Reward
Card Clarifications
- The reward for this quest is Amara, Warden of Hope.
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Actually what bitas1 said was right. N'Zoth should trigger this effect, because his battlecry says "Summon your deathrattle minions that died this game". Compare that to Hobgoblin, for example, which says "Whenever you play a 1-Attack minion, give it +2/+2", meaning it does not trigger off other summon-effects like Leeroy Jenkins, Paladin Hero Power etc.
I do not know how this is handled when it comes to steal effects like Potion of Madness, Shadow Madness etc, but summoning a deathrattle minion from your deck (Deathlord etc.) or through other effects (Battlecrys of N'Zoth and Dr. Boom, for example) should count towards the quest target same as playing one from your hand.
That said, I feel like this might make this particular Quest too easy to complete, so we might be better off having it changed to "play" from a balance point of view. But that's just speculation at this point.
Cards like N'zoth do work, but potion of madness etc don't, considering that you're not summoning a minion, it simply changes side.
I love the new concept of quest spells. I am kind of concerned though that this will struggle against aggressive play
Is harvest golem is still playable in standard? And it would not be move into the wild, right? Because if so, it will much easier to compile death rattle deck (duh)
Harvest Golem is classic and is not even that strong and very situational, so probably not going to wild anytime soon...
Guys, don't forget the reason why they got rid of Sylvanas. Too many powerful death rattles or just too many deathrattles in this expansion.
That's not how it works - It works more like a "Secret" card, when you accomplish the quest objectives (Summon 7 deathrattle minions) you get the reward (Amara, Warden of Hope).
Can't wait to have my 40 health Ragnaros the Firelord on wild :)
Only 40, it's not "plus 40", just make 40 HP.
Am I reading this wrong? Comments make it look like on tunr 1 you play the card then 7 DR minions are summoned. But thats absurd.
The way I read this is as it follows:
Starting hand: you get the card as a default which you can choose to mulligan.
Turn1: if you kept it, you can spend 1 mana to cast this not-quite-a-spell wachamathingy (or any other tunr you choose to do so) and the follwing thing happens:
You get a "quest" to summon 7 DR minions. Once 7 DR minions have been summoned you get the reward on your hand provided that you have room for it. Maybe if your hand is full it will be insta killed (here here for mill, juck).
So, imo, the card looks way better on paper than it might seem. Even with a jog build. Its good but its well balanced and the reward isnt an insta win on all situations. My only concern is that its the sort of card that can result in close 1 hour long matches. Imo HS looses a great deal of its appeal when matches stretch so much.
I think you misunderstand other comments... Everyone says same just in different words and in a lot of shorter form... The guy who summons deathrattle minions is N'Zoth, the Corruptor and has very good synergy with this quest.
Considering N'zoth works for this quest then shouldn't it also be true for barnes... or even Herald Volaj? If you have a deathrattle minion or two then Volaj will give you significant progress on the quest.
I just realized something. Awaken the Makers and the quest cards are all spells right? How the heck does this work with Lorewalker Cho? Let's say you wait a turn and play cho then awaken the makers. Does that means your opponent can play that quest as well? Then if he does can you play a second of the same quest as well? Probably not the biggest combo ever but it does mean your opponent has to get rid of cho before playing the quest or they'll give you a potentially really amazing card when played while cho is still on the board.
I mean the whole quest thing is probably not going to make cho viable in any deck but... could be interesting right?
Except you're guaranteed to get the quest in your opening hand, so it's impossible to play Lorewalker Cho before your opponent had a chance to play their quest, unless they go for a different 1 drop but even still that's too unreliable a strategy.
you probably cant play 2 of the same quests at the same time, because you can only play 1 secret at a time. so i imagine it would work like that
works with duplicates. Just says Summon 7 deathrattle minions, you could probably use things like ressurect, n'zoth, or even herald volaj to satisfy the conditions. Nowhere does the effects say anything about duplicates, just says set health to 40
I see a lot of people mentioning the drawback of having one less card in your opening hand, but we need to remember that we can mulligan it away if we want to. We can decide if we want it in our opening hand, so if you are facing an aggro deck you can mulligan it away. Awaken the Makers can still be a good card in the late game because of N'Zoth, the Corruptor. If you play N'zoth after Awaken the Makers then you can complete at most 6 out of the 7 Deathrattle summons. It might be wiser to mulligan away Awaken the Makers every time than to keep it in your opening hand.
You're guaranteed to get quests in your opening hand. Not mulliganing it away is straight up misplay.This is untrue, I was mistaken.
If this card becomes OP, Blizz is gonna print a new card called "Quest Destroyer" 4 mana 2/4 that destroys all quests a year and and a half later right before this card is about to rotate out LUL
More LUL, in the deciding match at the world championship, player draws this card after he already played all the deathrattle minions..