
You begin playing two minions a turn on turn seven or eight, and by that point, the game is pretty much over. When you play the five mana quest, you can’t do anything else that turn. The big problem is that it adjusts the cards in your deck, not your hand. It loses to all aggressive decks, as well as pretty much every control deck. Druid’d Quest is absolutely terrible in ranked play. That being said, it seems that a few of the Quests are…bad. It’s still a bit too early to say whether cards are definitively bad or not. Control Warrior has so many tools available that mixing them into the Quest deck has produced something remarkably powerful. The Warrior Quest is also quite strong, and will only gets stronger as players continue to try to find the ideal balance.

For right now, however, it is quite successful. Perhaps it will get weaker as the meta becomes more solidified. I’ve been playing it myself, and it is an aggressive deck in a meta that favors aggression. While the Shaman Quest isn’t particularly popular right now, there’s no denying that it’s quite strong.

The other Quest decks that are strong enough to see play are the Shaman Quest and the Warrior Quest. Both these decks are extremely strong, and far better than merely ‘viable.’ Pure one turn kills, every time the combo is assembled. The Mage Quest deck, while not as popular, may be the strongest control deck in the history of Hearthstone. The Rogue Quest deck currently feels like it’s in around half of all ladder games–if that’s not successful, I don’t know what is. They are both very strong, if not meta-defining. I’ve talked about them at length in other articles as well, there isn’t much left to say. There are two extremely strong Quest decks– Rogue’s Quest and the Mage Quest have both been extremely successful, and have already seen quite a bit of play. We’re sure there will be plenty of shuffling as the meta progresses, but as of right now, these are the Quest decks that work. Of course, things are still settling, but at the very least, we have a decent understanding of which decks work. Elemental Tribe: Many of Un'Goro's denizens are part of the new Elemental tribe, and existing cards like Ragnaros will be retrofitted with the tribe.The Journey to Un’Goro expansion has been out just long enough for us to start getting a good idea about the upcoming meta, and it’s clear that Quest decks are a bit hit.Cards with the "Adapt" keyword can be boosted with extra attack or health, Divine Shield, Taunt, etc. Adapt: The plants and animals of Un'Goro have evolved the ability to gain an extra attribute of your choosing.This also means that each class gets two Legendary cards: one Legendary minion, and one Legendary Quest. Including a Quest in your deck means it will always appear in your Mulligan round, so you can count on it appearing from the start. Quests: Each class gets one of these 1-mana spells, which gives you certain conditions to fulfill for a big reward.Journey to Un'Goro introduces three new notable mechanics that will be seen throughout the card reviews: The final part will include all of the class cards. The first, this part, includes everything up to the point of the reveal stream, as well as all of the new neutral cards in the final reveals. That final reveal included dozens of cards, so this final round of reviews will be split into two parts. This week, we had the final flood of card reveals, in preparation for release on April 6. To prepare for Un'Goro, we're having weekly card reviews, with new editions every Monday leading up to the release. The new set of dino-sized cards is set to drop in early April. The next Hearthstone expansion is coming soon, and this one takes a Journey to Un'Goro.
