Hearthstone: Saviors of Uldum – Legendary Quests Reviewed
Introduction
Hearthstone’s Saviors of Uldum expansion brought a fresh wave of excitement to the game with its Egyptian-themed cards, powerful Plagues, and—most notably—the return of Legendary Quests. These high-cost, high-reward cards offered players unique win conditions, reshaping the meta and encouraging creative deck-building.
In this review, we’ll analyze each of the five Legendary Quests introduced in Saviors of Uldum, evaluating their strengths, weaknesses, and overall impact on the game.
1. Making Mummies (Paladin Quest – "Activate the Obelisk")
Quest:
- Reward: Obelisk’s Eye (Hero Power: Summon a 4/4 copy of a friendly minion)
Review:
Paladin’s Making Mummies quest required players to summon seven minions with Reborn, a new keyword introduced in Saviors of Uldum. While the reward was powerful, the quest struggled due to:
- Slow setup – Reborn minions were often weak, making early-game tempo difficult.
- Dependence on synergy – Without the right draws, the quest was too slow against aggressive decks.
Verdict: A fun but inconsistent quest that saw limited competitive play.
2. Corrupt the Waters (Shaman Quest – "Supreme Archaeology")
Quest:
- Reward: Corrupt the Waters (Hero Power: Your Battlecries trigger twice)
Review:
Shaman’s quest was one of the strongest in the set, enabling insane Battlecry synergies. Key strengths included:
- Incredible value – Double Battlecries with cards like Shudderwock or Mogu Fleshshaper created overwhelming board states.
- Flexibility – Worked well in both midrange and control decks.
Verdict: A meta-defining quest that remained relevant long after Saviors of Uldum.
3. Bazaar Burglary (Rogue Quest – "Unseal the Vault")
Quest:
- Reward: Bazaar Burglary (Hero Power: Add a random Lackey to your hand)
Review:
Rogue’s quest required playing four Lackeys, which were already strong tempo tools. The reward provided:
- Infinite value – Constant Lackey generation kept Rogue ahead in resources.
- Aggressive potential – Lackeys enabled early pressure while completing the quest.
Verdict: A solid quest that fit well in tempo and combo Rogue decks.
4. Raid the Sky Temple (Mage Quest – "Sunken City")
Quest:
- Reward: Raid the Sky Temple (Hero Power: Discover a spell and reduce its cost by 3)
Review:
Mage’s quest required casting 10 spells, rewarding players with an overpowered Hero Power. Strengths included:
- Unlimited spell generation – Allowed for endless value in control matchups.
- Combo potential – Reduced-cost spells enabled OTK (One-Turn-Kill) strategies.
Verdict: A dominant force in late-game Mage decks, especially in Wild format.
5. Hack the System (Warrior Quest – "Awaken the Makers")
Quest:
- Reward: Hack the System (Hero Power: Equip a 4/2 Obsidian Blade)
Review:
Warrior’s quest required attacking with minions 7 times, rewarding an aggressive weapon-based Hero Power. However, it faced issues:
- Too slow – Aggro decks often finished games before the quest was completed.
- Lack of synergy – Warrior lacked enough rush/charge minions to reliably trigger the quest.
Verdict: A niche pick that struggled in the meta.

Conclusion: The Legacy of Saviors of Uldum’s Quests
Saviors of Uldum’s Legendary Quests were a mixed bag—some became meta staples (Corrupt the Waters, Raid the Sky Temple), while others were too slow or inconsistent (Making Mummies, Hack the System). However, they succeeded in diversifying gameplay and encouraging creative deck-building.
Which quest was your favorite? Let us know in the comments!