rvonlin;n7756520 said:
Of course it's not that simple, i'm actually answering to your arguments, i have hundreds of games as SK QG, you're not gonna discover their weaknesses for me. Playing casual at this moment as QG isn't gonna end well, cause more than half of your games will be vs NG, and Vicovaro Medics entirely shut down the archetype by themselves(i complained about that in some other threads, because a bronze card shutting down an entyre archetype isn't healthy for the game), i also agree that there are too many ways to handle enemy graveyard currently, however, there aren't many ways to deal with QG decks apart from denying them from GY, unless you're really unlucky with draws(or play your cards poorly) and even that can be prevented to some point now that you can have access to your whole core with new Bran's ability and Djenge Frett. If that was free of risk the deck would be pretty much unstoppable. The deck is really hard to deal with if you got no tools to deal with his GY, that's why i think the nerf is justified, having a 15 Gold you can get snowballing from turn 1 and potentially replay every turn was just too much. Then you could argue there's a middle ground between 8 and 12, that's another story.
Of course you're free to have a different opinion, but i have played the deck too much to change mine, and excuse me, but i don't think a 5 games' sample isn't enough to form an opinion.
I'm not gonna defend the usage of Draig(although i think it still is close to a must-have for QG decks) or Operator either, since that was just one of my many tests and, of course, they're not part of the core.
And i'm glad you're not offended, wasn't my intention at all.