I will build a quest miracle rogue with very few cards to complete the quest.
x4 good minions to play in turn 2 can compensate starting with one card less, after that Auctioneer or the new rogue minion can make a very good use for the extra coins.
I love how they are using this adventure to beef up the last 3 expansions but I think this is pretty damn lackluster. You want to complete your quest asap so this is like a Bad Luck Albatross draw later in the game. Even when you play it it's a small payoff unless you have synergies. Does help the hopeless mage quest as well as the other not hopeless one...
I tryed a Malygos deck with the quest without any card to complete, only to get the draws and coins, with the new card and 3 manas draw 3 cards is very easy to draw all your deck very quickly then play Alex in turn 9 (or 7 if played the 4 manas 5/4 legendary) and the finishing move with Malygos + burn spells with prep and coins.
Sure if you EXACTLY play this on turn 2 it's fine, but it doesn't really matter, as you want to finish the quest turn 4 or 5, this card is useless the rest of the game.
I like how they want to push quest deck, but it's not enough to force people into playing quest.
Sanctuary x 2 licensed adventurer= 2 coins = auction master beardo= 2 horseman + 1 cost spell = another horseman + the one summoned before the combo= exodia paladin back in action without Thaurissan.
As silly and uncompetitive as this sounds, this card is actually ridiculous in the very niche highlander quest shaman.
This reliably gives you the ability to now double dragonqueen Alex's battlecry now, which is actually pretty insane. Furthermore, any of the dragons you get off Alex have their battlecries doubled.
This by no means will make the deck tier 1, but as someone who likes to play around with this deck, I am very excited. It's actually a huge deal for it.
This card is far more powerful than it may appear. Coins are spells and 1 extra mana. Certain combos require 11 mana and special setups or mana discounts to work. This bypasses that requirement.
As someone mentioned, you can get double Shudderwock without going second and getting the coin. This is quite good for that and also enables combos that were nerfed because of mana cost increases or other nerfs.
Enable Quest mage for those that like to play that one. Makes Quest Druid not get too far behind with minions and helps complete quest while 'playing on curve'. Rogue Quest gets more free mana and spells for all those combo cards and OTK potential.
Basically, gives some tempo back to those Quest decks so that the playing it on turn 1 gives something back to you later.
Well, I tried using this in a Quest Druid and it was SEVERELY lackluster. It is great if you have it in your mulligan and/or if you draw into it in your 1st few turn, but it is such a painful mid to late game draw that I removed it immediately. As somebody has already said, Questing Adventurer would be a better card and that never saw play in Quest Druid for a reason. You are trying to get your quest complete as fast as possible and this doesn't really help in that sense. And Druid has Innervate already, so if you need mana cheat, just use that. This was disappointing at best.
Sure if you EXACTLY play this on turn 2 it's fine, but it doesn't really matter, as you want to finish the quest turn 4 or 5, this card is useless the rest of the game.
I like how they want to push quest deck, but it's not enough to force people into playing quest.
Questing Explorer is just as useless after the quest is complete. You're not really making much of an argument there.
Also, a Licensed Adventurer on turn 3 or 4 lets you play an additional card or hero power, which can be quite relevant in an aggro match-up.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
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I think Quest Druid wants this the most, since it allows them to kinda pass the Quest’s requirement early.
I NEED A ....
Good in quest druid, but also quest hunter I can tell you from trying it out.
I will build a quest miracle rogue with very few cards to complete the quest.
x4 good minions to play in turn 2 can compensate starting with one card less, after that Auctioneer or the new rogue minion can make a very good use for the extra coins.
Well, if you compare this to Questing Explorer it is indeed worst, I doubt it will find spot in quest deck actually.
I love how they are using this adventure to beef up the last 3 expansions but I think this is pretty damn lackluster. You want to complete your quest asap so this is like a Bad Luck Albatross draw later in the game. Even when you play it it's a small payoff unless you have synergies. Does help the hopeless mage quest as well as the other not hopeless one...
I tryed a Malygos deck with the quest without any card to complete, only to get the draws and coins, with the new card and 3 manas draw 3 cards is very easy to draw all your deck very quickly then play Alex in turn 9 (or 7 if played the 4 manas 5/4 legendary) and the finishing move with Malygos + burn spells with prep and coins.
3 wins and 1 loss for now.
Quest Druid cannot play Explorer on turn 2, so there is definitely a place for this.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
7x1 with Malygos quest rogue, the deck is insane when comes to draw.
I immediately jammed it in a deck. Magic Trick bit the dust, seems like an upgrade to me. Tried it for a few games and it fits quite nicely.
Sure if you EXACTLY play this on turn 2 it's fine, but it doesn't really matter, as you want to finish the quest turn 4 or 5, this card is useless the rest of the game.
I like how they want to push quest deck, but it's not enough to force people into playing quest.
Sanctuary x 2 licensed adventurer= 2 coins = auction master beardo= 2 horseman + 1 cost spell = another horseman + the one summoned before the combo= exodia paladin back in action without Thaurissan.
As silly and uncompetitive as this sounds, this card is actually ridiculous in the very niche highlander quest shaman.
This reliably gives you the ability to now double dragonqueen Alex's battlecry now, which is actually pretty insane. Furthermore, any of the dragons you get off Alex have their battlecries doubled.
This by no means will make the deck tier 1, but as someone who likes to play around with this deck, I am very excited. It's actually a huge deal for it.
Giving two coins to every class seems underrated so far.
33-39 damage otk possible in warrior again!
Do you have a list for this deck? I'd like to try it out!
You can Open the Waygate , just one more card to put in you reno quest deck
This card is far more powerful than it may appear. Coins are spells and 1 extra mana. Certain combos require 11 mana and special setups or mana discounts to work. This bypasses that requirement.
As someone mentioned, you can get double Shudderwock without going second and getting the coin. This is quite good for that and also enables combos that were nerfed because of mana cost increases or other nerfs.
Enable Quest mage for those that like to play that one. Makes Quest Druid not get too far behind with minions and helps complete quest while 'playing on curve'. Rogue Quest gets more free mana and spells for all those combo cards and OTK potential.
Basically, gives some tempo back to those Quest decks so that the playing it on turn 1 gives something back to you later.
Well, I tried using this in a Quest Druid and it was SEVERELY lackluster. It is great if you have it in your mulligan and/or if you draw into it in your 1st few turn, but it is such a painful mid to late game draw that I removed it immediately. As somebody has already said, Questing Adventurer would be a better card and that never saw play in Quest Druid for a reason. You are trying to get your quest complete as fast as possible and this doesn't really help in that sense. And Druid has Innervate already, so if you need mana cheat, just use that. This was disappointing at best.
Questing Explorer is just as useless after the quest is complete. You're not really making much of an argument there.
Also, a Licensed Adventurer on turn 3 or 4 lets you play an additional card or hero power, which can be quite relevant in an aggro match-up.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland