Reward
Card Clarifications
- The reward for this quest is Time Warp.
- Spells that are cast by effects like Yogg-Saron's Battlecry are not counted for this quest's progress.
- If you're able to collect multiple Time Warp cards, the effects do stack!
- A not-complete list of example cards which can generate spells that will achieve this quest are: Babbling Book, Cabalist's Tome, Primordial Glyph, Mana Bind, Steam Surger, and Kabal Courier.
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gain an extra turn
1). Sorcerer's Apprentice - 2mana
2). Sorcerer's Apprentice - 4mana
3). Molten Reflection - 6mana
4). Molten Reflection - 7mana
5). Time Warp!!! - 8mana
6). Archmage Antonidas and have fun
That is actually disgusting. Seems easier to pull off than the Giant combos as well.
You can always cast the second Molten Reflection after Antonidas (timewrap woul increase the overall 1st turn cost to 8 mana anyway and Antonidas + 1mana reflection is also 8)
Have fun getting this combo before 20th turn trying not to die. May be in 1 game from 20 you will get luck
Well, one can say the same obout freezmage or combolock. Running two Ice Blocks some carddraw mechanisms and annoying freeze spells make it quite simple to draw 5 cards and complate a quest. Meta is about to finally slow down anyway.
Is Coin a card you did not start with in your deck?
Good question, seems like it should count for the quest.
Logically it should, so it probably won't.
Yes it counts, according to the demo video.
There's a chance it won't. It may be set to work with spells that are "created by x". The coin in the stream was created by mana bind.
Edit: Nevermind. A dev confirmed it counts. http://www.reddit.com/r/CompetitiveHS/comments/62m5st/spoilers_journey_to_ungoro_full_revealed_set/dfogem8
Dormammu, I've come to bargain!
Dormammu, I've come to bargain!
Turn 10:
Sorcerer's Apprenticex 2 + Fireball [/card]x 1 + [card]timewarp x1 + Malygos + Frostboltx 2 + Flame Geyserx2 = turn 10 36 damage
You don't even have to play this turn 1. You can stock pile some spells before even playing it.
Seeing as one of Mage's only turn 1 plays creates spells... you probably do want to play this quest on turn 1....
Personally I'd hold off so the person I'm playing against doesn't immediately know I'm playing a Questing Mage. People will change how aggressive they are once they know what they are playing against.
But if you're using the coin, you really do want to play this thing no matter what. If you have the coin, it doesn't matter if they know - you only need 5 cards.
I expect that the quicker you get the quest done, the better.
I can hear evil cackling in wild....
Ugh... is this the worst quest? I mean, i can totally see how it may work with arcane giants and some burn... is that how you build it? Seems like you really need to win the turn you play the quest reward or it pretty much sucks, because there's no way your deck is operating efficiently compared to playing a deck that isn't aiming for the quest.