Just came up with an idea to test quest completion viability without actually unpacking or crafting the quest itself
It's very simple, you create your quest deck as normal except replacing 1 card for something else (that suits the deck of course, not just random crap)(this way you can test various techs as well). At the start of any game the first card in your hand is the "quest". As such, you can't play that card at any point during the game, neither can you mulligan it away. You must leave 1 spare mana at some point (turn 1 or later) and this is where you are allowed to start counting towards the quest (obviously you must do this separately)
If you find the requirements are easy enough to reach and the reward good enough, then you can make an informed decision on whether to craft that quest or not
Your welcome!
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Just came up with an idea to test quest completion viability without actually unpacking or crafting the quest itself
It's very simple, you create your quest deck as normal except replacing 1 card for something else (that suits the deck of course, not just random crap)(this way you can test various techs as well). At the start of any game the first card in your hand is the "quest". As such, you can't play that card at any point during the game, neither can you mulligan it away. You must leave 1 spare mana at some point (turn 1 or later) and this is where you are allowed to start counting towards the quest (obviously you must do this separately)
If you find the requirements are easy enough to reach and the reward good enough, then you can make an informed decision on whether to craft that quest or not
Your welcome!