Quest completion. How hard is it?

About how many Quest activators should a Quest deck have per the number of hits needed to complete the Quest in a timely manner?

For example Rogue needs 4 hits, will 9 be sufficient, or should you put at least 11?

Paladin needs 5, so should you run 11 Reborn minimum?

I guess it depends on what quest are you running, what deck are you playing and what is the main aim of the deck.

Hard to tell. It would be best to try it yourself, test multiple variants. I do not think there is any number of how many activators you should run.

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It is less about the number of activators and more about the number of good ones.

You really don’t want bad cards in the deck even if they are activators.

If there isnt enough good activators, then most people will use draw/cycle cards.

If there isnt enough good activators even with draw/cycle then the deck isnt going to be a good deck.

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‘‘You really don’t want bad cards in the deck even if they are activators.’’
That really, you don’t want to ruin your deck for a ‘‘fast’’ quest completion, unless you are sure the cards you have put in won’t 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 opponent’s 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.

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Exactly. You can also try to work with shadowstep to get more outr of your good activators.

THis one could be a good activator if you run alot 1-2 M minions
Epic ¡ Minion ¡ The Witchwood ¡ After a friendly minion dies, add a random Shaman spell to your hand.

In this case maybe the 1/2 cat could be played with an atm 25% chance for an non class card.

if you wanne gamble more
Legendary ¡ Minion ¡ Legacy ¡ Battlecry: Add a random Legendary minion to your hand.
has a 54,8% chance to get a Legendary from another class

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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!, that’s 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 it’s 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 isn’t 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!

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It all even depends on how necessary is the Quest completion to your success. If it’s needed “eventually but not urgently”, you could be picky about your activators. If it turns out to be something like Crystal Core to old Quest Rogue, so more like “If I complete it I win, so ASAP”, then you’d 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, you’re probably fine playing with good cards and getting the quest a bit later. If you’re 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.

57% nonclass chance to be for a random leg giver.

the random 1 card giver have 37% chance

out cat arround 25% depending on the coming reborn minions

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