Besides knowing about the new batch of cards, the Hearthstone community should also be aware of the new Journey to Un’Goro Legendary Quests.
Each class features its own Legendary Quest, which begins by playing a one-mana card. A series of following tasks must then be fulfilled to complete the Quest and summon a massive Legendary Card to take hold of the game.
While we are still early in the expansion’s release, professional and amateur players have already spent time to rank each of the new Quests. Here is how the nine Journey to Un’Goro Legendary Quests stand in our opinion.
9. Warlock: Lakkari Sacrifice
Quest: Discard 6 cards
Reward: Nether Portal
On paper, a permanent portal that summons 3/2 Imps at the end of every turn sounds pretty dominating. However, discarding cards at the beginning makes it fairly difficult to make a comeback later in the game.
On the other hand, stalling a game just to summon the Nether Portal seems like a pretty weak reason to center a deck around the Quest in the first place. It would be more beneficial to simply fall back to traditional builds where Warlock uses large numbers of cheap minions and buffs to overwhelm opponents.
Perhaps with time and more experimentation, a viable deck will be finalized to make better use of the Quest.
8. Paladin: The Last Kaleidosaur
Quest: Cast 6 spells on your minions
Adapt is another new gameplay mechanic that allows players to choose one from three randomly picked buffs to apply on the selected minion. Yes, Galvadon being able to Adapt five times can certainly catch the opponent’s attention. The problem is that it is a solo minion that can be dealt in a number of ways.
While Galvadon can Adapt to be immune to enemy spells, a simple Taunt can stop him from going any sizable damage to the enemy hero. In addition, there are other spells that can be used in ways to take out the overly buffed minion.
A deck centering around his summoning means that taking out Galvadon leaves the Paladin with nothing more to fall back to. Most importantly, Hearthstone picks out buffs at random every time. Hence, it is likely that the player will have to choose from poor or already used buffs.
7. Shaman: Unite the Murlocs
Quest: Summon 10 Murlocs
For several seasons now, Shamans have been trying to work with decks that center around Murlocs. Megafin shows love to that meta by arriving on the board with an impressive 8/8 and filling your hand with random Murlocs.
Considering the cheap costs of Murlocs, it is fairly easy to complete this Quest and ensure that you have an almost empty hand when summoning Megafin. However, launching an army of Murlocs in the next turn may be thwarted if the opponent has a good board-clear ability standing by.
In addition, the deck falls short in terms of strength when considering how overpowered the Elemental Shaman is right now with the release of the new expansion pack. For those interested in playing competitively on the ranked ladder, it simply makes more sense to opt out of the Quest and with the elements.
6. Druid: Jungle Giants
Quest: Summon 5 minions with 5 or more Attack
There is no greater feeling than maneuvering a Druid through a game to smack the board with beefy minions one after another. The only limitation is the amount of mana crystals available, since the minions of Druid not only carry hefty traits but also hefty mana costs.
Barnabus, the Stomper, tramples the board with 8/8 and makes all minions in the player’s deck cost zero. The immediate thought is of filling the board with every high-costing minion in a single turn. However, the Quest is not that rewarding due to certain aspects.
Firstly, completing the Quest is going to take time. Druids are already tailored towards stalling out the game until they are ready to hit back with monstrous beings. By the time the Quest is done, most Druids are probably in the position of winning the game any way.
Secondly, even if the Quest is completed, there is no guarantee that the player will have multiple minions to play in the same turn, or even the next. Hoarding out in the beginning is not an option, and unless the player has Nourish or any other card to draw additional cards, Barnabus has little use when played in the late-game.
5. Warrior: Fire Plume’s Heart
Quest: Play 7 Taunt minions
It is not a secret that Blizzard has been trying to promote a Taunt-heavy Warrior for years now. The Journey to Un’Goro Legendary Quests only allowed the developer to take another whack at the meta.
With a new batch of taunt minions, the idea is to form a wall while working towards the completion of the Quest. Sulfuras not only summons a handy 4/2 weapon but also changes the Warrior’s hero power to deal 8 damage to a random enemy.
Obviously, there is luck involved whenever choosing a target with the hero power. However, the fact remains that having such an effective ability behind a wall of taunt minions in every turn is most useful when done right. The only option for the opponent is to have multiple minions present on the board and have Sulfuras target a worthless one among them.
4. Hunter: The Marsh Queen
Quest: Play seven 1-Cost minions
Reward: Queen Carnassa
Make no mistake, the Hunter is one of the most popular ones among all of the Journey to Un’Goro Legendary Quests. Not only is Queen Carnassa a scary minion to have on the board with 8/8, she also shuffles 15 Raptors into the player’s deck.
Each of Carnassa’s Broods cost a single mana crystal and boast 3/2. While not that impressive, each brood draws a card for the player and if that is another brood, the cycle continues.
When played right, the Hunter is able to easily swamp the opponent with a herd of angry Raptors. The only problem is that due to the nature of the Quest, the deck is likely to contain low-cost minions. That means if the the Raptors fall, there is nothing else to fall back to. Also, there is the chance that a Raptor fails to draw one of its own, making it even less ideal.
Overall, the Quest is pretty strong and the reason that the ranked ladder is suddenly brimming with Hunters left and right.
3. Mage: Open the Waygate
Quest: Cast 6 spells that didn’t start in your deck
Reward: Time Warp
Consider being able to take an extra turn, every turn, and the amount of spells and minions that a Mage can combine in that period. It is certainly a scary thought. For now, players are simply enjoying the additional turn by playing as many cards as possible. However, with time, it is certain that a deck will surface that features a brutal combo that finishes off the opponent with Time Warp.
2. Priest: Awaken the Makers
Quest: Summon 7 Deathrattle minions
Reward: Amara, Warden of Hope
Talk about over-healing; Amara, Warden of Hope, not only arrives on the board with 8/8 and a Taunt, but also sets the hero’s health to 40. She is probably the only Legendary Quest reward that players may want to keep in their hand until they are on the brink of death.
With Reno Jackson being rotated to Wild with the release of the new expansion, the Priest is left as the only class with the ability to heal back up to full capacity, or over the capacity in this case.
1. Rogue: The Caverns Below
Quest: Play four minions with the same name
Reward: Crystal Core
It is not only the most powerful and overwhelming Legendary Quest in the game, but also fairly easy to complete. Crystal Core is a spell that makes every friendly minion, on-board, in-hand, and in-deck, boast 5/5. In other words, a minion with a default 1/1 will come out to be 5/5.
The popular consensus is that the Quest needs to be balanced because it is far too dominating in its present form. For example, some players are even managing to complete the Quest in the very first turn.
Being able to gain Crystal Core early in the game unleashes a nightmare for the opponent to somehow thwart the buffed minions. Rogue’s tend to use low-cost minions, which further means that they are able to play multiple cards in the same turn. As such, it becomes almost impossible to take control of the board in just the third or fourth turn.