Works with timeout. Good against control decks. Some classes can deny it indefinitely with their hero power but then they have to play 2 mana down so that's not a big deal.
I know that because of the wording, it seems to mean the hero, but hero is not written on this card; so does it as i think only affect the hero, OR does it affect minions as well. If only it means hero, then it's ok-good, if it also includes minions, then it's gutter trash.
When played on turn 2 and opponent has no way of dealing damage to face (plays no minion at 1 mana or 2mana) & if they don't have a hero power that deals damage, insanely powerful. However once the enemy has won the board and is constantly hitting face, it would be difficult to finish the quest unless you play a big taunt minion or clear the board with equality/shrink ray. Considering how it may turn into 2mana do nothing for 7,8turns, not sure if the card would be worth putting into a deck.
Round 1 coin and quest. Round 2 a 3/6 Taunt minion on board while you have 2 mana available to play... Unless you play against Mage, Druid, Rogue or Hunter in which case you might force them to spend their 2 mana for their hero power instead of a card from hand. Then again on 3rd round you might possibly have to force them again to use hero power (except Rogue).
Hardly useless if it forces opponent into sub-optimal plays like heropower-pass.
Exactly. This is a very good card. 2 mana for a 3/6 with taunt is clearly good.
If you play it on turn 2, your opponent has to choose whether to hit you in the face or take another action. Sometimes, it will force them into make bad plays just to avoid the 3/6 taunt.
Furthermore you can imagine playing this on turn 4 alongside Questing Adventurer. You get card draw, a 2/3, and a 3/6 looming in the background unless your opponent chooses to attack you in the face... which would mean passing on attacking a minion, making a trade, etc.
I'm not sure I agree with a lot of the takes on side quests. They're such good value.
This one is a LITTLE weird to me, because I feel like you really want it against zoo and aggro-style decks. Which will be trying to hit you in the face every turn. But if you're playing other mid-size taunts, getting this alongside those on turn 5 or 6 is pretty damn good.
Side quests are nice, but they need to increase the max deck size so I can actually make room for this and not have to cut essential cards.
These comments are so weird. How do you guys know what decks will be powerful? For all we know, this will be a staple in a Control Paladin list, which could potentially be a very strong archetype? What did Lazul tell you guys but forgot to share with the rest of us?
As for the card, it's strong, even leaning towards meta-defining. Does the requirement count on the turn that you play it? I'm guessing it does, since Untapped Potential works that way. If so, it's an incredibly strong turn-2 play, and can just stop decks like Zoolock or other aggro-decks.
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Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
Does the requirement count on the turn that you play it? I'm guessing it does, since Untapped Potential works that way. If so, it's an incredibly strong turn-2 play, and can just stop decks like Zoolock or other aggro-decks.
See, I can't disagree with this because it literally is worded that way. (So it's basically a 3/6 taunt for 2 mana) but I can't imagine that it does.
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Works with timeout. Good against control decks. Some classes can deny it indefinitely with their hero power but then they have to play 2 mana down so that's not a big deal.
Side quests are nice, but they need to increase the max deck size so I can actually make room for this and not have to cut essential cards.
A very solid card, will definitely see a lot of play!
Could you play this on two and get a 3/6 if you have taken no damage?
pff, much too OP. 1 turn??
Side quests suck. Period.
I know that because of the wording, it seems to mean the hero, but hero is not written on this card; so does it as i think only affect the hero, OR does it affect minions as well. If only it means hero, then it's ok-good, if it also includes minions, then it's gutter trash.
When played on turn 2 and opponent has no way of dealing damage to face (plays no minion at 1 mana or 2mana) & if they don't have a hero power that deals damage, insanely powerful. However once the enemy has won the board and is constantly hitting face, it would be difficult to finish the quest unless you play a big taunt minion or clear the board with equality/shrink ray. Considering how it may turn into 2mana do nothing for 7,8turns, not sure if the card would be worth putting into a deck.
Round 1 coin and quest. Round 2 a 3/6 Taunt minion on board while you have 2 mana available to play... Unless you play against Mage, Druid, Rogue or Hunter in which case you might force them to spend their 2 mana for their hero power instead of a card from hand. Then again on 3rd round you might possibly have to force them again to use hero power (except Rogue).
Very Good!
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Useless vs mage druid hunter rogue.
Imagine if this was 1 mana like the other quests. At 1 would be bonkers
Hardly useless if it forces opponent into sub-optimal plays like heropower-pass.
Messing up a curve by forcing a hero power is not useless. Is it worth a deck slot? Maybe not, but it isn't nothing.
Exactly. This is a very good card. 2 mana for a 3/6 with taunt is clearly good.
If you play it on turn 2, your opponent has to choose whether to hit you in the face or take another action. Sometimes, it will force them into make bad plays just to avoid the 3/6 taunt.
Furthermore you can imagine playing this on turn 4 alongside Questing Adventurer. You get card draw, a 2/3, and a 3/6 looming in the background unless your opponent chooses to attack you in the face... which would mean passing on attacking a minion, making a trade, etc.
I will play side quests next expansion this rotation. No room for now.
I'm not sure I agree with a lot of the takes on side quests. They're such good value.
This one is a LITTLE weird to me, because I feel like you really want it against zoo and aggro-style decks. Which will be trying to hit you in the face every turn. But if you're playing other mid-size taunts, getting this alongside those on turn 5 or 6 is pretty damn good.
These comments are so weird. How do you guys know what decks will be powerful? For all we know, this will be a staple in a Control Paladin list, which could potentially be a very strong archetype? What did Lazul tell you guys but forgot to share with the rest of us?
As for the card, it's strong, even leaning towards meta-defining. Does the requirement count on the turn that you play it? I'm guessing it does, since Untapped Potential works that way. If so, it's an incredibly strong turn-2 play, and can just stop decks like Zoolock or other aggro-decks.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
See, I can't disagree with this because it literally is worded that way. (So it's basically a 3/6 taunt for 2 mana) but I can't imagine that it does.
Quest Druid really is a big fan of Paladin cards. Most people don't see that, so good catch.