Quests

**Quests** are uninspired legendary 1-mana spells that are guaranteed to show up in your starting hand, unless you mulligan them away. Being even better than must-have legendaries when it comes to forcing everyone to play the same shit as everyone else, these stupid mistakes quickly lost their charm.

Blizzard, eager to learn from its mistakes, decided to re-create them in better ways, ones that don't force your whole deck to conform to them. In other words, this means the quests just get completed by playing the game normally.

## List of quests from most powerful to least powerful (V.1.0)

1. Mage - Play a normal control game, eventually get infinite fireballs
2. Warrior - Play a normal midrange game with taunts, eventually get a Ragnaros hero power and a weapon
3. Priest - Play a normal deathrattle game, eventually set your health to 40
4. Rogue - See main article here. Bounce shitty minions to your hand and replay them over and over like a retard, turn said shitty minions into 4/4 chargers for 1 mana. Fucked the game over as soon as Un'Goro hit, so someone had to do something about it.
5. Shaman - Play a normal murloc game, get a random hand refill which can be either game-winning or just a bunch of useless wisplocs
6. Paladin - Play a normal buff game, get a Transformer dinosaur that will get removed by the enemy player regardless of how it adapts
7. Druid - Play a bunch of 5-attack minions, reduce the cost of minions in your deck to 0. WARNING: Does not reduce the minions in your hand, so don't think this can be used for reliable combos
8. Warlock - Play a "normal" Discolock game. Get a portal that summons infinite demons, briefly before you end the game anyway. And, you guessed it, the portal can be discarded.
9. Hunter - Play a shit deck. No one cares what happens as your reward since no one plays this. Predicted by Hearthpwn as the strongest quest in the upcoming expansion

## List of quests from the most OP to the most filler (V.2.0)

1. Shaman - Play cancerous battlecries and lackeys, double all of them from then on
2. Rogue - Add cards to your hand. Not *play* them, mind you. You can complete this quest on turn 2. Wholesome!
3. Druid - Spend 4 turns not doing shit. Then all your Choose One cards become broken.
4. Priest - Heal yourself up, like you already normally would. Your hero power becomes a buff and a better heal in one.
5. Paladin - Play 5 reborn minions, at least 3 of which are certainly shitty. Your hero power becomes the most overpowered thing in the game and you will probably win if you live that long.
6. Mage - Cast 10 spells. This is big brain original stuff right here. Your reward is a random, but cheaper mage spell per turn. This becomes a lot less impressive once you realize Blizzard is always shitting out crappy mage spells in every expansion.
7. Warlock - Draw two thirds of your deck. As a reward, 5 of the random 10 cards you have left will cost 0 mana!
8. Hunter - Spawn a bunch of minions. Get a permanent, but worse Savage Roar buff. There was no chance in hell this would ever beat normal Midrange Hunter.
9. Warrior - Attack enemies 5 times. Then you lose your armor to instead get, at best, two minions on the board that will be easily destroyed in the late game. This might sound shitty (cause it is), but it is actually payback for the first Warrior quest being so obscenely disgusting.