Hearthstone: Saviors of Uldum – Quest Cards Review
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Introduction
Hearthstone’s Saviors of Uldum expansion introduced a fresh wave of quest cards, reigniting the excitement for deck-building and strategic gameplay. Quests, which require players to complete specific objectives in exchange for powerful rewards, have always been a fan-favorite mechanic. In this review, we’ll analyze each quest from Saviors of Uldum, evaluating their viability, deck synergies, and overall impact on the meta.
1. Hunter – Unseal the Vault
Quest: Summon 20 minions.
Reward: Oasis Surger (4/4, Rush, After attacking, summon a 4/4 Hydra with Rush).
Review:
Unseal the Vault encourages a swarm-style Hunter deck, focusing on flooding the board with cheap minions. While the reward, Oasis Surger, provides strong tempo swings, the quest itself is slow compared to other Hunter strategies.
Pros:
- Strong late-game payoff.
- Synergizes with token-generating cards like Desert Spear and Scavenging Hyena.
Cons:
- Struggles against board clears.
- Takes too long to complete in fast-paced matchups.
Verdict: 3/5 – Fun but often outclassed by faster Hunter decks.
2. Mage – Raid the Sky Temple
Quest: Cast 10 spells.
Reward: Time Warp (Take an extra turn after this one).
Review:
Raid the Sky Temple was a game-changer, enabling the infamous Quest Mage archetype. The reward, Time Warp, allows for devastating OTK (One-Turn Kill) combos, making it a dominant force in both Standard and Wild formats.
Pros:
- Unmatched combo potential.
- Works well with cheap spells like Magic Trick and Ray of Frost.
Cons:
- Vulnerable to aggro decks.
- Requires precise setup.
Verdict: 5/5 – One of the strongest quests in the game.
3. Paladin – Making Mummies
Quest: Play 5 Reborn minions.
Reward: Emperor Wraps (Give your minions Reborn).
Review:
Making Mummies promotes a midrange Paladin strategy, leveraging Reborn mechanics for sticky boards. While the reward is strong, the quest’s reliance on specific minions makes it inconsistent.
Pros:
- Strong board control.
- Synergizes with Anubisath Warbringer and Temple Berserker.
Cons:
- Limited Reborn minion pool.
- Slow against aggressive decks.
Verdict: 3.5/5 – Decent but not meta-defining.
4. Priest – Activate the Obelisk
Quest: Restore 15 Health.
Reward: Obelisk’s Eye (Your healing also damages enemies).

Review:
Activate the Obelisk enables a control-heavy Priest playstyle, turning healing into offensive pressure. While the reward is powerful, the quest struggles in fast metas where healing opportunities are limited.
Pros:
- Strong in attrition matchups.
- Combos well with Auchenai Phantasm.
Cons:
- Too slow against aggro.
- Requires dedicated healing cards.
Verdict: 3/5 – Niche but rewarding in the right matchups.
5. Rogue – Bazaar Burglary
Quest: Add 4 cards from other classes to your hand.
Reward: Ancient Blades (Your Lackeys are 4/4).
Review:
Bazaar Burglary encourages a high-tempo Rogue deck with Lackeys and burgle mechanics. The reward is strong, but the quest’s randomness can be unreliable.
Pros:
- Fun and unpredictable.
- Synergizes with EVIL Miscreant and Togwaggle’s Scheme.
Cons:
- Inconsistent value.
- Weak against control decks.
Verdict: 4/5 – A fun, if somewhat unreliable, choice.
6. Shaman – Corrupt the Waters
Quest: Play 6 Battlecry minions.
Reward: Heart of Vir’naal (Your Battlecries trigger twice).
Review:
Corrupt the Waters was a powerhouse, enabling Quest Shaman with insane value from double Battlecries. Cards like Sludge Slurper and Bogstrok Clacker became even stronger.
Pros:
- Insane late-game value.
- Combos with Shudderwock.
Cons:
- Slow against aggro.
- Requires a dedicated deck.
Verdict: 4.5/5 – One of the best quests in the set.
7. Warlock – Supreme Archaeology
Quest: Draw 20 cards.
Reward: Dragonblight Cultist (Reduce the Cost of cards in your hand by 1).
Review:
Supreme Archaeology fueled Quest Warlock, a combo-heavy deck that relied on cycling through the deck quickly. The reward enabled massive swing turns with discounted Mountain Giants and Twisting Nether.
Pros:
- Strong in control matchups.
- Combos with Plot Twist and Fel Lord Betrug.
Cons:
- Struggles against aggro.
- Requires careful resource management.
Verdict: 4/5 – A solid choice for combo lovers.
8. Warrior – Hack the System
Quest: Attack 5 times with your hero.
Reward: Obsidian Blade (Your hero is Immune during your turn).
Review:
Hack the System enabled an aggressive Taunt Warrior archetype, allowing the hero to attack freely without taking damage. While fun, it was often outclassed by other Warrior decks.
Pros:
- Great for aggressive strategies.
- Synergizes with Armagedillo and Livewire Lance.
Cons:
- Weak against control decks.
- Requires weapon support.
Verdict: 3/5 – Fun but not top-tier.
Conclusion
Saviors of Uldum brought some of the most memorable quests in Hearthstone history. While some, like Raid the Sky Temple and Corrupt the Waters, dominated the meta, others remained niche but enjoyable. Whether you prefer combo-heavy decks or board-centric strategies, these quests offered something for everyone.
Final Rankings:
- Mage – Raid the Sky Temple (5/5)
- Shaman – Corrupt the Waters (4.5/5)
- Warlock – Supreme Archaeology (4/5)
- Rogue – Bazaar Burglary (4/5)
- Paladin – Making Mummies (3.5/5)
- Hunter – Unseal the Vault (3/5)
- Priest – Activate the Obelisk (3/5)
- Warrior – Hack the System (3/5)
Which quest was your favorite? Let us know in the comments!
Tags: #Hearthstone #SaviorsOfUldum #QuestCards #DeckReview #Gaming #CardGames #Blizzard