We’ve seen three quests from Journey to Un’Goro so far. Keep in mind there will be one for each class. Priest’s quest seems amazing, offering deathrattle synergies and massive health gain. Shaman’s quest just might enable a new aggressive Murloc deck, which I’m really looking forward to seeing. Warlock’s quest is somewhat questionable, but has potential with the infinite value it provides. Now we see our fourth quest, and it’s the first of the Un’Goro quests that seems downright awful.
Introducing The Caverns Below. The Rogue quest has been released, and true to Blizzard’s vision for Rogue, it’s truly terrible. In order to complete this quest, you must play four minions with the same name. Now, unless there are more cards released that interact with The Caverns Below, there aren’t a lot of ways to bounce cards. Obviously you can only have two in a deck, so in order to complete this you must manipulate your deck. This could involve creating additional copies of cards, or bouncing them to your hand. Still, there just enough tools out there to help you finish this Quest in a reliable fashion.
If you do manage to meet the requirements,you’re rewarded with a five mana card that turns all your minions into 5/5s. Forever. Including the ones in play. It’s pretty incredible if you can get it off, but that’s a big if.
Rogue Quest: Bouncing Math
All of the bounce and duplicate cards combined leave me with a total of eight unique cards. There are six from the Rogue class, and two neutrals. The ones that aren’t terrible are Shadowstep, Gang Up, Gadgetzan Ferryman, and both Youthful and Ancient Brewmaster. This leaves Vanish, Kidnapper, and Thistle Tea in the ‘not so great’ category.
While it’s technically possible to get this quest finished and in play on turn two, it is incredibly draw-reliant. Turn one: play the quest and two Whisps, Shadowstep both, play both. Quest finished, Preparation, and play it turn two. As I said, technically possible but incredibly difficult, and you’d be playing Wisp. No matter how you look at it, this quest involves an incredible amount of RNG to be any good. And even if it is good, you have to fill your entire deck with trash cards in order to get value from the quest. The only way this seems any good is if you are playing a slow combo deck. You would only need six chargers for 30 damage! The quest is inferior to Aggro Rogue in every way.
New Paladin Legendary: Sunkeeper Tarim
There’s a new Paladin legendary! Sort of.
Jokes aside, the card looks quite good. Eadric never really saw play, but that was more to do with Paladin being bad than the card itself. Tarim costs one less mana for the same stats, and has a very comparable effect. It looks like an incredible tech card against something like… say… Jades? Sure, Tarim won’t help you at all against aggro, but it’s a great control counter. I’d love to see Tarim herald the return of a proper Midrange Paladin deck.