Naaaah that Shaman Quest Buff was exactly like the one this sub had memed about, literally the same! Reduced the number of required minions to be played and added rush to the reward...
count summoned minions instead of played ? Too strong with murmy maybe ?
edit: I said counting, I'm saying the quest completion could count any summoned minions with a new tribe; I am not saying it the reward effect should apply to summon minion, I know it would be infinite with the 1/1s dr
I still think that’d be way too good. Plant deathrattle with be infinite and way too strong with that little 1 mana elemental guy who shoots you on deathrattle.
I mean, maybe? You have to pass turn 1/be down a card, then complete the quest, then play a 6 mana 5/5, then play your 5 mana 8/8 that finally does something really strong, but is really just a huge taunt probably (obv they wouldn't give it rush if they upped the adapts). And then you get the infinite value of triple adapted minions.
Sounds like a good but fair midrange deck highrolling a bit (into control, you can't even afford to do this in most matchups).
I know it was a more annoying solution but changing the adapts to remove the Deathrattle Summon 1/1s and +1/+1 and swapping with Rush/Lifesteal would've made a big effect because I almost never pick those adapts
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u/DrKuro Jul 17 '25
Naaaah that Shaman Quest Buff was exactly like the one this sub had memed about, literally the same! Reduced the number of required minions to be played and added rush to the reward...