![]() ![]() I'd much rather have a better chance at getting Incanter's Flow on 2 and just use the sheer power of cheap spells, Ignite, Fireball and Apexis Blast to win the game. Once the meta turns outside of quests and minions start dropping on curve I doubt quest mage will still be able to do the same without dying. They're even dropping Font of Power and Devolving Missiles these days. The deck has to run stuff like Cone of Cold, Flurry (Rank 1), and Ice Barriers. I still dont get why people even bother with the quest in mage. It has to go down to +2 at the very least Permanent +3 spell damage is broken in every scenario. Incanter's Flow isn't even the main problem anymore, Mage wins just as easily without it. Rogue is weaker but once Scabbs comes down you#re basically on a clock too unless you have removal for days (which is fine on paper, but once again enforces that you have to race it) Quest Hunter is the "balanced" version which still kills you once the complete their quest but is more likely to actually run out of steam. Questlock is the same but at least it has the decency to damage itself so you can try to race it. It can't run out of cards, it can't run out of damage and it gets 16 extra health. Yeah except Quest Mage wins by turn 8 without even having to jump through hoops. Then we can start dreaming of slower decks. I'd imagine that in a week of two and we'll be seeing old midrange pally everywhere like we used to again. Nearly everyone else runs out of stuff at some point.Īlso, everyone is playing quest at the moment because its a shiny new toy. The only decks that currently have a near guaranteed win against a traditional control deck would be questlock, mage, and priest. Quest decks are slow and will get slower as they adapt their game towards faster decks. Probably still too early to call for nerfs, though Im very partial to seeing Incanter's Flow burning in hell. Kind feels like Un'goro, except every Quest class is Rogue. I don't think any game with a long term plan that isn't a Quest deck can survive the onslaught and I fear we might need a bunch of nerfs to the quests just to make sure that Control remains a viable strategy. Even that is not a guaranteed strategy because most of the effective quests can be completed around turn 8 or 9. The only way to beat those (outside of a lucky Mutanus) is by abusing the fact that they are slow as balls and just rushing them down. ![]() Quest meta with 0 control or value strategies.Ĭurrently no slow deck can outlast the Quest decks (at least not the playable ones). I'm genuinely worried that we might enter a Aggro vs. ![]()
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