This is an incredibly powerful effect, as it allows you to unleash 15-mana worth of spells before your opponent has a chance to react. Once the Mage completes the Quest, things get even crazier, as the reward is the powerful Time Warp.Ī 5-mana spell, Time Warp allows you to take an extra turn. With cards like Babbling Book and Cabalist’s Tome and the new secret, Mana Bind, Mages have many ways to get spells from outside their deck. Now, at first glance, this seems incredibly difficult-however, it really isn’t that bad. In order to complete Open the Waygate, Mages have to cast 6 spells that didn’t start in their deck. Unlike Jungle Giants and The Marsh Queen, which are both pretty straightforward, Open the Waygate requires players to think a little outside the box. Overall, The Marsh Queen looks like a powerful card, and it will likely be the staple of Hunter decks for a while to come. With the arrival of Journey to Un’Goro, however, the meta will likely shake up a good deal, and board clears could be a lot more common. During the Gadgetzan meta, the only prominent deck that ran board clears was Renolock. The main downside to The Marsh Queen is that its victory condition (swarming the board with Raptors) is weak against control decks with lots of board clears. These decks both struggle with running out of resources, so the Raptors you get from the reward are perfect for winning a tight game. The Marsh Queen is a solid Quest that fits into both Aggro and Midrange Hunter. Raptors are a 1-mana 3/2 that draw a card when they’re played, which means that once you get this quest out, you’ll be able to fill the board with minions every turn. The reward is Queen Carnassa, a 5-mana 8/8 who shuffles 15 Raptors into your deck. Hunter already plays a lot of powerful 1-mana minions, including the Fiery Bat and Alleycat, and they’re getting even more in Journey to Un’Goro, which makes completing this quest a cinch. The Marsh Queen is one of the easier Quests to complete, as it only requires you to play seven 1-mana minions. As a result, it will likely be an auto-include in nearly every deck. Overall, Jungle Giants is a very powerful Quest, as it rewards Druid players for playing naturally. Needless to say, this is an incredibly powerful effect for Druids, as their minions are often on the high end of the mana curve. Once the Quest is completed, Druids receive Barnabus the Stomper, a 5-mana 8/8 with Battlecry: Reduce the Cost of minions in your deck to (0). In addition, many Druids don’t play anything on turn one, which makes this card an auto-include in nearly every Druid deck. Aside from Token Druid-which hasn’t been a viable deck in a long time-every Druid deck’s main focus has been summoning the largest minions possible, so this Quest will often be completed just through normal gameplay. The Druid Quest, Jungle Giants, requires players to summon 5 minions with 5 or more Attack. In this article, we’re going to go over all nine of the new Quests, so you can know exactly what to expect. They are all very powerful, but their impact on the game varies from Quest to Quest. These tasks will often take several turns to complete, but if you succeed, you will receive a game-changing reward.Įvery class is receiving one of these new Quests, each with a unique task and reward. Once you play the Quest, you then have to complete a certain task, such as summoning 7 Deathrattle Minions or discarding 6 cards. Quests are 1-mana Legendary Spells that are always in your hand at the beginning of the game (though you can choose to mulligan the Quest away if you want). There are many new features coming with the expansion (such as the new Elemental tribe and the Adapt mechanic), but the most exciting of all are the new Legendary Quests. Hearthstone’s newest expansion, Journey to Un’Goro, is just around the corner.
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