The new shaman quest has been revealed!
Corrupt the Waters was revealed on the PlayHearthstone Instagram! Log in to view the reveal story!
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See the rest of the revealed cards on our comprehensive Saviors of Uldum expansion guide.
Comments
Not a fan of these quests, DK's have better hero power and some DK's require less deck building around them.
I don't see them being played in Wild unless the hero power becomes better than the DK's one -I might be wrong of course but they do seem fun.
I think that's the point. DK hero powers and Baku hero powers were terrible for the game, we don't want a repeat of that.
as a shaman main, I am in tears of joy right now.
absolutely nuts. Running two Slude Slurpers already gets 4 procs done for just 4 mana, add EVIL totem and a bunch of other battlecry synergies and this becomes crazy.
Token Shudderwock might finally take off, especially since that deck usually doesn't have a good turn 1 play anyways.
Just with lackes this is already great, but combine it with stuff like Giggling Inventor and Former Champ and you have a solid transition into the midgame, espcially since the totem hero power is fairly useless (and occasionally detrimental) in that kind of deck
Cult Master takes care of draw as you have all that lackey generation anyways.
Shame it's not passive, but that would be too OP imo.
Will this cause Shudderwock to play both Battlecries from earlier minions?
Say you play a [Hearthstone Card (Twilight) Not Found] Drake with 7 cards in your hand. It goes off twice so it gains +14 health.
If you played Shudderwock normally next turn, would it replay both of the drake's Battlecries or just the one?
If it plays both you could make a seriously big Shudderwock with Omega Defender, Twilight Drake and other similar cards.
if you use the hero power and play drake with 15 health, then on the next turn you play shudderwock without the hero power, then it will only copy the drakes battlecry once.
the hero power makes the single battlcry have double the effect, it does not make 2 separate battlecries.
Just one
No
It's interesting that every quest will come with a hero power reward. I really like this idea, since the opponent can't interfere with all your hard work (like Deadly Shot on a Galvodon...). The non-interactive element is a concern, perhaps. Will we see more hero power disruption this expansion?
Blizzard obviously found death knights to be rewarding, so I guess they're trying to find ways to introduce new hero powers without breaking Standard!
They're really ramping the power of quests. So much so that so far it seems that players will have little choice but to play them. Which also means that players who lack particular quest cards may find those classes unplayable.
I hope everyone has 12,800 dust saved up.
I hope you're right about the use because only 4 of the 9 really saw competitive play last tim .
I'm sitting at over 30,000 dust . Only 500 gold tho.. I should have way more but I got impatient and tried to finish my RoS & classic collection. I was close till they added more ...
if you have 30,000 dust than you could just craft the couple of missing classic cards. it would only take roughly 4,000 dust, and that would be better than wasting the packs on mostly duplicates.
I disagree completely. These quests are tame in comparison.
The original quests usually had a relatively high cost to complete, but when completed tended to be so powerful they could carry a deck on their own (stressing this cause some, like the Hunter quest, sucked no matter what). These new quests have a relatively low cost to complete, but you need to have an entire deck built around the hero power you eventually get out of it, i.e. you can't just slap them into whatever class deck you play and they'll carry the game for you. You have the high up-front cost of losing a card from your starting hand AND not getting like a 5 mana 8/8 as a reward as you used to with some of the original quests. And then, after all is said and done, all you get is a hero power that you NEED to start taking massive advantage of very quickly to make up for the card advantage and tempo you lost by playing the quest.
These, so far, seem to be far from autoincludes. They seem to be fairly niche, which is a good thing, because we know how bad hero-power boosts are for the game (DKs, Genn and Baku). The worst thing Blizzard could do is to now give all the classes a bunch of cards that directly boost and synergize with the quests, and make all the classes all about their quest and nothing else. That would be a disaster for the game on many fronts. At most I'd give each class like 2 or 3 mid-powered cards that have some synergy with the quest and that's it. Hopefully Blizz has learned from their past mistakes.
Jaws biting, claws catching!
Wild goes wild.
hum this will be nerfed quite rapidly..it's so broken..I can see shaman decks built around this power...AND we haven't seen the shaman cards yet for the new expansion...this is not good...
It seems okay but not broken, you have to pay to mana for it every turn
Priest quest:
2 mana
Resurrect a minion that died this game.
Snicker snack and torture shaman would like to have a word with you