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Card Clarifications
- The effect happens to minions which are played and summoned. For example, Frogs and Sheep from Hex and Polymorph would become 4/4. (Source)
- Cards on the battlefield when Crystal Core is played will become a 4/4 regardless of active buffs on them. You can later on buff them with cards and they will retain those stats. (Source)
- Example: Edwin VanCleef's effect works as normal if he's in your hand after Crystal Core is played. It will just add the +2/+2 to the 4/4. (Source)
- The reward for this quest is Crystal Core.
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Turn 7 lethal
I love the design, but the implementation is poorly thought out and/or overdone. Instead of making it a passive effect, make it a battlecry. Then you'd still get the chargers and massive value from there on out on played minions, but no moroes/violet teacher shenanigans as well as not ending the game right away if the rogue has a board. Hell, even changing it to "Minions are 5/5 or more on YOUR turn" would solve a lot of hurt, but that might be too weak if you want to go control and not aggro/mid.
I mean, one thing is to survive the onslaught of all the chargers, but god forbid you leave 2 minions alive when the quest reward is activated, another 10 damage there alone. Then you have to use your expensive and limited resources to remove "junk", and half of the removal doesn't even work. That is if you even have the mana to play dragonfire potion or felfire potion, the latter is at that point also at risk of killing you. Oh, and the effect could at least be silenced or the minion transformed. As of now only taunts or massive amounts of AoE wins and that really strangulates the deck-building space. Hell, even a perfect AoE in and of itself is worthless because it costs so much for that kind of damage that you can't build a board when all your mana is spent on AoE.
This should be a combo-card that makes you get some more value out of your weaker minions in lategame, not become an aggro/midrange beast that destroys pretty much everything except decks more aggressive or with copious amounts of taunt minions (basically only warrior or lock can get away with that)
I just hope Blizz doesn't nerf it into the ground, I'd love playing a control rogue with the endgame plan is completing the quest, maybe as a "OTK"/Miracle build (As rogues have been in miracle form since release) or just for getting extra value when going towards fatigue or a topdeck-war. I mean, mages are fine with running exodia (5-6 cards++), and the damage potential of a completed quest for rogue is 25 dmg on the 5 chargers alone for 5 mana. If you have some leftover bounce that'll go even higher.
Does the gold version of this have any effect?
Nope. The Crystal Core has a neat animation on the card itself, but there's nothing extra.
This card is going to be nerfed any time now I'm sure. Dean Ayolla (whatever his name is) has been pushing for faster changes to imbalanced cards, and as the meta stabalizes, this will keep getting better.
good
I am absolute garbage at this game, been playing casually since beta, never got past rank 14, but this card just produces amazing results for me. As much fun as this is to pull off so easily, it feels pretty dirty. Really needs to be nerfed. Gaddamn.
Does it only work on the first minion summoned? For example if you get a shitty draw and you don't get any of the 1-cost mana minions, and you play Moroes first, and then turns later you play 4 Swashburglars, do they count? Or do you have to summon 4 Moroes then?
It works with every minion regardless of when you played them. The indicator when you hover above it will show the minion that you've played the most. Soooo yeah, basically the former is correct. ~
It needs to be four of the same minion. The first minion you play will count towards the quest. If you shadow step it and play it again the quest will work as normal. However, if you the play a different minion, shadow step it and play it again the quest will still be on two because you have only played 2 copy's of any one card. The same works the third time if you play the first minion again the quest will continue, but if you then play the other minion again it will stay on 3. Only after you play four of the same card does the quest trigger. It must be that you played 1 or 2 copies of another minion before that one so it did not continue the quest.
This Card is way too strong! 4 Minions is way too easy and too early to achieve, this card is broken! Most of my enemys achieve the reward in round 4-5, and pretty consistent! Pls change it to 5 or 6 Minions!
Complete Opposite with the Warlock Quest, 6 Discards way too many if u compare the both quests with the reward!
In theory the reward for Warlock is better but with games ending on turn 6, the Rogue one is better lol.
zzz this is so unbalanced.
So I just completed Caverns without using mimic pods, bounce or fire elementals, 1/42 chance for Swashburglar to give Spirit Echo
Here's an idea to nerf the card: Why not change the reward from a 5 mana spell, to a 5 mana 5/5 minion with the battlecry to make your minions permanently 5/5s? That way Rogues can't use Preparation on it anymore.
Terrible idea
I didn't understand that you couldn't summon 4 of the same creature that were separate. Now we all know.
*hovers over the "uninstall" button*
why? youw ere playing hunter, rogue's natural predator, even specified by blizzard during an official interview..quoting their literal phrase word by word "we don't mind that in certain metas rogue has chance of defeating hunters" that one loss was your fault.
I mean, yeah, I'm grateful that Hunter is one of the few decks that can race Quest Rogue. But it's by no means an autowin, especially if you miss a 1 drop and they Backstab your 2 drop. And I'm grateful for that too, since the existence of a strict rock-paper-scissors dynamic isn't great for the game (See: Gadgetzan).
Anyway regardless of their matchup I think it's a little silly to look at a picture of a Rogue getting the two most perfect cards for their quest off of random Swashburglar rolls and claim it's either player's fault it turned out that way lmao. I think I have a right to be a little "are you serious" when all you can do is hope they don't have minions after the quest is complete and then immediately get zerged down by perfect synergy cards that didn't start in their deck.