![]() The Quest for Quests Show Printable Version
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Submitted: December 3rd, 2006 by fakestreet
Quests are one of the most important part of the World of Warcraft TCG, if not THE most important part.
How could I make such a bold claim? Because the Game Dynamic supports Quests. It takes time and practice in test play and deck building to understand said Game Dynamic so let me share my experience with it. Before talking about the Game Dynamic, let's review what a Quest does: 1. they provide resource. 2. they provide a certain effect after completed. The first job of a Quest is nothing flashy. They give you resources you need to play everything else in your deck. This can be said about every card you choose to play face-down as a resource. Even the second job of a Quest is nothing big. I mean, Call of the Spirit does the EXACT same thing as Chasing A-Me 01 at One of the most important Game Dynamic that is true for any TCG is Card Advantage. Your chance of winning is increased for every card you have more than your opponent. By having more cards than your opponent, you essentially have more threats and answers to your opponent's threats than he does. Of course there are more to it than just drawing a lot of cards but the idea stands. Quests are the epitome of this Dynamic in the WoW TCG. Quests minimize the amount of dead cards in a game by letting you use it later in the game for another effect. Instead of having to play that Acolyte Demia face-down for resource in the early game, you can play Kibler's Exotic Pets as a resource and use it later on to find that extra Ally you need to push the game. Most Quests replace itself so you retain the Card Advantage necessary to push the game to your favor. Many players that I meet tries to skimp on Quests, cutting it first for more Allies or more Abilities. I highly advise against this. It is hard to find a good ratio for Quests but here's a rule of thumb i use: start at 18 and go up as you need them. Even the most Aggressive decks can appreciate having 18 Quests to refuel and not have to play one of its threats as a resource. Of course, the type of Quests you would put in decks would differ from each play style, so you would need to find which Quest works best for your deck. In Dreams would be an excellent Quest for any Control deck but it would be horribly expensive for an Aggressive one. To finish, here are the Top 5 Quests I like to use and when: - The Defias Brotherhood - cheap and very efficient. At only - Chasing A-Me 01 - versatile and game-breaking. Recurring some of your best threats/answers (i.e. Parvink, Acolyte Demia, etc.) can slowly break your opponent's board. - The Missing Diplomat - very versatile. This enables an Alliance "single-bullet" strategy that can deal with every type of decks pre-Sideboard. - Kibler's Exotic Pets - cheap and reliable. In most decks, this should almost always get an Ally. The cost is also relatively cheap compared to other quests. - Into the Maw of Madness - very cheap and efficient. A card for no resource. The perfect complement to any Aggressive decks that requires no more than 3 resources in play. Comments:
December 6th, 2006, 07:13 AM
by Bowsermaster12 |
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