 0 so that it still has to be played, but it allows to fight for the board early on. This still leaves a problem with going down a card in the mulligan, but some price should still be payed I guess. Optionally it could also draw a card, but that would probably make it too strong. Maybe if it cost 1 and drew a card. That would make it ok in slower, midrange or control oriented quests like DK, warrior, warlock etc. that are not so desperate for turn one play. Heck, they don’t need to be the same.
2. Make quests start of game effect like that mushroom warrior guy that still leaves him a vanilla card in a deck. Something like “Start of game: start a quest”. That would make it a dead card in the deck, but at least early game would be more manageable. The quest iself could also be a 1 mana draw one cycle card so that it wouldn’t be entirely dead card. That way the deck would still contain 30 cards and there are much better ways of drawing cards nowadays than 1 mana cycle cards.
Top Standard & Wild Legend Decks - The Great Dark Beyond (Week 13) - February 2025
No need for passive aggresive communication with “words are hard” before looking in the mirror.
He didn’t say it was mentioned in this very article, but on this site, which is true. I have read it as well a few times on this site.
The Best Decks from The Great Dark Beyond, Early Meta Builds From Pros & Streamers, Decks For All Classes
Read the first paragraph of this article.
Reno, Lone Ranger
This seems crazy strong. A one sided board clear that limits opponents next play. No wonder other highlander cards lacked in power.
I guess Renostone is coming.
Spirit of the Badlands
The advantage is, this can also turn into legendaries, which you can’t play more than 1 anyhow.
When it comes to highlander decks, I feel like it all comes down to how good the neutral support card will be.
Bonelord Frostwhisper
I don’t like designs like this at all. Incredibly polarazing and potentially toxic card.
Now every class has access to Brann + Sire combo. Not to mention potential finishers like Malygos and Mecha’thun in wild. It’s only a question when this effect will break the game.
Best Murder at Castle Nathria Decks From Day 1
At least it seems to beat the imps.
On the other deck topic. What is the opinion on shadow priest with Cathedral and Pelagos? Seems decent as well
Theotar, the Mad Duke
The more I think about it, the more this cards seems overrated.
Mutanus costs more and is random, but at least the card gets eaten. This on the other hand is targeted, but is it really a disruption? The opponent can easily play around it in either of 2 ways:
1. Play the Mad Duke before you play it and snatch your own Mad Duke or
2. Play the Mad Duke afterwards to switch the stolen card back.
This basically forces you to spend the card in the same turn, which for some big payoff cards is near impossible. Sure it can be argued that if you are forced to run Theotar just to counter it, the card is forcing a meta around it. I am still not convinced though. We will have to see.
Ironically, it seems better suited as a stall tool to grab a removal in a similar way to how Illucia was used in aggro shadow priest. However 4 mana for aggro deck is a lot and by that point, you want to be ending the game. What is left is a midrange deck where Blademaster Okani seems like a better, more versatile card, serving similar purpose.
Topior the Shrubbagazzor
Love this card! It’s art and design are just up to my taste.
Definitely much better than the viper card we all forgot about and had to stay on the board.
I suspect this to be quite good. It can be tutored with the Coldtooth mine or used as supplementary piece to fuel Sire Danathrius deck, while also providing some reactivity.
Bibliomite
So with the new DH legendary that discards your hand anyway and the weapon to redraw cards, this can be quite scary in the hyper aggro deck.
The Stonewright
Between this and Bru’kan for grinding purposes, there is no choice really.
It seems way too situational, so only deck it could fit in is some kind of aggro/midrange totem related one, which frankly speaking needs a looot of support
Impending Catastrophe
Well, new Rafaam imp warrlock (with Sire Danathrius?) looks promising
Sire Denathrius
This is looking scary good in druid. They can use Coldtooth mine for tutoring and have cards like Scale of onyxia, Onyxia herself and Flipper friends to feed him. On top of it, they can use Guff to get to 13 mana easily for Brann OTK shenanigans.
Hedge Maze
Yes it is. Check the description which clearly says druid.
For some reason, the upper frame of location cards seems to be the same for all classes and only bottom part is different which makes them garder to separate.
That said, it still has the potential. It has direct synergy with eggs if nothing else amd we’ll see what else gets released.
(Live Now) Hearthstone Patch 24.4.3 Notes - Massive Balance Update For Constructed, Battlegrounds and Mercenaries
Based on hsreplay stats, Caria is one of the highest winrate cards in the deck and definitely an outlier when it comes to highroll. Winrate difference between Xhylag being played on 6 vs on 7 was 8%. That is huge.
Shellfish Priest - #2 Legend (Meati) - Sunken City
Main combo is Brann + 0 or 1 mana spell + Valishj + Xyrella. It is a must, especially against slower, armor gaining decks like druid.
However the deck is way more complex and is capable of winning via tempo alone.
Slithering Deathscale
Could be used in druid that traditionally struggle with removal and have ramp to get to 7 mana faster. But that’s about it and meta depending.
Nozdormu the Eternal Deck Lists - How to Finish Nozdormu Day Quest - June 15, 2023
Likewise. It is quite sad actually…
Quite some solid ideas. Let me provide my 2 cents
1. Death Knight – lower reduce corpse cost by 2-3 – and give the minion taunt.
2. Demon Hunter – lower 2 dmg req to 10 – agreed
3. Druid – change to something like “summon 3 minions in one turn” – I think it is already powerful enough, but people are trying to make it aggro, when it should probably be more midrange oriented deck. If it was to be buffed, I can see it being buffed by completing a stage anytime you fill the board (not just once per turn) or making the weapon cheaper (not auto cast, because of potential viper counterplay since right now, breaking your deathrattles will complete the quest on your opponent’s turn)
4. Hunter – change wording to “summon” and not “play” – I would make the 2 mana guys cost 1 or make it give also you a random even cost beast that costs 2 from the turn you played the reward onward.
5. Mage – auto equip weapon is good, or just up the durability – agreed
6. Paladin – hard cap on the bonus, or have it only affect minions currently on the board. – I would make the quest progress by playing murlocs, but keep the buffs also for summoned murlocs.
7. Rogue – give the ninjas rush – agreed
8. Shaman – either out requirement down to 5 or let each minion type count as one (mech/beast minion would count as two) – Making each minion type count would make amalgams complete it in a single turn. I would reduce the requirement, make it progress with summons, but only buffs played mininons (reverse of paladin in order to avoid the plants getting scary). It could be also repeatable, providing one adapt per tick like Repeatable: play 3-4 different minion types to discover an adapt.
9. Warlock – requirement down by – agreed. Lowering it to 4 could make it too strong, it should at least be 5 though
10. Warrior – make the main reward cost less, or remove it entirely and just provide the reward automatically once the quest is fulfilled – I would just give it taunt. And make it playable on turn 10, not 11. That would be inline with surviving for 9 turns, since there were 9 original quests, not 10.
11. Priest – Give it lifesteal and deal damage based on the attack. It would still be 5 damage for shadow reward, but 8 for combined Sol’etos.
Last but not least, solve the problem with quests wasting turn one. I provided some potentiall solutions below.