Quest (ability)


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 hearthstone .

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 hearthstone 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 hearthstone 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. hearthstone `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 hearthstone . 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 hearthstone , 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 hearthstone 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 hearthstone , 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 hearthstone 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:

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

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Awaken the Makers Awaken the Makers Set: Journey to Un Goro Type: Spell Class: Priest Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Deathrattle-related Quest: Summon 7 Deathrattle minions.Reward: Amara, Warden of Hope.They keep hitting the Snooze button.See this hearthstone Legendary Spell Priest 1 Quest: Summon 7 Deathrattle minions.
Reward: Amara, Warden of Hope.They keep hitting the Snooze button.
Fire Plume`s Heart Fire Plume s Heart Set: Journey to Un Goro Type: Spell Class: Warrior Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Taunt-related Quest: Play 7 Taunt Minions.Reward: Sulfuras.Why does an active volcano need to be defended? To hearthstone Legendary Spell Warrior 1 Quest: Play 7 Taunt Minions.
Reward: Sulfuras.Why does an active volcano need to be defended? To save its ash.
Jungle Giants Jungle Giants Set: Journey to Un Goro Type: Spell Class: Druid Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Attack-related Quest: Summon 5 minions with 5 or more attack.Reward: Barnabus.Forming the Golakka Crater was the end hearthstone Legendary Spell Druid 1 Quest: Summon 5 minions with 5 or more attack.
Reward: Barnabus.Forming the Golakka Crater was the end of Barnabus` disastrous career as a dancer.
Lakkari Sacrifice Lakkari Sacrifice Set: Journey to Un Goro Type: Spell Class: Warlock Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Discard-related Quest: Discard 6 cards.Reward: Nether Portal.They asked, “And what must we give in return?” Gul’dan lowered hearthstone Legendary Spell Warlock 1 Quest: Discard 6 cards.
Reward: Nether Portal.They asked, “And what must we give in return?” Gul’dan lowered his hood and answered: “Six… cards…”
Open the Waygate Open the Waygate Set: Journey to Un Goro Type: Spell Class: Mage Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Deck-related, Spell-related Quest: Cast 6 spells that didn t start in your deck.Reward: Time Warp.Although powerful, the hearthstone Legendary Spell Mage 1 Quest: Cast 6 spells that didn`t start in your deck.
Reward: Time Warp.Although powerful, the incantation is simple. It’s just a jump to the left, and then a step to the right.
The Caverns Below The Caverns Below Set: Journey to Un Goro Type: Spell Class: Rogue Rarity: Legendary Cost: 1 Abilities: Generate, Quest Quest: Play four minions with the same name.Reward: Crystal Core.Why can t it ever be The Taverns Below?See hearthstone Legendary Spell Rogue 1 Quest: Play four minions with the same name.
Reward: Crystal Core.Why can`t it ever be The Taverns Below?
The Last Kaleidosaur The Last Kaleidosaur Set: Journey to Un Goro Type: Spell Class: Paladin Rarity: Legendary Cost: 1 Abilities: Quest Tags: Spell-related Quest: Cast 6 spells on your minions. Reward: Galvadon.“Impossible!” exclaimed the Silver Hand Recruit, his eyes hearthstone Legendary Spell Paladin 1 Quest: Cast 6 spells on your minions. Reward: Galvadon.“Impossible!” exclaimed the Silver Hand Recruit, his eyes filled with fear. Uther shook his head, turning the crystal until it caught the light: “Life finds a way.”
The Marsh Queen The Marsh Queen Set: Journey to Un Goro Type: Spell Class: Hunter Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Cost-related Quest: Play seven 1-Cost minions.Reward: Queen Carnassa.Question: What s scarier, one giant angry dinosaur or 15 hearthstone Legendary Spell Hunter 1 Quest: Play seven 1-Cost minions.
Reward: Queen Carnassa.Question: What`s scarier, one giant angry dinosaur or 15 smaller vicious ones? Answer: AHHHHHHH THEY FOUND MEEEEEE
Unite the Murlocs Unite the Murlocs Set: Journey to Un Goro Type: Spell Class: Shaman Rarity: Legendary Cost: 1 Abilities: Generate, Quest Tags: Murloc-generating, Murloc-related Quest: Summon 10 Murlocs.Reward: Megafin.Form feet and legs! Form arms and body! Oh. Sorry. hearthstone Legendary Spell Shaman 1 Quest: Summon 10 Murlocs.
Reward: Megafin.Form feet and legs! Form arms and body! Oh. Sorry. I was thinking about Mechafin.
Showing all 9 cards
Awaken the Makers(52588).png
Fire Plume`s Heart(55523).png
Jungle Giants(55538).png
Lakkari Sacrifice(55447).png
Open the Waygate(55551).png
The Caverns Below(55481).png
The Last Kaleidosaur(55512).png
The Marsh Queen(55497).png
Unite the Murlocs(55470).png

Rewards

The following cards are generated by Quests.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Amara, Warden of Hope Amara, Warden of Hope Set: Journey to Un Goro Type: Minion Class: Priest Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Taunt Tags: Quest-generated Taunt.Battlecry: Set your hero s Health to 40.See this card on hearthstone Legendary Minion Priest 5 8 8 Taunt.
Battlecry:
Set your hero`s Health to 40.
Barnabus the Stomper Legendary Minion Beast Druid 5 8 8 Battlecry: Reduce the Cost of your minions in your deck to (0).
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 hearthstone Legendary Spell Rogue 5 For the rest of the game, your minions are 5/5.
Galvadon Galvadon Set: Journey to Un Goro Type: Minion Class: Paladin Rarity: Legendary Cost: 5 Attack: 5 Health: 5 Abilities: Adapt, Battlecry Tags: Quest-generated Battlecry: Adapt 5 times.See this card on Hearthpwn data page] Galvadon is an hearthstone Legendary Minion Paladin 5 5 5 Battlecry: Adapt 5 times.
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 hearthstone Legendary Minion Murloc Shaman 5 8 8 Battlecry: Fill your hand with random Murlocs.
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 hearthstone Legendary Spell Warlock 5 Open a permanent portal that summons 3/2 Imps.
Queen Carnassa Queen Carnassa Set: Journey to Un Goro Type: Minion Subtype: Beast Class: Hunter Rarity: Legendary Cost: 5 Attack: 8 Health: 8 Abilities: Battlecry, Generate, Shuffle into deck Tags: Quest-generated Battlecry: Shuffle 15 Raptors into your deck.See hearthstone Legendary Minion Beast Hunter 5 8 8 Battlecry: Shuffle 15 Raptors into your deck.
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 hearthstone Legendary Weapon Warrior 3 4 2 Battlecry: Your Hero Power becomes `Deal 8 damage to a random enemy.`
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 hearthstone Legendary Spell Mage 5 Take an extra turn.
Showing all 9 cards
Amara, Warden of Hope(52584).png
Barnabus the Stomper(55539).png
Crystal Core(55482).png
Galvadon(55444).png
Megafin(55472).png
Nether Portal(55448).png
Queen Carnassa(55498).png
Sulfuras(55531).png
Time Warp(55554).png

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 hearthstone , 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 hearthstone —cards we couldn’t make any other way.
An early priest Quest
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.