I started to think about these Quests abit more and came to some sort of revelation. You have quests with the following traits:
Pure Upgrades - Rogue, Warlock and Priest
New Power but Better - Shaman
Different Power (not better or worse) - Paladin, Mage, Warrior and Hunter
Passive Hero Power - Druid
The above also dictates on when you need the complete the quest and if you NEED to play this on turn 1.
There are only 4 quests I feel that cannot get around playing the quest on turn 1. Warrior, Rogue, Priest and Mage.
The other 5 quests MUST be played on turn 1 to maximize your progress the fastest. Shaman, Hunter, Paladin, Druid and Warlock.
That led me to some other revelations and thoughts as well.
If you NEED to play this on turn 1, then you might also require the new 2 drop Questing Adventurer in your deck.
This then led me to the fact that Questing doesn't really go into all of the quest decks, but a few of them are a MUST for sure. ....
This always brings me to the point, where i just thought, why does the quest cost 1 mana? It is a "Dead" card so you have only 29 left and have to pay 1 mana (mostly 1 turn) for it. If it would be at 0 mana you can just play it so much better. (This is why have often the feeling that quests better work with coin)
Rogue quest Bazaar Burglary --5 Stars-- it is easy to complete and already have cards with great synergy such as Vandetta and Underbelly Fence you can put this quest basically in every kind of rogue deck.
Also 3/2 immunity weapon is so good because rogue have no healing or armor so attacking with weapon is a pain in the ass for rogue.
Priest Quest Activate the Obelisk --3 Stars-- it looks good on the paper probably good for otk decks especially when you have to heal your minion constantly but getting quest completed is not fast enough and I am not sure if you need to buff your minion +3/3 tho once you complete the quest it will be hard to deal with.
Warrior Quest Hack the System --3 Stars for now-- Dropping 4/3 minion every turn is really good especially in control warrior it can provide too much support but currently Dr.boom is way better therefore there is not a good reason to play this card right now after the rotation this will be the next choice. but there is literally no reason to craft this right now.
Paladin Quest Making Mummies --3 stars-- it has really broken reward and generates too much value and it is not slow as much as you think yet only a few reborn minions are good enough to support this quest most of the reborn cards are not exactly dead weight but a huge burden in the deck if they print some strong reborn minions in the future this will easily see play.
Mage Quest Raid the Sky Temple --2 stars-- casting 10 spell is not easy but it is possible yet does mage require this hero power ? and when it will require this hero power anyway? mage has too much way of generating more spells so there is no reason to put this in mage decks yet maybe in the future this can be usefull but I am not sure.
Shaman Quest Corrupt the Waters --5 stars-- Normally playing 6 battlecry would be hard but Shaman currently have every tool and this quest will rotate at the same time with lackeys double battlecry is no joke.
Druid Quest Untapped Potential --4 stars-- it is great card easy and fast to complete and comes with great reward but current choose one cards are way expensive and not strong enough to gain back tempo lose but it has a potential with some good chose one cards and this still can be used without rushing the quest to complete it will not cause tempo lose.
Warlock Quest Supreme Archaeology --1 stars-- Worst quest by margin. without plot twist you cannot complete this quest even if you complete it doesn't matter because you will not have much use for this. Yes using Twisting Nether for free and getting board control is really good but don't forget that you lost board control at the first place because of this card also most of the time you will draw already cheap cards with hero power.
Hunter Quest Unseal the Vault --2 stars-- if it would be summon 15 minion this would be 4 star quest but summoning 20 minion is too much for fast paced class like hunter since this quest will be completed at turn 7 means that your opponent already about the kick the bucket also you have less card in your hand which means you need hero power to deal damage to head.
So I opened Untapped Potential, the Druid quest. The one I said was bad. But to give it a real chance, I went ahead and built a deck with it.
I also opened the Rogue Quest and was happy about that.
Rogue quest lives up to its name. It is very good. It saves me almost 10 to 20 health almost every game. The tempo from only needing to use 2 mana every other turn is amazing. It can be used to go face to finish a game.
The Druid Quest impressed me more than 1 star. BUT.....it still is not very good against most of the decks out there. Taking the first 4 turns off feels bad, but necessary to complete it the fastest. The best card for the Quest is the Surger minion. 2 5/5 Rush minions is absolutely nuts on the power scale.
But I lose to Mage. A lot. I cannot do enough damage early enough to pressure their life total and even if I get rid of early Giants easy enough, I cannot get rid of a turn 10 full board of minions.
I think this Druid quest needs some really impactful mid range cards with Choose One and then this might change the results. Also, the deck itself needs some finisher or inevitability. The current builds right now are bad. I have made a few changes to give myself some late game win conditions and it works. Against other Druid quests.
Against Aggro, I don't do so well either. If the Murloc Shaman deck coins out that 2 mana 2/3 and I don't have a Wrath, that is pretty much game over. I cannot float mana and clear a board. So the quest ends up getting delayed to late game.
Almost Every game I played, I can complete the quest on turn 4 with the coin or turn 5 if I go first. Having the coin is an advantage here in mirrors.
I like the quest more than before, but it is still very weak and needs more high end Choose One cards to carry it against other control decks.
I hear the singleton quest deck is better. Hmm.
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This always brings me to the point, where i just thought, why does the quest cost 1 mana? It is a "Dead" card so you have only 29 left and have to pay 1 mana (mostly 1 turn) for it. If it would be at 0 mana you can just play it so much better. (This is why have often the feeling that quests better work with coin)
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
I will rate it.
Rogue quest Bazaar Burglary --5 Stars-- it is easy to complete and already have cards with great synergy such as Vandetta and Underbelly Fence you can put this quest basically in every kind of rogue deck.
Also 3/2 immunity weapon is so good because rogue have no healing or armor so attacking with weapon is a pain in the ass for rogue.
Priest Quest Activate the Obelisk --3 Stars-- it looks good on the paper probably good for otk decks especially when you have to heal your minion constantly but getting quest completed is not fast enough and I am not sure if you need to buff your minion +3/3 tho once you complete the quest it will be hard to deal with.
Warrior Quest Hack the System --3 Stars for now-- Dropping 4/3 minion every turn is really good especially in control warrior it can provide too much support but currently Dr.boom is way better therefore there is not a good reason to play this card right now after the rotation this will be the next choice. but there is literally no reason to craft this right now.
Paladin Quest Making Mummies --3 stars-- it has really broken reward and generates too much value and it is not slow as much as you think yet only a few reborn minions are good enough to support this quest most of the reborn cards are not exactly dead weight but a huge burden in the deck if they print some strong reborn minions in the future this will easily see play.
Mage Quest Raid the Sky Temple --2 stars-- casting 10 spell is not easy but it is possible yet does mage require this hero power ? and when it will require this hero power anyway? mage has too much way of generating more spells so there is no reason to put this in mage decks yet maybe in the future this can be usefull but I am not sure.
Shaman Quest Corrupt the Waters --5 stars-- Normally playing 6 battlecry would be hard but Shaman currently have every tool and this quest will rotate at the same time with lackeys double battlecry is no joke.
Druid Quest Untapped Potential --4 stars-- it is great card easy and fast to complete and comes with great reward but current choose one cards are way expensive and not strong enough to gain back tempo lose but it has a potential with some good chose one cards and this still can be used without rushing the quest to complete it will not cause tempo lose.
Warlock Quest Supreme Archaeology --1 stars-- Worst quest by margin. without plot twist you cannot complete this quest even if you complete it doesn't matter because you will not have much use for this. Yes using Twisting Nether for free and getting board control is really good but don't forget that you lost board control at the first place because of this card also most of the time you will draw already cheap cards with hero power.
Hunter Quest Unseal the Vault --2 stars-- if it would be summon 15 minion this would be 4 star quest but summoning 20 minion is too much for fast paced class like hunter since this quest will be completed at turn 7 means that your opponent already about the kick the bucket also you have less card in your hand which means you need hero power to deal damage to head.
So I opened Untapped Potential, the Druid quest. The one I said was bad. But to give it a real chance, I went ahead and built a deck with it.
I also opened the Rogue Quest and was happy about that.
Rogue quest lives up to its name. It is very good. It saves me almost 10 to 20 health almost every game. The tempo from only needing to use 2 mana every other turn is amazing. It can be used to go face to finish a game.
The Druid Quest impressed me more than 1 star. BUT.....it still is not very good against most of the decks out there. Taking the first 4 turns off feels bad, but necessary to complete it the fastest. The best card for the Quest is the Surger minion. 2 5/5 Rush minions is absolutely nuts on the power scale.
But I lose to Mage. A lot. I cannot do enough damage early enough to pressure their life total and even if I get rid of early Giants easy enough, I cannot get rid of a turn 10 full board of minions.
I think this Druid quest needs some really impactful mid range cards with Choose One and then this might change the results. Also, the deck itself needs some finisher or inevitability. The current builds right now are bad. I have made a few changes to give myself some late game win conditions and it works. Against other Druid quests.
Against Aggro, I don't do so well either. If the Murloc Shaman deck coins out that 2 mana 2/3 and I don't have a Wrath, that is pretty much game over. I cannot float mana and clear a board. So the quest ends up getting delayed to late game.
Almost Every game I played, I can complete the quest on turn 4 with the coin or turn 5 if I go first. Having the coin is an advantage here in mirrors.
I like the quest more than before, but it is still very weak and needs more high end Choose One cards to carry it against other control decks.
I hear the singleton quest deck is better. Hmm.