I decided to post this topic to these new forums as well to fill up the first page slowly but surely.
So, I don’t know about you but I love the Quests that were introduced in Journey to Un’Goro expansion. I think they were an interesting addition to the game and also very fitting considering how you do quests all the time in World of Warcraft. And, outside of Caverns Below, they were, for the most part, not as oppressive or powerful as the Death Knights from Knights of the Frozen Throne were. At least not in my mind.
Of course not all of the quests were perfect. I’m not gonna go through all of them but just to briefly mention a few; Open the Waygate (Mage) for example is just a gimmick currently and Quest Mage is one of the worst decks in the game.
Caverns Below (Rogue) was of course too oppressive and in many cases the game was won once you completed the quest, so it got nerfed. Twice. But I must give it credit for the fun way you complete the quest. Bouncing your minions back and forth between the board and your hand is a very rogue-like thing to do so I like that aspect of it at least. The quest reward was just too strong and demoralizing for the opponent.
Awaken the Makers (Priest), while not as strong as Caverns Below, is also a bit too strong in my opinion especially when compared to other quests that rewarded you an 8/8 with a Battlecry.
The quests that, in my opinion, are the most balanced are The Marsh Queen (Hunter), Lakkari Sacrifice (Warlock) and Unite the Murlocs (Shaman). These are the ideal quests, for me, that upon completion don’t just straight out win you the game but can help you to win by rewarding you with lot of resources to work with, whether it’s minions on board, hand or deck.
I don’t really have any strong opinions of Fire Plume’s Heart or Jungle Giants, the latter which I remember running into only once. Fire Plume’s Heart, while balanced, maybe even oppressive with the Ragnaros hero power, is admittedly rather boring because not only are you just summoning minions on the board but they’re TAUNT minions specifically. And no one particularly likes to tear down walls of Taunt minions.
The Last Kaleidosaur (Paladin), while a fun quest and the one I like to play a lot as a Paladin is also rather weak compared to most other classes simply because it only gives you one big minion and nothing else to your hand, deck, doesn’t buff anything, heal you, no nothing. And it has some RNG element in it too since you’re not guaranteed to get the type of minion you want. Even if the chances of getting the Adaptations you want is rather high.
Well, those are my opinions of most of the Quests in a nutshell. What are your favorites? I really wished they would bring back new Quests in the future because they got potential!
And lastly, like mentioned in the title, I do have a Quest idea for Rogue. This would have been quite fitting for the Rastakhan expansion since Rogues have this pirate theme in it. So I got this idea:
Gather the Crew
Cost: 1 Mana
Spell
Quest: Summon 6 Pirates. (or 7)
Reward: Captain’s Booty.
Image:
xhttps://hearthcards.ams3.digitaloceanspaces.com/4a/16/a7/68/4a16a768.png
Captain’s Booty:
Cost: 0 Mana
Fill your Hand with Coins.
Image:
xhttps://hearthcards.ams3.digitaloceanspaces.com/a1/96/06/17/a1960617.png
While the way you complete the quest is not necessarily as fun or interesting compared to Caverns’ Below in my opinion since you’re just summoning minions (note the word Summoning not Playing) I like the reward. It may not look like much at first but the more I thought about it the more I liked it. Not only you have much more free mana to play with, be able to play cards you normally couldn’t in a single turn, they’re free Combo activators and you can use them to make a huge Edwin VanCleef or something!
Thoughts? Got your own Quest ideas?