Mike Donais Explains the Quest Mechanic & Talks Journey to Un'Goro Card Expectations
Shaun of Tempo Storm got a chance to speak with Mike Donais on the upcoming Questing mechanic, mentions details on the new set, and briefly touches on Arena.
Quote from Mike DonaisJourney to Un'Goro
- There will be at least one other card in Un'Goro that works with Deathrattle minions.
- Adapt will be seen on more than just Battlecry activation. There are spells for Adapt similar to those that make use of the Discover mechanic.
- Elementals are a focus in the set. They are "important" and "very cool". Not ready to talk about interactions yet.
Quests
- Quests are meant to be late-game cards that you build up to so they don't feel like they need to add ways to slow them down.
- Quests take up a secret slot, which means you can only drop 4 secrets if you have a Quest active.
- Only one Quest can be active at a time per player.
- Quests can activate on either players turns - much like the old version of secrets!
- Quests were the most challenging part of the set due to the iterations of fleshing the mechanic out.
- At one point, Quests started in-play.
- Quest design was kind of like the Old Gods design but with 9 cards (18 with tokens) instead of 4.
Arena
- The team is exploring more ways to iterate on Arena and Mike thinks they'll start experimenting with them over the next year.
- Any specific first iterations to the Arena won't be permanent. It may even be interesting to change it up every few months.
- With their new Arena technology, Quests aren't available in drafts.
Game Design
- Mike thinks we'll see less high-attack one-drops.
- They don't want to nerf things so fast that it punishes deck innovators but they'll keep an open mind about it.
A Hunter? Sounds like some weird new class, oh, wait... =D
Really hoping the mage or paladin quest isn't play x amount of secrets
So if the Quests take up a secret slot, will Flare or Eater or Secrets destroy the Quest? Or will they be immune to interaction?
good question but i think it wont because then every deck will run those cards and it will destroy the meta :/. if quests take a long time to complete then your opponent has a high chance of drawing those cards
definitely not, would be way too op, they even stated there wont be any cards that can slow quests down
It doesn't matter where it "lives" on the board; it's still not a secret. (The word "secret" does not appear anywhere on the quest card.)
Therefore, cards that affect secrets cannot possibly interact with quests.
Guys sorry to post here but i really dont know where to ask. I have enough dust to craft a golden ragnaros/sylvannas but i just want one for the dust im gonna receive back, i still want my regular ones and i dont want to expend 3200 dust on nothing, does everyone here knows if i have a regular and a golden card of the ones thats gonna be wild, i will get the golden one value back?
And sorry about my english i need practice.
You get dust for the normal AND golden version.
No, this is just wrong!!
You on get dust for the amount you can put into a deck. If it's a legendary, that means ONE CARD. Then if you have a golden, that takes precedence over the regular version.
So if you have regular already, and dont want the gold, DON'T CRAFT IT!
Currently you'll get 1600. If you have 3200 dust now you'll have 4800 afterwards.
If you spend 3200 on a golden, you'll get 3200 back. If you have 3200 now, spend 3200 and get 3200 back, then dust the golden for 1600 you'll have 4800. So NO GAIN.
That is correct.
If you are interested in upgrading, the costs are 1200, 80, and 35 dust, which is a pretty good deal if you can float the up front costs.
For what I understood, You will get the value of both the normal Legendary and the golden, so go for it.
I feel like the elemental keyword might be strong enough to outvalue Jade only decks, which will be elemental-less, sort of like Charmander roasts a higher level Ratatat
shaman quest: play 1 overload card - fill your board with 7/7 elementals Kappa
Give it overload 1, then it'll be fine
Let's talk about Quest deck!!
One of my concerns is that this game will be Shaman-Stone again with this expansion since Shaman is the only class that already has strong existing Elemental cards.
At least Rumbling Elemental and Fireguard Destroyer are rotating out.
I'm kinda intrigued if the elemental tribe might get Anomalus to see some play...
Most of shaman's good elementals are slow. They have a bad 1-drop, an okay 3-drop, a decent 4-drop (which rotates out) a 5-drop with a big overload cost, a 6-drop and a legendary. I wouldn't be too worried right now.
Yeah, Water Elemental totally sucks and no one ever uses it.