Still, Shaman have access to lots of powerful (and less expensive) Battlecry options. Math says you can’t get double Shudderwock due to the mana cost, but with all the Battlecries, he’s still core to the deck. But unlike the treasure, the Hero Power costs two mana. This is the same as the Battle Totem treasure you can get in the Dalaran Heist single player mode, which is a lot of fun to play. You’ll earn The Heart of Vir’naal hero power, which, in addition to being the river flowing through Uldum, makes your Battlecries to fire twice. Shaman decks have plenty of good Battlecry minions. The requirement is to play six Battlecry minions which is easy to complete without hurting the deck too much. Let’s dive into the Quest each class received. Cards like this, that give you bonuses if you’ve played a quest, tried to make Quests more playable for all classes.Įven with the lessons learned, this batch of Quests is a mixed bag. In Saviors, they added Questing Adventure, a 2/3 minion which draws a card if you have a Quest. The original Rogue Quest - The Caverns Below - was so powerful that it had to be nerfed on three separate occasions.īut it seems the developers understood these weaknesses. Classes with good stalling tactics like Priest, Warrior, and Rogue made the best use of Quests in the past. One of the original problems with Quests was how they slowed your deck down and gave you one less card in your opening hand. Saviors of Uldum is the first expansion since Journey to Un’Goro to include new quests - there’s one for each class. They always start in your opening hand so you can play them on your first turn and spend the rest of the game completing them. Quests are 1-mana Legendary spells which provide a powerful reward when you perform a specific set of actions. You could be forgiven for not being familiar with Hearthstone’s Quests, because Blizzard hasn’t used them in a while.
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