Quest Warrior Wild Deck List Guide (Rise of Shadows April 2019)

Last updated on Apr 08, 2019 at 00:00 by Kat 14 comments
General Information

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Quest Warrior in The Boomsday Project expansion.

Quest Warrior is a deck that was created during the Journey to Un'Goro expansion and has remained a competitive deck in some capacity throughout its lifetime. It uses a range of Taunt minions and removal spells to slow down the game while working towards the completion of the Fire Plume's Heart Quest. Once the Quest is completed, Sulfuras can be used to gain the DIE, INSECT! Hero Power to begin bombarding opponents with 8 damage per turn until the game comes to an inevitable end.

The many Taunt and Rush minions added in the Rastakhan's Rumble expansion allow pure Quest Warrior to function alongside its Odd counterpart.

1. Quest Warrior Wild Card List

This Quest Warrior Wild deck costs 8,300 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards
Export string: AAEBAQcGogTTwwLTxQKf0wLR9QKggAMMS5EG/wf7DJvCAr7DAszNAs/nAqrsAp3wApvzAtiMAwA= (copy to clipboard)

2. Quest Warrior Wild Mana Curve


3. Quest Warrior Wild Mulligan Guide

Quest Warrior uses a Control style for the majority of the game and your overall Mulligan strategy will usually involve a mix or defensive tools and card draw to facilitate this.

You should always keep the Fire Plume's Heart Quest in your opening hand as it is a key part of the win condition for the deck. You can also keep Stonehill Defender and Town Crier in all matchups.

Against Aggro, you can keep additional defensive tools like Blood Razor and Warpath

Against Control, you can additionally keep Acolyte of Pain and Phantom Militia.

4. Quest Warrior Wild Strategy

During the early game, you will have very little options available to you other than playing Town Crier or your Fire Plume's Heart Quest on turn 1. When given the choice between the two cards, you should always prioritise the Town Crier first as your Quest can easily be played on the following turn, before your first Taunt minion comes into play.

On turn 3, you will almost always want to play Stonehill Defender. The type of deck you are currently facing will greatly influence the minion you choose to Discover from your Stonehill Defender. Against Control decks, you should often prioritise the cheapest option, like Wax Elemental to help your complete your Quest faster, or the highest value option such as The Lich King. Against Aggro decks, you should look for your best defensive choice, such as Tar Creeper or Saronite Chain Gang. However, in all matchups, you should also take into consideration your upcoming turns. For example, if you have zero strong plays for the upcoming turns, it is almost always favourable to choose any 4 or 5-Mana choice offered instead.

Going into the mid game, you priority should be controlling the board. You have a broad range of tools available, such as Blood Razor and Execute for single targets and Brawl and Warpath for wide boards. When deciding which removal tools to use, you should take into consideration the synergies your removal has with cards in your hand. For example, the Whirlwind effects from Blood Razor and Warpath work well with Acolyte of Pain and the Raptors created by Cornered Sentry. Brawl is also much less likely to give your opponent a favourable result if it can be combined with Cornered Sentry. Conversely, Execute and Shield Slam can be quite situational and will offer no value if you have no way to damage a minion or no Armor.

As you reach the late game, you should begin planning out completion of your Quest. You should primarily look to use Phantom Militia to complete most of your progress, but when you use it will be impacted by how many Taunt minions you have drawn into so far. If you have played many Taunt minions earlier in the game, playing 2 copies of Phantom Militia for 6 Mana will suffice. If you have not played many Taunt minions prior, Phantom Militia should be saved for turn 9 instead where 3 copies can be played.

When you eventually complete Fire Plume's Heart and have Sulfuras ready to play, it is important to consider the state of the game before playing it. If your opponent has a wide board, it is unlikely that the DIE, INSECT! will offer much value. Instead, it is better to spend Mana playing or trying to draw into board clears like Warpath and Brawl.

In the late game, you will gain an additional tool to help clear your opponent's board in the form of Scourgelord Garrosh. Both the Shadowmourne weapon and Bladestorm Hero Power can be used to help clear your opponent's board. Additionally, as Scourgelord Garrosh replaces your current Hero Power, it is important to play it before Sulfuras to prevent your DIE, INSECT! Hero Power from being replaced.

When it comes to closing out games, you should be aiming to win almost entirely by putting pressure onto your opponent with the DIE, INSECT! Hero Power. When you reach this stage of the game, you should use any remaining cards you have in your hand to manipulate the board in such a way that there are only favourable targets for your Hero Power. This will usually consist of using Taunt minions to protect your Health, using single-target removal to remove problematic minions, and Warpath to remove any low-Health minions.

5. Quest Warrior Wild Card Swaps

Quest Warrior is quite flexible in how it is built. The only key cards that must remain in the deck are the Fire Plume's Heart Quest, and Phantom Militia and Stonehill Defender to greatly aid in completing it.

You can consider adding in tech cards such as Harrison Jones or Ironbeak Owl to deal with meta decks. You can also consider adding in late-game threats to the deck like The Lich King.

6. Alternative Quest Warrior Wild Decks

This section of the guide contains some alternative Quest Warrior Wild variants that can be used instead of the deck used in the main guide. The variants listed are still able to compete at Legend ranks but have minor differences in the way they play.

6.1. Odd Quest Warrior Wild Deck

Warrior Cards Neutral Cards
Export string: AAEBAQcE08MCnvgCoIADm4oDDUuiBP8Hm8ICysMCoscCyucCquwCnfAC8vECjvsCnvsC2IwDAA== (copy to clipboard)

This variant has a similar overall strategy, but uses the deckbuilding restriction of Baku the Mooneater. Using only odd-Cost cards makes some powerful tools like Execute and Blood Razor invalid for the deck. However, the upgraded Hero Power makes Shield Slam and Reckless Flurry much more potent removal tools.

7. Budget Quest Warrior Wild Deck

Quest Warrior can remove multiple more expensive cards to enable budget variants. However, it has a large initial Dust cost as the Fire Plume's Heart Legendary is essential for the deck's strategy.

Warrior Cards Neutral Cards
Export string: AAEBAQcCsgjTwwIOS5EG/wf7DJvCAr7DAsrDAqLHApvLAszNAs/nAqrsApvzAvT1AgA= (copy to clipboard)

The primary change to this budget variant is the lack of Scourgelord Garrosh. This is not a huge impact on the overall strategy of the deck, but it is important to be mindful that there are slightly fewer board clears available, which makes every board clear you do have even more valuable.

8. Wild Quest Warrior Wild Deck

If you wish to play Quest Warrior in Hearthstone's Wild format, there are many extra tools that you have at your disposal. A general deck you can play in the Wild format is shown below.

Warrior Cards Neutral Cards
Export string: AAEBAQcGkA65sgLGwwLTwwKixwKbywIMS5ADkQb7DI0Om8IC38QCyccCzM0Cz+cCquwCm/MCAA== (copy to clipboard)

The overall playstyle of Quest Warrior in the Wild format does not differ too much. However, the decks it needs to play around differ greatly. The additional Whirlwind effects are much more important to help deal with decks like Odd Paladin. The deck also makes use of Dirty Rat to help disrupt the many potent combo decks that are popular in the Wild format.

9. Quick Tips and Tricks

10. Similar Hearthstone Decks

If you enjoyed playing Quest Warrior, we have many other Hearthstone deck guides you may enjoy.

Other Quest decks:

11. Changelog

  • 08 Apr. 2019: Deck has been moved to Wild for the year of the Dragon.
  • 03 Mar. 2019: Deck has been reviewed for the March play season.
  • 08 Jan. 2019: Guide has been updated for the Rastakhan's Rumble expansion.
  • 01 Oct. 2018: Deck has been reviewed for the October play season.
  • 07 Aug. 2018: Guide updated for The Boomsday Project expansion. Removed 1x Whirlwind, 1x Slam for 2x Weapons Project.
  • 01 Jul. 2018: Guide has been reviewed for the July play season.
  • 25 Jun. 2018: Deck added.
Show more
Show less