ââYou really donât want bad cards in the deck even if they are activators.ââ
That really, you donât want to ruin your deck for a ââfastââ quest completion, unless you are sure the cards you have put in wonât hurt you in surviving and the reward is definitely worth it.
I think a minimum of 8 decent cards is best to finish a quest in regards to minion quests.
(playing reborn, battlecry, or gaining cards from opponentâs class)
Warlock quest is already really different plot twist can make you have completed 1/2 of the quest if you have an big hand and you naturally finish the quest without playing cards.
Good question, and as with most good questions the answer is, it depends!
Looking at something like the Rogue Quest, I think you want at least 10 cards that gain a card from another class, which means you need to have drawn 40% of your deck on average to find 4 (around T8).
Obviously you can juggle with this number depending on how vital you feel completing the quest is, and also there are cards like shadowstep that can double up on activators plus cards like the new 1/2 cat that will sometimes give you a minion from another class.
With the warrior quest I was thinking 6-7 weapons plus two copies of Upgrade! should be about right, you never want to be flooded with weapons , but you want to be swinging every turn pretty much, and even when the quests finished you want to be attacking with a weapon so you can pump out at least 2x4/3 every turn, could even be worth running 8 weapons plus Upgrade!, thatâs a weapon every 3 cards , which seems about right if you want to use a charge every turn.
Something like the Priest quest is a little trickier to calculate as itâs all about the synergy, an injured blademaster or a Reborn minion give you opportunities to make maximum use of circle of healing, something like Crystaliser could be used with Divine Hymn to get there faster, but that would mean running a spell that otherwise isnât that great , might be worth it because the quest reward is so good, but will need some testing to find the right balance.
The quests should be interesting deck building puzzles, looking forward to playing with them, Time to get the Hypergeometric calculator out!
It all even depends on how necessary is the Quest completion to your success. If itâs needed âeventually but not urgentlyâ, you could be picky about your activators. If it turns out to be something like Crystal Core to old Quest Rogue, so more like âIf I complete it I win, so ASAPâ, then youâd probably build a deck that just lets you blitz to that one outcome.
It kinda depends on deck quality too. If activators are good on their own, youâre probably fine playing with good cards and getting the quest a bit later. If youâre running activators mostly just to get quest done, then you might want them tutorable or redundant.
This is really hard to evaluate without live testing :s
I already played Cauldron Cutlass Rogue, it was terrible. I am passing on it for the Quest. Now Face Collector is an interesting idea, for the memes at least.
The only deck I have been happy with Cauldron performance was Odd Paladin. I wonder in awe every time I see Hobs working them in his weird decks.