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Hearthstone |OT8| Elise's Extremely Irresponsible Field Trip To Un'Goro

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gutshot

Member
Hydrologist is the first really disappointing card I've seen so far. Most paladin secrets are terrible. Well except for the Wild-only ones (Competitive spirit and Avenge. Sacred Trial is gone too but it's trash).

Redemption is OK but now you've got a 2/2 murloc on the board they can proc it on; same with Getaway Kodo. E4E and Repentance are trash. Noble Sac is the only decent pick this card can get in Standard.


It'll be great when you get it from the shaman quest guy, though! (you'll be able to get secrets from all 3 classes I'm pretty sure)

Unless you are a rank 20 permanoob, you aren't going to play those if Hydrologist is the only minion you have on board.
 

Yaboosh

Super Sleuth
So what happens if you steal this card to a class with no secrets? nothing happens?


We don't know. Finders keepers lets you discover overload cards but that's slightly different because it's only one class.

For all we know this card could be different and let paladins discover any class secret. But based on precedent that shouldn't be the case.
 

QFNS

Unconfirmed Member
I think this card has a lot of good uses. It's certainly really good in arena even if you only get choices of the bad paladin secrets. 2/2 discover a secret is certainly playable there.

And I think the card is low-key playable in lots of other paladin decks too. Your list of paladin secrets in standard after the rotation: Repentance, Redemption, Eye for an Eye, Noble Sacrifice and Getaway Kodo. Obviously Eye for an Eye is the worst with Repentance following up. The other 3 are all in someways useful. Get Down is playable nearly all the time. Redemption can also be good depending on your board state, and Getaway Kodo has uses in saving your good minions to play again. I think a control Pally list would be ok with a lot of those uses. I dunno if this guy will make the cut in those lists, but since anything with Discover has proven to be at least somewhat useful, I don't see why this wouldn't follow suit.
 

Pooya

Member
rogue burgle gives coins if your opponent is ragnaros for example. Maybe it doesn't do anything if you play it. I think that's the likely outcome more so than getting a secret from any class.
 

Pooya

Member
they should change the brawl like arena to give cards from the latest expansion. The time that people needed classic packs more than everything has passed. Classic set is no where nearly as important anymore with all the changes and nerfs and increased power level of newer sets, evergreen decks are dead now. I've been rerolling my spectate quests, I'd rather have the gold.
 
Ha, decided to buy a few TGT packs with my gold to proc my legendary pity timer before they left the store, and I got a golden Icehowl in the third pack.

rogue burgle gives coins if your opponent is ragnaros for example. Maybe it doesn't do anything if you play it. I think that's the likely outcome more so than getting a secret from any class.

It gives warlock cards vs. Jaraxxus though. Rag is a weird case.
 
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thepotatoman

Unconfirmed Member
rogue burgle gives coins if your opponent is ragnaros for example. Maybe it doesn't do anything if you play it. I think that's the likely outcome more so than getting a secret from any class.

I think most likely is they just get paladin secrets.
 

ZealousD

Makes world leading predictions like "The sun will rise tomorrow"
And I think the card is low-key playable in lots of other paladin decks too. Your list of paladin secrets in standard after the rotation: Repentance, Redemption, Eye for an Eye, Noble Sacrifice and Getaway Kodo. Obviously Eye for an Eye is the worst with Repentance following up.

Repentence is garbo as a general use card but if you get it in the late game off this little body it can actually be very powerful in very specific circumstances. That's why part of why discovering secrets is so good, because sometimes even bad cards can be good in very specific circumstances.
 

wiibomb

Member
the only possible option here for that rogue quest to work is to make a zoo-style deck with little minions.

but then again, rogue doesn't have any reliable draw that can use.



also.... this screams for Gang Up to be part of standard in the classic set slot left by conceal
 

Pooya

Member
why that thing cost 3 mana when the discover card for priest is 2... like that's way way better than a extra copy of a random card on top of your deck.

In the class supposedly with best draw mechanic no less.
 

Pooya

Member
play 4 cards of the same name... who knows how long that takes...

then pay 5 mana for the core ...

then whatever you play is 5/5, so your bigger minions actually do get nerfed btw.

this is the first quest where you actually have to spend resources to get anything out of your quest after it's completed. Just how slow they made this. Slow McSlow, sounds about right for rogue class cards.

Because your deck has so many tricks to successfully complete the Quest, we wanted to provide you with the raw power you'd need to end the game.

tricky rogue guys, Mike Donais must be lhao.
 
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thepotatoman

Unconfirmed Member
First quest condition I really like. There's a lot of ways the deck can change depending on what you want to target to bounce back repeatedly.

But the reward does seem very weak. Extremely slow to spend 5 mana on that unless you already have low stat minions on board to buff.
 
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thepotatoman

Unconfirmed Member
Gang up patches twice, activate with captain.

That's like 36 damage burst.

For the record, the summoned patches wouldn't count towards the quest since it's "Play" not "Summon".

It's something you could do after completing the quest though.
 

Crosseyes

Banned
That rogue quest... hm... it certainly is strange to say the least.

Rogue could really do with an overstatted minion now with an exploitable downside of putting a minion from your own board on top of your deck. Otherwise anytime you use thistle tea or that new 3 mana spell you're just gonna hit some spell and be sad.
 

Papercuts

fired zero bullets in the orphanage.
That quest seems horrible on first glance. Even if you have your deck stacked to try and duplicate or replay cards, you lose consistency from the getgo by having the quest in your opener and with 2 base copies at max you may not draw both very quickly and will be very draw dependent to even fulfill the quest while the others shown so far are way easier to complete.

All that extra work for...a 5 mana card that makes future things a 5/5. If you don't already have the board that is a dead card. Really, really hard for me to even imagine how this would work out with a Rogue deck in any way.
 
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thepotatoman

Unconfirmed Member
Shadowcaster on Shadowcaster does make infinite 1 mana 5/5s until they clear the board.
 

tutufr

Neo Member
The reward seems a bit weak, maybe it is to be used with a lot of charge creatures.
I liked Mimic pod, it is an Arcane intellect that draws two of the same card.
 

Yaboosh

Super Sleuth
Bounce back cards are still really good after you complete your quest if you have a bunch of cheap charge minions in your deck.
 
Rogue quest is a bit underwhelming. I guess the idea is to complete it early and immediately drop the core on turn 5 but yeah, I don't see this being too great.

Mimic Pod is interesting. You're getting two cards for 3 mana which is pretty reasonable. Not sure how much play it'll see though.
 

gutshot

Member
So you are supposed to make a deck full of Shadowsteps and Brewmasters to bounce back stuff? And then finish the game with some 5/5 Stonetusks Boars or something?

Yeah, that's gonna work. /eyeroll
 
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thepotatoman

Unconfirmed Member
For reference:

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CWB9J4YKY3CY1490124864832.png


R974VQ114JR61490124864973.png

3 mana draw 2 is always good. That'll go in a lot of rogue decks.
 

Papercuts

fired zero bullets in the orphanage.
Shadowcaster on Shadowcaster does make infinite 1 mana 5/5s until they clear the board.

That's true but again, super reliant on either having a shadowcaster stick or doing some silly stuff when you have a ton of mana which is super slow.

The perma effect also is pretty weird with Jade. Strong in the sense that cards like the stealth guy are a 5/5 that at minimum deathrattle into another 5/5 but it also means they can't grow beyond anything.

I just don't see how Rogue can realistically survive to pull this stuff off either way though. Spell cards are negative synergy if you go with the duplicate card draws, the 5/5 effect is most impactful early which is when the actual quest is not really feasible to complete...it is a much more interesting quest requirement but I don't really see it panning out.
 

Szadek

Member
why that thing cost 3 mana when the discover card for priest is 2... like that's way way better than a extra copy of a random card on top of your deck.

In the class supposedly with best draw mechanic no less.
It gives you 2 cards instead of 1.
I see Blizzard still has no idea what to do with Rogue.
They know exactly what to do with rogue.
Never give them anything good (at least not on purpose) because thier basic set is too strong.

The best way to make use of the quests would be cheap charge minions like boar.
Once they have the core, they can burst you down in no time, since they also play a crap ton of bounce cards.

I don't think the quest will see play, but if it does, thinks can get pretty ugly pretty fast.
So its either a bad card or a card that's bad for the game
 

QFNS

Unconfirmed Member
The memes from that Rogue deck in Wild will be so good. All the patches and gang up combos will be fun. I actually really want to play that deck now.

I don't think it will be GOOD, but fun yes.
 

Dahbomb

Member
why that thing cost 3 mana when the discover card for priest is 2... like that's way way better than a extra copy of a random card on top of your deck.

In the class supposedly with best draw mechanic no less.
Because the Rogue card is getting two cards versus one card. Both of the cards are costed appropriately. So what if it's a duplicate... it's still card advantage.


In any case that Rogue quest is pretty weak. You need a bunch of bad/mediocre cards to activate the quest and then it makes your minions less bad. But you are still at a tempo loss when you play that 5 mana card unless you were somehow saving up a couple of Shadowstepped Brewmasters. Easily the worst quest thus far.
 

darkside31337

Tomodachi wa Mahou
Seems bad but the combo nature of it means it might be better than it looks dunno. How will even this work in game though, doesn't seem like it's able to be tracked like the other quests in game? Gotta keep track manually or what
 
they should change the brawl like arena to give cards from the latest expansion. The time that people needed classic packs more than everything has passed. Classic set is no where nearly as important anymore with all the changes and nerfs and increased power level of newer sets, evergreen decks are dead now. I've been rerolling my spectate quests, I'd rather have the gold.

no no noope. Keep classic. Classic is still quintessential to many classes and brawl as a steady stream of cards makes it possible to focus on the new set while working on the classic collection.
 

Dahbomb

Member
Gadgetzan Ferryman about to show up all those haters.

Need to see the rest of the Rogue cards though. Rogue really needed Bran in that quest though.
 
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