Info
- See the spell card. For quests which reward gold, see Quest See quests which reward gold. For the spell card, see Quest (ability). A quest in Hearthstone refers to a specific action or objective that the player can perform or achieve in order .
A Quest See quests which reward gold. For the spell card, see Quest (ability). A quest in Hearthstone refers to a specific action or objective that the player can perform or achieve in order is a spell Fireball, a simple mage spell. It costs 4 mana, dealing 6 damage to a chosen target. Spell cards are cards that can be played to trigger a one time effect or ability, described in the card featuring a conditional reward. When played, Quests are displayed above the controlling hero A hero is a character in the Warcraft universe representing the player. In Hearthstone, this concept is expressed in three interrelated but distinct ways: Heroes are gameplay characters representing players or bosses within a match. `s portrait, similar to Secrets A Secret is a spell card that is cast normally but has a delayed, hidden effect, which only takes place when a specific event occurs. When a Secret is played, a Secret icon appears on . When the condition of the Quest is met, the Quest`s effect is activated. Unlike Secrets, Quests can be seen by the opponent, and Quest conditions are met by the possessing player rather than the opponent.
Only one Quest can be included when building a deck A deck is a collection of exactly 30 cards. All cards drawn by the player during a game come from their deck. Each deck is tied to a specific class. Decks can be created and , and only one Quest can be in play on each hero at any given time. In addition, Quest cards are automatically included in the player`s mulligan The mulligan stage The mulligan or card selection stage occurs at the very start of each match. Each player is shown their randomly selected starting hand, and given the option to redraw as many of as the left-most card, although the player can choose to replace them. All Quests are legendary Rarity is a rough measure of the quality and scarcity of a card. Cards of higher rarity are typically more powerful and more useful, but are harder to find and more expensive to craft. There , and currently the only legendary spell cards in the game.
Quest See quests which reward gold. For the spell card, see Quest (ability). A quest in Hearthstone refers to a specific action or objective that the player can perform or achieve in order is also the name of the ability that all Quest cards have.
Strategy
Quests are massive undertakings that should not be included in your deck if you are not sure if you can fulfill them. You should only add them to decks dedicated to finishing them. When contemplating building a quest-deck, ask yourself the following questions:
- How long does my quest take to complete? This is actually a multi-facet question. Broadly speaking, most quests take very long. You will only be able to reap the rewards in the late game. Do not let the reward`s low mana cost fool you: You will almost never be able to play them on curve Example of a deck s mana curve display from the Arena screen The term mana curve refers to two related concepts: The amount of mana available to players over the course of a game, starting at .
- How many cards do I need to fulfill my quest? Depending on your class, your quest may require you to assemble and play a large amount of cards. Keep in mind that drawing For the game conclusion where neither player wins, see Draw Card draw is a term used to refer the process or mechanic of drawing additional cards from the top of the deck, and adding them that many cards takes a lot of time and usually prevents you from summoning your reward before reaching the late-game.
- How long does it take to play these cards? Depending on your quest, actually playing the cards that cause your quest to progress may take up an entire turn, while other quests can be completed much more quickly. The mana cost The mana cost of a card or Hero Power determines how much mana is required to play that card from the hand or to use that Hero Power. The number is displayed inside a blue of your quest-related cards is a major limitation of how soon you can reap your reward.
- How does my reward fit into my mana curve? Of course, once you have your reward, you still need to play it. In some cases, your progress-related cards will curve smoothly into your reward. Sometimes they don`t. If not, the benefit of your quest reward will be delayed by yet another turn.
- How do I make any use of my reward? In some cases, your reward`s power may not be obvious at first. While cards like Megafin Megafin Set: Journey to Un Goro Type: Minion Subtype: Murloc Class: Shaman Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Generate Tags: Murloc-generating, Quest-generated, Random Battlecry: Fill your hand with random Murlocs.See this card , Sulfuras Sulfuras Set: Journey to Un Goro Type: Weapon Class: Warrior Rarity: Legendary Cost: 3 Attack: 4 Durability: 2 Abilities: Battlecry, Replace Hero Power Tags: Hero Power-related, Quest-generated Battlecry: Your Hero Power becomes Deal 8 damage to and Nether Portal Nether Portal Set: Journey to Un Goro Type: Spell Class: Warlock Rarity: Legendary Cost: 5 Tags: Quest-generated Open a permanent portal that summons 3/2 Imps.See this card on Hearthpwn data page] Nether Portal is an uncollectible are always useful, cards like Barnabus Barnabus the Stomper Set: Journey to Un Goro Type: Minion Subtype: Beast Class: Druid Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Modify cost Tags: Quest-generated Battlecry: Reduce the Cost of your minions in , Time Warp Time Warp Set: Journey to Un Goro Type: Spell Class: Mage Rarity: Legendary Cost: 5 Tags: Quest-generated Take an extra turn.See this card on Hearthpwn data page] Time Warp is an uncollectible spell, generated by Open and Crystal Core Crystal Core Set: Journey to Un Goro Type: Spell Class: Rogue Rarity: Legendary Cost: 5 Tags: Quest-generated For the rest of the game, your minions are 5/5.See this card on Hearthpwn data page] Crystal Core is require additional setup to provide any benefit.
- Can I survive with one card less than usual? Quests are always in your opening hand, replacing one of your other cards. They are cards that have no effect on the battlefield at all until you play the reward. Ask yourself if this long-time investment will pay off for you.
The answers depend on the individual quest and the cards that are required to fulfill it. For more specific advice, consult your quest`s wiki entry.
Videos
Notes
- Quests cannot be offered in the Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia @@@#@@@YouTube(youtube.com)###@### Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It
- Quests cannot be randomly generated by `outside-of-game` effects, such as from Ethereal Conjurer Ethereal Conjurer Set: The League of Explorers Type: Minion Class: Mage Rarity: Common Cost: 5 Attack: 6 Health: 3 Abilities: Battlecry, Discover Tags: Spell-generating Battlecry: Discover a spell.Despite the name, he s a solid conjurer.See this , Spellslinger Spellslinger Set: The Grand Tournament Type: Minion Class: Mage Rarity: Common Cost: 3 Attack: 3 Health: 4 Abilities: Battlecry, Generate Tags: Random, Spell-generating Battlecry: Add a random spell to each player s hand.Does he sling spells, , Babbling Book Babbling Book Set: One Night in Karazhan Type: Minion Class: Mage Rarity: Rare Cost: 1 Attack: 1 Health: 1 Abilities: Battlecry Tags: Class-related, Generate, Random Battlecry: Add a random Mage spell to your hand.His idol , Yogg-Saron, or Nexus-Champion Saraad. Be that as it may, they can still be copied Copy effects produce copies of existing cards. When copying living minions, this includes copying all damage and enchantments. Be that as it may, when copying a minion that has been destroyed, only the basic minion is copied. Copy effects by effects such as from Shadow Visions Shadow Visions Set: Journey to Un Goro Type: Spell Class: Priest Rarity: Epic Cost: 2 Abilities: Copy, Discover Tags: Spell-generating Discover a copy of a spell in your deck.This one’s a bird. And here’s a bunny!See , Mind Vision Mind Vision Set: Basic Type: Spell Class: Priest Cost: 1 Abilities: Copy, Generate Tags: Random Put a copy of a random card in your opponent s hand into your hand.I see what you did there.See this , and Thoughtsteal Thoughtsteal Set: Classic Type: Spell Class: Priest Rarity: Common Cost: 3 Abilities: Copy, Generate Tags: Random Copy 2 cards from your opponent s deck and put them into your hand."What do you get when you cast .
- It also seems that quests can only be active during the controlling player`s turn, and not the opponent`s turn. This is maybe because they are technically Secrets A Secret is a spell card that is cast normally but has a delayed, hidden effect, which only takes place when a specific event occurs. When a Secret is played, a Secret icon appears on , but cannot be affected by Secret-negating cards (to be confirmed).
- It is not currently possible to view Quest reward cards from the My Collection Browsing the collection, in Standard format mode Accessing the collection from the main menu. The collection manager, also known as the collection, is where a player can go to view their collection of cards, construct screen. When a player receives a Quest card from opening a pack, only the Quest card is revealed, and not the uncollectible Uncollectible cards are cards which although available in-game cannot be collected by players. While these cards are often playable and obtainable by players in the course of a match, they cannot be added to players Quest reward card. The only place to see the Quest reward card in-game is when the player mouses over the Quest secret, or completes the Quest itself.
Quests
Rewards
The following cards are generated by Quests.
Design
Senior Designer Peter Whalen discusses the design process behind Quests:
- As we figured out the initial story behind Journey to Un`Goro, we realized that the core fantasy had four pillars: dinosaurs, elementals, exploration, and the primal world itself. Dinosaurs and elementals had their own mechanics, so we needed one more that made players feel like they were on an expedition, exploring the awe-inspiring landscape of Un’Goro Crater itself.
- The idea of creating quest cards had been floating around on our team for a very long time. Back when we were first working on Whispers of the Old Gods, one of the designers pitched a new type of secret: Quests. A Quest was only active on your turn, and when you completed its condition, something awesome happened! When we needed a mechanic for exploring a forgotten world to find something truly amazing, these Quests seemed like a natural fit.
- Once we decided to give Quests a real shot in Journey to Un`Goro, we began heavily iterating on them. We started out with the idea that Quests would be Legendary and the rewards would be fantastic—the core fantasy of a Quest is that you work hard and are richly rewarded. As we’ve seen, that core idea carried through to the present with powerful Quest rewards like Amara, Nether Portal Nether Portal Set: Journey to Un Goro Type: Spell Class: Warlock Rarity: Legendary Cost: 5 Tags: Quest-generated Open a permanent portal that summons 3/2 Imps.See this card on Hearthpwn data page] Nether Portal is an uncollectible , and Megafin Megafin Set: Journey to Un Goro Type: Minion Subtype: Murloc Class: Shaman Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Generate Tags: Murloc-generating, Quest-generated, Random Battlecry: Fill your hand with random Murlocs.See this card —cards we couldn’t make any other way.
- Basically everything else about Quest cards changed.
- When we started out, we wanted Quests to feel as much like normal cards as possible, which would make them fit into the rules naturally while being easier to understand. The first Priest Quest, for instance, said “When this is the only card in your hand, transform it into an Un’Goro pack.” Other Quests looked very similar to the ones that are coming in Journey to Un’Goro, and they had requirements like “play a certain number of minions of a particular type.” We quickly realized that the most fun Quests were the ones that asked you to accomplish something over the course of a game—those paid off the core Quest fantasy the most.
- One of the things we noticed with Quests that transformed in your hand was that they were hugely frustrating for your opponent. From an opponent’s perspective, you had just played an insanely powerful card seemingly out of nowhere. For instance, this was the first version of the Priest Quest. To fix that, we required Quests cards to be played, and allowed both players to see their progress. In Un’Goro, Quests will appear around your portrait just like Secrets do.
- From there, we talked a lot about how Quests are played. We tried having them simply play themselves from your deck so they didn’t take up space in your opening hand, but that was a little too powerful. With no risk involved at all, every single deck would play Quests just in case they happened to satisfy the conditions, or simply to thin the deck by one card. On the other hand, having to draw a Quest felt really bad, because you couldn’t make progress on it until you drew it halfway through the game. That’s why we decided to have Quests start in your opening hand.
- At long last, we needed to decide how much mana Quests would cost, either (0) or (1). When they cost (0), playtesting revealed that players would often hold their Quest and then forget to play it before playing the card that triggered it. Making them cost (1) helped to slow the game down a little—letting the moment you played the quest feel more impactful—and required extra strategy around when to play the Quest. We still liked the overall power level the Quests had at (0), so we made the rewards a little better and the requirements a little easier to meet to balance things out.