Hearthstone: Saviors of Uldum – New Quest Cards Reviewed
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Introduction
Hearthstone’s Saviors of Uldum expansion brought a fresh wave of excitement with its powerful new quest cards. These legendary spells, which start in your hand and require specific conditions to complete, reward players with game-changing effects. In this review, we’ll analyze each new quest card, evaluate its viability in the current meta, and discuss potential deck synergies.
1. Activate the Obelisk (Priest)
Quest: Restore 15 Health.
Reward: Obelisk’s Eye – Your healing also damages enemies.
Review:
Priest’s new quest encourages a control-heavy playstyle, rewarding players for sustaining their minions and hero. The reward, Obelisk’s Eye, transforms healing effects into offensive tools—perfect for board control.
Pros:
- Strong in slower matchups.
- Synergizes with cards like Northshire Cleric and Zilliax.
- Turns healing into removal, improving late-game pressure.
Cons:

- Struggles against aggressive decks.
- Requires dedicated healing cards, limiting deck flexibility.
Verdict: B+ – A solid choice for Control Priest but struggles in fast metas.
2. Corrupt the Waters (Shaman)
Quest: Play 6 Battlecry minions.
Reward: Corrupt the Waters – Your Battlecries trigger twice.
Review:
This quest transforms Shaman into a Battlecry powerhouse. With the reward, cards like Bogstrok Clacker and Toxfin become even more devastating.
Pros:
- Doubling Battlecries provides insane value.
- Combos well with Shudderwock for late-game dominance.
- Strong in midrange and combo decks.
Cons:
- Requires a critical mass of Battlecry minions.
- Vulnerable to aggro if the quest isn’t completed quickly.
Verdict: A- – A fun and powerful quest, but needs the right deck to shine.
3. Supreme Archaeology (Warlock)
Quest: Draw 20 cards.
Reward: Supreme Archaeology – Your cards cost (1).
Review:
This quest rewards Warlocks for their natural card-drawing tendencies. Once completed, all cards cost (1), enabling explosive turns with Mountain Giant and Twisting Nether.
Pros:
- Enables insane combo potential.
- Works well with Plot Twist and Augmented Elekk.
- Can close games quickly with discounted big minions.
Cons:
- Struggles against aggro due to self-damage.
- Requires careful deck construction to avoid fatigue.
Verdict: B – A high-risk, high-reward quest that demands precise play.
4. Making Mummies (Paladin)
Quest: Play 5 Reborn minions.
Reward: Making Mummies – Your Reborn minions trigger their effect twice.
Review:
Paladin’s quest focuses on the new Reborn mechanic, where minions revive with 1 Health. The reward makes these minions even stickier.
Pros:
- Strong board presence with double Reborn effects.
- Synergizes with Anubisath Warbringer and Temple Berserker.
- Great for midrange and tempo decks.
Cons:
- Limited pool of Reborn minions.
- Can be slow against decks with heavy removal.
Verdict: B- – Fun but lacks the consistency of other quests.
5. Untapped Potential (Druid)
Quest: End 4 turns with unspent Mana.
Reward: Untapped Potential – Choose a new Hero Power each turn.
Review:
This quest rewards Druids for floating Mana, offering flexible Hero Powers each turn. It allows for great adaptability in matches.
Pros:
- Versatile Hero Powers for any situation.
- Works well with ramp and big minion strategies.
- Strong in control matchups.
Cons:
- Requires careful Mana management.
- Slow against fast decks.
Verdict: A- – A flexible and powerful quest for strategic players.
6. Raid the Sky Temple (Mage)
Quest: Cast 10 spells.
Reward: Raid the Sky Temple – Discover a spell and cast it with random targets.
Review:
Mage’s quest rewards spell-heavy decks with additional value. The reward provides constant spell generation, keeping pressure on opponents.
Pros:
- Generates endless spell value.
- Strong in control and combo decks.
- Works well with Cyclone Mage strategies.
Cons:
- Requires a spell-heavy deck.
- Random targets can be unreliable.
Verdict: A – One of the strongest quests in the set.
7. Hack the System (Warrior)
Quest: Attack 5 times with your hero.
Reward: Hack the System – Your hero attacks twice each turn.
Review:
This quest encourages aggressive Warrior play, turning the hero into a relentless attacker.
Pros:
- Great for aggro and tempo decks.
- Synergizes with weapons like Arcanite Reaper.
- Strong in early-game dominance.
Cons:
- Vulnerable to Taunt minions.
- Struggles against heavy control decks.
Verdict: B+ – A solid aggro tool but lacks late-game punch.
Conclusion
The Saviors of Uldum quests bring fresh strategies to Hearthstone, each with unique strengths and weaknesses. While some, like Raid the Sky Temple and Corrupt the Waters, stand out as meta-defining, others require niche builds to succeed.
Which quest is your favorite? Let us know in the comments!
Tags: #Hearthstone #SaviorsOfUldum #QuestCards #CardReview #Gaming #Blizzard #DeckBuilding #MetaAnalysis