A new Rare Neutral Minion, Questing Explorer, has been revealed!
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This is pretty good. Makes the awfulness of playing quest T1 a lot less burdensome.
This is what I needed for my wild Quest deck - more card draw. I like how the developers are bringing quests again (hopefully this time they would be better balanced) and implementing cards, which would have synergy with the quests.
That looks... good for a wild quest rogue.
If any quest is viable, this is broken, like in quest mage in wild right now.
This card looks absolutely insane as is. Can't wait to try it on my quest Hunter.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)Wins per class (31/8/21): DH-162; Druid-920; Hunter-906; Mage-1003; Paladin-1067; Priest-688; Rogue-935; Shaman-996; Warlock-805; Warrior-789
Very good card. Arcanologist was very strong in the right Mage decks, and I suspect this will be equally good in Quest decks.
worst community ever
This card is very good. Helps negate the tempo/card advantage loss of playing a quest. Will be auto include in quest decks. Not much to say about it but I like it.
That's actually pretty good and useful for any quest deck
Deck ID Not Found
Indeed a very good follow up after playing a quest on turn 1.
"For what profit is it to a man if he gains the world, and loses his own soul?"
decent card if quests will be viable thi s will be played in them.. probably always.. that make quest decks 27 card decks.. since this is an auto include probably.
This is good, seems a little too swingy. If you're playing a quest, you're drawing 1 less card, which means lower chance of this in your starting hand. I feel like a lot of quest games will simply come down to whether you got this in your opening hand or not.
Communism is just a red herring
Yeah this card is absolute nuts. If any quest deck turns out to be good this will, without a doubt, see play.
This card pretty much sets you up to hard mulligan for it every time. It is a very powerful card at neutral. My issue with it is that it is very restrictive to deck building and I thought that they were moving away from auto include type cards. I bet it will become fairly standard to turn 1 quest turn 2 this in any games where a quest is played.
Chaos, Panic, and Disorder, My work here is done.
Welcome to the thunder-dome bitch!
If only we had this a year ago, so many Quest decks would have been much better
I tried having fun once.
It was awful.
Perhaps a dumb question but I didn't start playing HS until Witchwood so never played any quests: Does "control" a quest still count if you've completed the quest, or only while working towards completion? Just curious if this will retain its value mid/late game.
Not a dumb question! I'm assuming that control means that the quest has been played, but not completed.
I guess it is like "if you control a secret" so the bad-side of this card is, if you completed your quest, this card is just vanilla 2-cost 2/3
Quote From YourPrivateNightmareIf only we had this a year ago, so many Quest decks would have been much better
And the strong Quest decks back then would've been even stronger. I don't think it would've changed much in that regard.
This is the nuts in a solid Quest deck of any kind, if Quests end up shaping T1 or T2 decks, this card could be matchup deciding. (Haven't given much thought to Wild, but I don't know how Quests are really fairing in there.)
A fun little Quest Theorycraft for Shaman. Just remember, the pen is mightier with the sword.
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