Our guide to the new weapon-wielding Warrior.
Our Quest Warrior deck list guide features the best deck list for Season 65 of Hearthstone (August 2019), and the beginning of Saviors of Uldum. You can also find some general strategy advice and a breakdown of the deck’s key combos, but we will continue to add more over time.
Quest Warrior is, as you may have guessed, based on the newly added Quest card: Hack the System. In order to complete this Quest, you must attack with your Hero 5 times, unlocking the Hero Power Anraphret’s Core.
The Hero Power reward summons a 4/3 Stone Golem for 2 mana, and this can be refreshed by attacking with your Hero again. We have moved away from the popular Control Warrior deck list for this one, as the game plan encouraged by this deck is a more aggressive one.
This deck will need some refinement as the meta develops, so check back here for updates. Remember, the meta is far from settled so don’t go out crafting all the cards in this deck, but give it a go if you’ve got Hack the System in a pack.
Quest Warrior deck list and strategy
Here is the version of Quest Warrior that’s seeing the most success so far in Saviors of Uldum. We’ll be sure to update this page as and when changes happen.
|2 x Eternium Rover||2 x Dread Corsair|
|1 x Hack the System||1 x Captain Greenskin|
|2 x Improve Morale||1 x Zilliax|
|2 x Town Crier|
|2 x Upgrade!|
|2 x Frightened Flunky|
|2 x Slam|
|2 x Woodcutter’s Axe|
|2 x Livewire Lance|
|1 x Rabid Worgen|
|2 x Arathi Weaponsmith|
|2 x Restless Mummy|
|2 x Wrenchcalibur|
|1 x Darius Crowley|
|1 x Sul’thraze|
Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.
Deck Import ID: AAECAQcGyAO67ALN7wKggAOIhwP3qAMM/wOaBO4Gsgid8AKX8wKz/AKalAOEnwOfoQOCqAP1qAMA
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Quest Warrior is a deck built around getting your Hero to attack with his big Orc face. More accurately, it’s about you swinging weapons around as much as possible, going through your Quest and allowing for a whole lot of direct damage as well as longer term value. This deck does not run Dr. Boom, Mad Genius, as that card is better suited to grinding out a game for a long period of time, whereas the Anraphret’s Core Hero Power is designed to build a large amount of pressure quickly and consistently.
Early Game: At the beginning of the game, you’ll want to drop your Eternium Rover and Town Crier as soon as you can. The Rover helps you gain some armour which will be vital if you plan on swinging weapons at enemy minions, and the Town Crier will draw some strong cards from your deck that’ll help deal with any threats. If you can find a cheap weapon like Woodcutter’s Axe, then equip it and start swinging, perhaps even buff a Rush minion when the Axe breaks. Dread Corsair is great for tempo given its discount when you have a weapon equipped too.
Mid Game: A few turns in and given the number of weapons you’re running in this deck, you should be well on your way to Quest completion. Your Rush minions like Restless Mummy should be serving you well, and the Frightened Flunky can generate extra value for you while you keep attacking. The Livewire Lance is a seriously exciting weapon for Warrior, as it guarantees at least two Lackeys: one per weapon swing. You can generate even more through the Upgrade! spell and Captain Greenskin too if you happen to have them in hand, giving a nifty boost to the Lance’s attack power too.
Hopefully, you’ve drawn enough weapon-based cards to be attacking with your Hero every turn, and Anraphet’s Core should become available to you around this point in the game.
Late Game: Once you’ve completed your Quest, you should try and Hero Power as much as possible. Swinging your weapon at every opportunity will increase the number of Golems you can summon and it should both prove an irritant for your opponent, as well as a way of taking charge of the late game. For a big threat that’s hard to deal with, Darius Crowley acts as an imposing presence whilst simultaneously being a supplier of single-target removal that can really help you later in the game. Be careful and avoid Darius’ death, though – he won’t get the +2/+2 bonus if he drops the turn he’s summoned.
Quest Warrior Mulligan Guide
Get aggressive and find your early cards.
1. As mentioned previously, Warrior has the luxury of two of the strongest 1-cost minions in the game. Eternium Rover and Town Crier can gain you an early advantage, either through armour gain or drawing impactful minions that can help get rid of enemy minions quickly.
2. Dread Corsair is a solid card to keep if you have a weapon to hand, as its cost is decreased by the weapon’s attack stat. This becomes a fantastic deal with a weapon of 2 or more attack.
3. Frightened Flunky is an amazing card for Warrior. While it’s not aggressively statted, the Stonehill Defender fans amongst us will remember the benefits of such efficient card generation, particularly given its simultaneous usefulness later on in the game.
Quest Warrior tips, combos and synergies
When you play Quest Warrior, you’re after an early lead, taking initiative with your weapon swings and seizing control with Rush minions and your Quest reward. Below are our top tips for playing the deck, and we’ll update this as the metagame unfolds:
– Upgrade! is often left out of Warrior decks, but in this case, the 1 mana effect is quite strong. If drawn later on in the game, you can give a weapon +1/+1 in stats, which when combined with the likes of Wrenchcalibur or Livewire Lance can be hugely impactful. However, in the early game you receive a 1/3 weapon which can set you well on your way to completing your Quest early.
– The Warrior Quest in Saviors of Uldum, Hack the System, is similar to the Shaman Quest, Corrupt the Waters, in that the cards required to complete the Quest are also the cards that benefit the deck after the Quest is completed. Having Weapons leftover once the system has been hacked just means more value for your upgraded Hero Power.
– Frightened Flunky‘s Discover mechanic is great, as it finds Taunt cards to play. However, it’s especially important when taking into account the fact that you’re far more likely to discover class cards than neutral cards. This means that often, the Frightened Flunky will Discover a copy of itself or another Warrior Taunt minion fairly frequently.
– Two mana for a 4/3 minion is extremely valuable, but the real goods come when you can cast this Hero Power twice per turn. Anraphet’s Core can refill your board when your opponent appears to have done some real damage, at the cost of absolutely none of your cards in hand.
– Restless Mummy‘s Reborn keyword means that when the minion dies, it is reincarnated with 1 health remaining. Not only that, when the minion is reborn, it gets Rush back. This means you can take out 2 minions on the same turn – that’s value, right there.
– Captain Greenskin works wonders with your powerful weapons like Wrenchcalibur and Livewire Lance. That extra attack offers more options when trading with enemy minions, but the durability bonus gives you more value with the weapons’ powerful effects. An extra Lackey in your hand or an extra Bomb in the opponent’s deck can make all the difference.
– Sul’thraze can be a boon in certain situations. Imagine you’re on 10 mana, and have the Anraphet’s Core Hero Power active. You can press the Hero Power button a total of 5 times if you swing Sul’thraze and overkill for all 4 of its charges. Don’t underestimate the potential for the tables to turn when your opponent lets this happen.
– Weapon removal isn’t a hard counter to this deck in all honesty. You don’t necessarily want your tempo destroyed by the enemy, but it’s not something you should change your game plan for. Only so much weapon removal exists in Hearthstone, and your opponent might be forced to make some tough decisions on when to play their Acidic Swamp Ooze.
– Slam functions as solid removal and card draw. Just remember to leave the enemy minion alive with Slam before finishing it with something else if you’re after that sweet sweet card draw.