Is that a bad thing though? My point in this thread is that quests _ought to be deck staples_ - it's a big part of the IP, after all. They have a whole zone for them but not a lot of actual questing is going on in the game.
Is that a bad thing though? My point in this thread is that quests _ought to be deck staples_ - it's a big part of the IP, after all. They have a whole zone for them but not a lot of actual questing is going on in the game.
If better quests come out in the future, it's a great thing. I don't mind counting the bad quests we have now as lost. They can be new coasters for you, along with Battle Standard.
I do mind a rule change that makes bad quests good, and good quests essential(not a minor one that just ensures playability). It will only bring on complaints by the warpstone haters to have the essential quests banned at the stake. I like quests, but in a BT and Orc Blitz environment what can be done with them to earn them slots in the deck without making them the new win button?
Discussions like this are why we should all be playing in leagues to develop the game.
Did I mention that if quests were good, there would be no Bolt Thrower deck (it would lose to Smash 'Em All)? That would be such a shame. 
I would play in a league if I could find more people interested. 
I don't understand why leagues don't get more love. In my experience as a gamer, tournaments always bring out a large supply of "something"-bags, and/or illiterates. If Smash 'Em All somehow became the new BT, we'd just need additional escalation to replace that in future sets. That wouldn't be all bad. I really see your point and agree that quests should be essential to decks. I just want them to be essential to decks in the way building supports are essential to the kingdom zone. The quest zone really needs some fleshing out. The other two zone concepts work so well.
Sadly there are no Quest counter cards. AS it stands.. i think the system is great where its at. the "COUNTER" to a quest is to nuke the little pain thats sitting on it off the **** thing. There are some very NASTY quests that i've seen pop up in my local meta and well i think the way its built now is fine.
EG:
INFILTRATE!: (neutral, 2 cost)
QUEST FORCED: At the beginning of your turn, discard the top X cards from each opponent's deck. X is the number of resource tokens on this quest.
QUEST FORCED: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here.
THIS thing is OP. It get better and better every turn your guy sits on it making counters. After 4 turns with thing, it becomes a major problem. A turn 2 or hell vs High elf, TURN 1 pop of this thing... can make you enter scoop phase when you go "i have nothing left"
I put cards into 2 areas in this game, ones that gives a + and ones that give a X this is X flat out (right along with stronghold and vaults)
Another GOOD quest is NIGHT RAIDS. A dark elf card that gives all your units +1 power once its "primed" im using it with skaven right now to just wreck.
If your using Destro a Har Ganeth is something you might think about running, a 2 cost building, that lets you bounce units with less then 2 hp to its owners hand. I think of Vile Sorceress as a staple.. for any destro deck. at max a 4 cost.. at least a 2 cost.. for your quest zone.. that gives you a FORCED -1 hp to something every turn. using Har if i draw raids later, i can pop her to my hand, the 2 or 3 (using a dark elf board) onto the quest and just sit, lol a bit. Someone brought up that useing quests messes up what you put into your quest pool.. well this is my way of saying.. NO.. it dosnt.. if you play smart.. and use cards that bounce or return youll be fine, MAX i like sitting my quest area is like 5 (3 viles, 1 or 2 warpstones, and 1 corrupt use skaven.. or the hero who can swing from there) As for order, Running Talabheim Detachment is a way around that. a 2 cost (min) 3 max, that lets you pay one to bounce it.. same effect, no combo. Great for quests / quest zone flat out.
AS for healing.. its crap.. 9 out 10 times.. lingering damage is not something you see.. or at least i don't. How can you heal somethings that dead? A rework to healing that i can think of, is to have it happen AFTER dmg is placed.. but not resolved.
EXAMPLE:
they are placing 5 damage.
I have 2 units with 2 HP each.
they place there 2 damage on each of my units, then the other 1 damage spills onto my board.
THIS IS Happening.
BEFORE damage is locked or w/e HEALING would happen, (lets say i can heal for 3) i would then remove 3 damage from the 2 units: 2 from one, 1 from another. My zone got messed up, i still have a lingering point of damage on my thing. And now my oppent has to address the healers in order to kill them.
FROM MY END:
His side is sill a threat, i still took dmg, and he can still kill me.
FROM HIS END: I left some dmg on a guy, messed up his zone, and have those pesky healers to deal with.
IMO healing should be a trait, like SCOUT "HEAL 2" or w/e and work IN the damage step for its zone. This is the ONLY thing i can think off that would make it playable.
dmg would work like this:
Toughness > Hp > placed > healing final it out.
I like the "scoop phase" I'll have to use that in the future.
I think healing will come into it's own once the order side of things starts wanting to injure itself more for benefits. Lizardmen, Grudgebearers, rangers, Hit your self and hit your opponent at the same time, then heal yourself and do it again with the tower!
Zephe said:
QUEST FORCED: At the beginning of your turn, discard the top X cards from each opponent's deck. X is the number of resource tokens on this quest.
QUEST FORCED: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here.
THIS thing is OP. It get better and better every turn your guy sits on it making counters. After 4 turns with thing, it becomes a major problem. A turn 2 or hell vs High elf, TURN 1 pop of this thing... can make you enter scoop phase when you go "i have nothing left"
Clamatius said:
Zephe said:
QUEST FORCED: At the beginning of your turn, discard the top X cards from each opponent's deck. X is the number of resource tokens on this quest.
QUEST FORCED: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here.
THIS thing is OP. It get better and better every turn your guy sits on it making counters. After 4 turns with thing, it becomes a major problem. A turn 2 or hell vs High elf, TURN 1 pop of this thing... can make you enter scoop phase when you go "i have nothing left"
If you think Infiltrate! is overpowered, it may indicate that not many people are playing rush decks in your metagame. Or that the decks you are playing against do not have much disruption. After 4 turns, it has discarded 10 cards. That is a really long time. Long games in our meta would be something like 8 turns, so that meant you had a guy sitting on the quest for half the game without your opponent doing anything about it. A rush deck will typically win (if it's going to win) in 3-5 turns in which Infiltrate will do nothing, because if you're smart you developed it.
It's not overpowered. I'd say that with the new battlepack, it may now be "powered". If it weren't unique, though...
see you say that, but yes.. a rush deck if working right will over power it.. if the other guy wasnt runing something along the same lines, a 2 cost to put a MAJOR threat if unchecked isnt OP? with the ammout of X cards in this game, you can easly this turn 1 or 2.. and if you dont get early game.. free development. a 1 space to mill key cards the other guy might need to win.. i mean if im playing order and i have fog cards in my deck, hard to rush me when im reuseing them over and over.
point is.. not all quests suck.. you said yoruself.. if left unchecked.. its deadly. But isnt that what this tread is about? I think quests as they stand are fine. I think that they are finaly getting the the idea.. that the effect should be something OP because every good player will snipe your quester if it gets too out of hand.
The only case where I imagine Infiltrate any good would be in an empire deck with Church of Sigmar and Iron Discipline to "defend" the questing unit but in most other decks your problem seems like a lack of unit control.
I really like Protect the Empire as it is cheap and you get the effect right the turn after you played it. Defend Tor Aendris is way worse as the resource generating component nearly never happens because in either case the opponent waits to remove the unit or destroys the unit by attacking.
Infiltrate can be surprisingly good. One thing in this game I've learned. Never play a certain way because your opponent MIGHT have the cards to stop you. I've had many players play on the belief that they couldn't stop a Judgement no matter how hard they defended due to the Empire's manipulation there. I've also had many games where I've never drawn it or never drawn the cards I need to move developments. But when I finally do, they act surprised and say "that's stupid" "that card is too powerful" No, you were just to lazy to defend against it. Sometimes, you'll be surprised at how long a one HP unit will stay on a quest because your opponent just doesn't draw anything to stop it. Go ahead and throw that guy down. See what happens!
Periculum said:
Infiltrate can be surprisingly good. One thing in this game I've learned. Never play a certain way because your opponent MIGHT have the cards to stop you. I've had many players play on the belief that they couldn't stop a Judgement no matter how hard they defended due to the Empire's manipulation there. I've also had many games where I've never drawn it or never drawn the cards I need to move developments. But when I finally do, they act surprised and say "that's stupid" "that card is too powerful" No, you were just to lazy to defend against it. Sometimes, you'll be surprised at how long a one HP unit will stay on a quest because your opponent just doesn't draw anything to stop it. Go ahead and throw that guy down. See what happens!
There is no reason not to play it, especially now that Dark Abyss exists.
qwertyuiop said:
There is no reason not to play it, especially now that Dark Abyss exists.
That's not actually true. I'm just really excited about Dark Abyss.
omg i love it, im doing the league at my locals, and getting 3 heros out at the same time was a pain. so i went order, and uses it to mill ME, also useing that emo empire hero who goes boom in 3 turns. Then when im ready for the win, pop the HE epic card the 3 heros, go for the win. GG i get 10 points for my mat.. moving on with life. Milling is becoming a viable. Its not, unless you can get that quest out turn one.. but its close to viable.