With the recently announced Hearthstone expansion, Saviors of Uldum, the quest game dynamic from Journey to Un’Goro comes back to Standard play. Questing previously consisted of performing a single act multiple times in order to gain a game breaking minion or power. Decks were then built around the need to perform the required repetitive task quickly without much card variation. These types of decks while being interesting also resulted in matches that became predictable once a Quest card was revealed.
With the recent card reveal of Questing Explorer with a Battlecry of having a player draw a card if they have a quest active, it is encouraging to have game elements that impact quests directly. Perhaps with other card reveals there could be other quest affecting events, here are a few that could be implemented:
Kill the Quest – the activation of this type of high mana card would terminate an opponent’s active quest.
Bring It On, Again – this card would let a player reinstitute a terminated quest.
Now I Have the Map – this card would let a player steal the active quest of their opponent.
Let’s Trade – players switch active quests.
Let’s Skip Ahead – this card would let a player have a short cut for their quest requirements. For example, the card would accomplish two or three actions required for a quest (i.e., play X amount of murlocs, kill Y number of minions, etc.).