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The Quest for Quests

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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 (1) less resource. So what is the hype behind Quests? Quests allow you to do both things at once. They give you resources while still retaining an effect of their own.

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 (1) to finish, this is the perfect Quest for any Alliance Aggressive decks to refuel.
- 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:

 
Would you consider Counter Attack! as an alt to Defias Brotherhood? They are different objectives for the same rewards. It seems to always be used in solo decks and even in non-solo decks its good if you rely alot on abilities instead of allies. (IE. Mage decks with like 8 allies and 26 abilities)
 
Counterattack! is amazing in solo decks or control type decks.
my only beef is it costs 3 and does nothing against mirror match (i.e. another solo/control deck) while Defias is a sure and steady type of quest.
 
yet both are limited to a faction side, So you would have to play Alliance for Defias Brotherhood. Which I agree is very good, but I dont play alliance (probably never would) so I guess counter attack! would not be number 1 for horde your saying?
 
Another good thing about quests is that they help you tempo-wise.

Consider these two scenarios:

Hand: Two 2 cost allies and two expensive cards to play as resources.

Play: 1: draw, drop a resource, go
2: draw, drop a resource, play a man, go
3: draw, drop a drawn card as a resource, play a man, go. One resource open.

Compare to this:

Hand: Two 2 cost allies and two A Donation of Wool

Play: 1: draw, drop a Donation, go
2: draw, drop a Donation, play a man, go
3: draw, drop a drawn card as a resource, play a man, Complete donation. Get rid of a bad card to keep a good one. go. no resources open.


Even in this simple (yet admittedly contrived) scenario, having a quest allows you to use all of your resources on every turn while improving card quality.

This is the key to why quests are so good, and also quests such as Donation. Late in the game, if I draw a resource, I don't mind dropping it, because I'll easily complete it and reap the rewards. I've drawn In Dreams late game and said "Awesome!" One draw turns into three.

In a similar fashion, late game, I draw a one drop 1/1 man, I don't mind, I use the Donation to convert him into a beast on the cheap.


Quests are certainly one of the most important aspects of this game.
 
BM:
i personally think Alliance got the better faction Qs but if i have to judge from a pure Horde pov, i would rank Counterattack! higher than most Qs, but not the highest.
again, the problem is twofold:
1. you are very reliant on what your opponent has. while the majority of players will run Ally intensive strategy, it is not always true. compare this to Defias, where you control what kind of strategy you run.
2. cost. compare (3) to (1) and you can see why i prefer Defias much more than Counterattack!

with those kind of stats, i would rank Chasing A-Me 01 higher than Counterattack! in a general Horde deck. of course in a Solo/Control build, CA gets the highest rating so it really depends on the deck.

steev:
yes, you are correct.
it does give you more use out of your resources in the early turns compared to some random face-down resource.
my roomie and i have recently found the power that is In Dreams. it is amazing what kind of late game swing this one card can provide when backed by fuel from your earlier Qs.
 
2. cost. compare (3) to (1) and you can see why i prefer Defias much more than Counterattack!

This also brings up another good point with quests, and with the game in general: efficiency. It's much easier to use your quests when they cost 1 than when they cost 3. One cost quests are especially good because you can do them at almost any time. In Dreams is great, but it generally takes your entire turn to use it. This isn't a big deal sometimes, but it can really be a deal breaker.
Last edited by steev : December 6th, 2006 at 09:23 PM. Reason: mistyped....
 
The Defias Brotherhood is obviously a good card, but it IS a win-more card in my opinion. When you have four allies in play life is never really THAT bad. It also commits you to playing Are We There, Yeti? so that you can activate it when you actually need it (when you DON'T have four allies in play and need to recover vs. control) that’s just my opinion. Any deck needs quests and there isn't a reason I wouldn't play The Defias Brotherhood, but it’s no always wonderful and as a control player I like seeing it on the table as a dead card when I have control.
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