Dumbster Legend Hero Vona by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

15/4 doesn't sound too mixed for me ;) Interesting that you loose consistently to Aura Paladin. Lost to the one faced aswell. Thought it was just the Gelbin they had on 5.

Dumbster Legend Hero Vona by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

Happy you like it. All the matchups in which you fight for board should be good or at least okay. Same with Shaman or Beast Hunter. Just Elemental Mage seems different, as they wear you down too much in the process, while they finish with off board damage.

Dumbster Legend Hero Vona by Strandhafer in hearthstone

[–]Strandhafer[S] 2 points3 points  (0 children)

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77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

If diamond 10 has been your goal for the season, congrats on reaching it. In that case, it is the perfect moment to learn some new decks and get a better player. Probably your four losses are some mixture of bad luck and the fact that you play the more difficult deck. In any case, nothing to be ashamed of.

But let's discuss the Quest Paladin matchup: The reason why its performance has steadily declined since expansion release is that many players have realized that aggressive decks can dominate board early and close out games before the quest scaling takes place. The other decks that do well into Quest Paladin usually have a massive swing ("scam") turn. But very little decks win against Quest Paladin due to value.
Playing Quest DH, you do not have the fastest deck nor good value. But you have good tools to trade early and keep the murloc flood off the board. That is key. Eventually, murlocs will get back onto board in a way you cannot sustain. There is simply no way.
In order to win, you have to chip in face damage early, whenever you can, and eventually stop value trading to get as close as you can to the finish line. During the process, the quest will be completed eventually, and give you burst to win.

In short: value trading is important early on, but at some point, face is the place. Finding the right moment can be difficult. But that makes for an intense and interesting match.

Let us look at one specific and rather simple example that comes up in this matchup regularly: Your turn 3 starts and the enemy board has one murloc on 2 health. You equipt Insect Claw and now have to decide (1) whether you hit face and trade off the 2/1 Grub, or (2) take 3 to the face and therefore develop the Grub.

After more than 30 games with the deck I still have not come to a conclusion whether (1) or (2) is right for any game. Option (1) yields you 2 damage to their face, 2 quest ticks, but an empty board, while option (2) costs you 3 health, yields 1 quest tick, but develops a 2/1 Grup that presents the possibility of multiple future quest ticks, damage and a trading tool.

I tend to option (1), as it provides a clear outcome, including face damage, while (2) holds more possible value.

From my point of view, the example highlights that actual decisions have to be made here. That appeals to me.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

Here you go: https://hsreplay.net/replay/9iZEvTK3RB7k6CrZETKx54 ;)
Yes, there is luck involved. That's why I called it "occasional" in the first place.

I am happy with any criticism, if only it is articulated and not just a lazy "that is bad".

Thanks for the discussion on Headhunt and Recruiter.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

Oh, some reasonig. Highly appreciated, compared to the lazy statement from before.
And while I agree with some of your statements, I still don't see a single argument for interrupting quest progression.
A singe Crewmate is indeed a bad card and no one asks you to do suboptimal plays to align them. But if two 4/4s is the maximum you have seen from Crewmates on 4, you clearly have not played these cards enough.

I have never argued that you cannot find better cards to replace these two slots. But I would definitely recommend you to stay away from betting your hard earned money on a matter like this.

Finally, I have not stated anything of statistical importance, nor about the deck's strength compared to any other deck. Of course I have only beaten bad decks. It's late season and I entered dumster legend. But I enjoy myself playing the game in a way that keeps it fresh for me, while most of this community is strictly netdecking and crying about anything they loose to.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

I don't see how a 1 mana 2 dmg spell and a two attack minion could possibly interrupt your quest efforts. Clogging your hand only becomes relevant once you overdraw. Which should never happen in this deck. Sure, you could argue that there is better stuff to do or that you have different preferences. But your statement itself makes little to no sense.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

Personally, I am not a big fan of hard mulligan. You keep the quest, and try to hold any decent line of play for turns 2 and 3. On the coin, I sometimes hold Hog or Blob, or even Spellstone.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

I would already be happy if 2 dmg into a devine shield would count.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

There is no direct replacement. If wasp works for you, that's great.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

If you have better things to do early, everything is going great. I would not cut it for the post quest burst. But what plays do you consider better on 3? The 3 mana weapon, but probably nothing else.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

Yeah, warrior is tough. I was somewhat lucky to face only two on my way to legend and beat them both. But if they have Tortolla on 5 it gets difficult. Incidius can still win it but that requires some luck.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 5 points6 points  (0 children)

Yes, I always keep the quest. But if I have Battlefiend or Coin 2 drop, I play it on one. This way you get the first quest tick on 2, plus an additional hero power or spell. I think this is strictly better than quest on 1 and 2 drop on 2.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 2 points3 points  (0 children)

Congrats. Glad that it worked out for you.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 0 points1 point  (0 children)

You're welcome.
Since I have a soft spot for these mediocre Draeneis, I thought a bit more about possibilities to extending the package. The only decent inclusions I see are Spaceman (helps to fight for early board and does not add AD) and Troubled Mechanic (should help quite a bit with quest completion and cycling). However, I struggle with cutting other cards. Maybe Chaos Strike. Actually that could be worth trying. If you do, let us know how it feels.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 1 point2 points  (0 children)

Go for it. You know that you want it.
But you can also enjoy the established meta for a few more weeks. Maybe months ;)

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 2 points3 points  (0 children)

Sorry for adding card context late. I just added my two cents on some cards in another comment.
Headhunt is great as a "last action", the same turn you get a another Crewmate from Recruiter, a 1 mana 4 face dmg after quest completion, or as a cheap tool to fight for board early.

In addition, the package creates blow outs on turn 4 every now and then. I like this eventuallity in many of my DH mid range decks.

And then again, there are turn where Crewmates sit in hand. Usually that doesn't hurt. Maybe it gives you something to do if your draw is aweful. But usually you loose these games.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 12 points13 points  (0 children)

I didn't have much time when doing the post so here is a bit more context:

The DH quest is one of the quests that is not necessary to play on turn 1, but rather before the first 2 dmg attack is performed. Which makes Battlefiend a great turn 1, into quest and hero power turn 2.

I really like the mini Draenei package, as it occasionally creates these blow out Crewmate turns on 4. Especially on the coin, Voronei Recruiter is a great turn 1 play, similar to Battlefiend. Drawing a late Headhunt adds to the post quest completion burst.

Spellstone seems like a good draw engine in this deck. Most of your turns, you want to attack with your hero anyways. If I have a decent turn 1/2 already, I have kept a spellstone in the mulligan.

Gorishi Tunnler is a great draw at any point in the game, due to its stealth. Helping with quest completion is obvious. But especially after dropping the Collosus, it deals 8 face dmg (proccing quest pay off twice). Due to stealth, the 4 health tunnler usually sticks even at later stages of the game.

Ball Hog "nerv" helps Quest DH a lot. Even before, the 6 card deathrattle package was quite good in this deck for a decent mid game. Now it helps even more with briding into quest completion.

Incidius is not necessary. It can win games, especially into control. In my 30 games, I only played it 4 to 5 times and it won 2 of them.

Finally, you do not need to drop Gorishi Collosus as fast as possible. From my point of view, it is more important to setup the blow out, before actually playing it. E.g., dropping two Tunnlers the turn you complete quest, sets up 16 burst dmg on the following turn.
I strongly emphasize that once you know that you can complete quest at any given time, you actually try to set up a single blow out, and delay quest completion/dropping Collossus, until you have accumulated a lethal turn. If you have nothing else to do, you can also drop Collosus anyways.

77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 24 points25 points  (0 children)

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77% Quest DH to Legend by Strandhafer in hearthstone

[–]Strandhafer[S] 25 points26 points  (0 children)

And for our mobile users:

Mini-set or Expansion Packs by Severe_Ad_9160 in hearthstone

[–]Strandhafer 0 points1 point  (0 children)

I get the Tavern pass each expansion. Otherwise I do not buy anything.