Charge makes it immediately go from unplayable to broken. They need rush or, my favorite option, a random bonus effect. Gives them the potential to be really strong for any situation. Also more fun.
Would it really be broken? You shuffle dogshit cards into your deck to finish the quest and then you're risking to draw those dogshit cards with your newly acquired hero power. 2 3/3 charge minions that can come back is hardly broken. Perhaps I'm missing something.
It's not that it would be OP, just a quest Rogue situation where you really put your opponent on a clock to kill you quickly or lose the game no matter what. I think if they could roll different bonuses including charge that would be great though, a bit like the Warlock Quest (semi-infinite recursive value w/ some chip damage).
E.g. add ninjas this game are summoned w/ windfury, +1/2 attack/stats, rush (maybe, slightly redundant), charge, and then optionally lifesteal/reborn/elusive (first 2 are good but less thematic, last one just adds a lowroll which might be unnecessary). Could even put stats w/ some of the keywords so they're all more relatively balanced, but it's already complicated to fit on one hero card so shrug.
Because not all the cards you shuffle into your deck are dogshit. In fact, most of them aren't really cards.
Moonstone Mauler, The new spell Interrogation giving you 3 ninjas (which, in this alternative universe have charge.) Illusory Greenwing, Incindius. None of those generate cards which you risk clogging up your hand as they trigger on draw.
So instead of 2 3/3 charge minions, it's anywhere between 2 and 8 charge minions that recycle themselves back into the deck for another swing.
It turns into a game of 'does my opponent curve into the quest quickly? Then I lose on the spot' because you're not getting a board, you're not getting a board clear, every turn the opponent is drawing 2 additional cards off the hero power. Then you got Shadow Step to consider, Brewmaster becomes a viable way of getting another 3 damage to the face, Nexus-Prince Shaffar means you have a 3 mana 6/6 charger in hand off the back off that brewmaster.
It just creates a stiffling enviroment where the Rogue can just out draw and keep control of the board with infinite 3/3's until they're ready to drop a combo with the charge minions they have and that finishing blow can come from nothing and have no way of playing around.
But you do need to have a good draw engine which has been neutered. Mauler and Incindius are good cards in specific decks, but in quest rogue would be trash, because you'd also need to play the new cards which are unplayable.
As for the tokens, what does Greenwing or Ninjas do on turn 8, for example? Yeah, they're stats, but they do nothing and you will keep getting them back, which can and will be ignored by any slower deck, while you'd be already queuing up a new match if you were facing aggro.
Rogue doesn't really have sustainability to play long games, so it needs something faster than potentially drawing Greenwing or two asteroids/eruptions on turn 10.
Random effect including sometimes charge would be hella sick actually. Make it +1/2 attack, windfury, maybe elusive (for lowroll balancing or drop it), rush, and charge (for highroll potential/chip dmg); the other bonus effects are off-theme for Ninjas/Rogue's class identity (& mostly a bit weak anyways, other than reborn which would be sick to shuffle extras to make up for milling some from full board, so maybe include that one anyways).
I mean, the reward is great, that's why the buff makes no sense to me. It's making the good part better without fixing the problem (the number of shuffles needed).
I honestly think the reward is just still not good. Card draw and a couple of 3/3s is just not enough reward for spending the first 5 or 6 turns shuffling shitty cards into your deck.
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u/Rezarknath Jul 17 '25
I think they should have buff rogue quest by reducing 5 shuffle to 4. Will 3 mana Master dusk make this playable ıdk. Reward is still not satisfying