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Quest Rogue deck list guide - Rastakhan - Hearthstone (April 2019)

Our guide to playing Quest Rogue in the new meta.

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John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Quest Rogue deck list guide features the best Rastakhan deck list for Season 61 of Hearthstone (April 2019). Our Quest Rogue guide also contains Mulligan advice, card combos and strategy tips.

Quest Rogue was one of the new Hearthstone decks to arrive with the Un'Goro expansion, and it's an archetype built around completing the hero's Caverns Below Quest to gain the minion-empowering Crystal Core card. To receive this reward though, you'll have to play a minion of the same name a total of five times. Once Crystal Core has then been activated, all of your minions will have 4 / 4 stats for the remainder of the match.

While achieving this might appear tricky at first glance - given the hard limit of having just two of any given minion in a single deck - you actually have plenty of ways of bouncing cheap minions back into your hand with the Rogue. By doing so, you can field the same minion more than twice in any given game, thus fulfilling the Quest.

This Quest can actually be finished surprisingly quickly, and in our Quest Rogue guide we've got a deck list that should provide you with plenty of options to do exactly that. After that we've got some advice on playing your cards out, as well as some Mulligan advice to help you choose a solid starting hand. Finally, we've broken down all of the core combos contained in this deck for you.

UPDATE - MARCH 2019 #1

Quest Rogue sits towards the lower end of the table in the month of March, but does still see some competitive play. We've highlighted a slightly tweaked deck list this month, and also reworked the strategy advice to match.

Quest Rogue deck list and strategy

Here's a deck list that's about as good as things get for the archetype at this stage of the Rastakhan's Rumble meta. We'll keep monitoring the deck for as long as it continues seeing play.

RogueNeutral
2 x Preparation2 x Glacial Shard
2 x Shadowstep2 x Southsea Deckhand
1 x The Caverns Below2 x Wax Elemental
1 x Lab Recruiter2 x Novice Engineer
2 x Fan of Knives2 x Vicious Scalehide
1 x Sonya Shadowdancer2 x Youthful Brewmaster
2 x Elven Minstrel1 x Zola the Gorgon
2 x Vanish2 x Corpsetaker
1 x Valeera the Hollow1 x Zilliax

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaIHBobCAoDTAs/hAsPqAuD6AqCAAwzEAZwC7QKfA5sF1AWGCZfBAsfTAtvjApboAvbsAgA=

More great Rogue guides:

VIDEO GUIDE - The deck list is a little out of date but this video from Firebat is essential viewing as it'll give you a visual guide to playing this deck in practise. We highly recommend watching it!

General strategy

Quest Rogue has one of the most straightforward game plans in all of Hearthstone as it’s right there written on The Caverns Below: play five minions with the same name. That may seem like an impossible feat considering you can only run two copies of each card, but with bounce effects such as Shadowstep, Lab Recruiter and Youthful Brewmaster to bring cards back into your hand to play again - along with minion generation cards like Mimic Pod - it’s certainly achievable.

Once the requirements are met, every minion in your deck is buffed up to 4 / 4, allowing you to build a ridiculously strong board at minimal cost. You just hope to survive long enough to pull the move off...

Early game: Play your Quest on turn one and then decide which minion you’re going to aim to play five times to complete it – good targets are usually Glacial Shard or Novice Engineer. Sometimes it can be a difficult decision to make if you’ve had a particularly bad Mulligan, but as you draw through your deck a main contender should emerge.

In the meantime, aim to keep your opponent’s board under control by trading away less valuable minions and attacking with your hero power.

Mid game: In an ideal situation, you should be well on the way to having the Quest complete by now. If not, cards such as Sonya Shadowdancer, Zola the Gorgon and Elven Minstrel can all help get the last extra copies you might need to finish it off. Make sure you’re using bounce effects to return your chosen minion back into your hand too – only leave it on the board if you know it’s going to be safe, or if you have a backup plan.

Late game: If you haven’t completed the Quest by now, chances are your opponent is in a position to take the game away from you. You can make one last desperate play with Preparation and Vanish to temporarily clear their board and get some of your own minions back into hand.

If you have finished the Quest, look to play Crystal Core as soon as possible to beef up your minions. With how quickly you can generate a huge board at this point in the game, that’ll likely be too much for your opponent to deal with at once.

Trade away just to be safe, or go straight for their life total if you’re feeling bold.

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Aggro Opponents

Some handy tips when facing aggro opponents on ladder:

  • This is your toughest match-up – if you’re too slow to get the Quest going you’ll be rushed down by your opponent.
  • Be willing to use minions you’d usually want to save for the Quest to delay your opponent or take out their minions.
  • The addition of Vicious Scalehide from The Witchwood can also help stablise a match and give you a little healing.
  • An emergency Preparation and Vanish on turn three doesn’t feel great but is sometimes necessary.
  • Using Preparation to play Crystal Core early is also a very useful combo to get you in a position to contest the board fast.

Control opponents

Words of advice for dealing with control decks:

  • You have more room to get things going in this match-up, so take your time gathering all the pieces you need to complete the Quest.
  • Prioritise card draw too, so you have more potential minions and bounce effects to use at once to complete the Quest.
  • Once you’ve played Crystal Core, try to set up a huge damage swing that your opponent cannot prepare for or recover from on the next turn.
  • Your opponent will be very active in clearing minions from your board, so don’t leave anything on there unless you don’t mind losing it.

Quest Rogue Mulligan guide

These are the cards you’ll want to search for in your opening hand:

  • 1. The Caverns Below: Some classes can afford to toss their Quest back and play the long game - not here. Get this activated on Turn 1 so all you have to worry about is building those minions.
  • 2. Youthful Brewmaster: Again, a very handy bounce card that can help you contest the board and make rapid progress towards your Quest completion.
  • 3. Shadowstep: A vital bounce card that will enable you to make at least two plays very quickly - and often to wrap the Quest up.
  • 4. Sonya Shadowdancer: Another useful tool for keeping the Quest train rolling.
  • 5. Novice Engineer: A solid bouncing target that also gets the card draw process in motion.

Quest Rogue tips, combos and synergies

Here are the big combos you have at your disposal when playing this particular version of Quest Rogue:

- Vicious Scalehide can both attack other minions on the turn its played, and return health to your hero via the Lifesteal mechanic.

- You can use the following cards to return your Quest minion back into your hand: Youthful Brewmaster, Zola the Gorgon, Sonya Shadowdancer, Shadowstep and Vanish.

- Preparation opens up a lot of opportunities to rattle off that Quest requirement. As with so many Rogue decks you need to play ahead very carefully. Alternatively it combos amazing well with the actual reward card for a very fast play!

- Vanish returns all minions to both player's hands. This is a great way of clearing down the board, then assuming dominance after you've played your Crystal Core card and want to start pushing your way over the finishing line.

Quest Rogue card choices and substitutions

These are the key cards for Quest Rogue along with some substitution ideas for the deck’s most expensive cards:

  • Preparation: The deck has minimal spells but this offers a massive discount on two of the most important ones: Vanish and Crystal Core.
  • Shadowstep: Extremely useful bounce effect. Not only is it free to save a minion after being played but it also reduces their cost the next time you play them.
  • Stonetusk Boar: Fairly uninspiring as a 1/1 charge minion, but once you’ve played Crystal Core the value skyrockets.
  • The Caverns Below: Wouldn’t be Quest Rogue without it. Has been nerfed since original release but can still offer a huge swing when you complete it.
  • Novice Engineer: Pretty good for completing the Quest while also giving you a lot of card draw to cycle through your deck.
  • Youthful Brewmaster: Another important bounce effect that also leaves a minion on the board.
  • Mimic Pod: If it lands on a good minion to complete the Quest you’re having a great time. A bounce effect isn’t bad either.
  • Sonya Shadowdancer: Can be used to start filling your hand with cheap copies of the minion you want to use to complete the Quest. Add another Sap or Ancient Brewmaster if you don’t have the card.
  • Zola the Gorgon: Similarly, this is just another way to get an extra minion into your hand. If you can only craft one then go for Sonya and replace this with Sap or Ancient Brewmaster.

Comment on this article

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  • Ejik #1 6 months ago
    pls update this "Once the requirements are met, every minion in your deck is buffed up to 5/5" to 4\4
  • Mekbot #2 A year ago
    Is this decklist still optimal after the nerfs? Is Patches still good? Also, reasoning on elven minstrel instead of coldlight? seems like elven is harder/slower to activate
  • Bedders #3 A year ago
    Here's the pre-expansion version of the deck list for those still messing around with this!

    Rogue

    2 x Preparation
    2 x Shadowstep
    1 x The Caverns Below
    2 x Gadgetzan Ferryman
    2 x Mimic Pod
    2 x Vanish

    Neutral

    2 x Fire Fly
    2 x Glacial Shard
    1 x Patches the Pirate
    2 x Southsea Deckhand
    2 x Stonetusk Boar
    2 x Bilefin Tidehunter
    2 x Novice Engineer
    2 x Youthful Brewmaster
    2 x Igneous Elemental
    1 x Tar Creeper
    1 x Tol'vir Stoneshaper
  • Thanks for nothing, I bought Patches and she insists on appearing before the deckhand! I never get the right cards to start this quest and now you have made it 'play 5 cards' very funny Hearthstone, I'm still on level 20!!!!!!!!!
  • binos1515 #5 A year ago
    That deck is awesome, it got me to rank 12. First time past 15, feels like I could keep going higher.
  • binos1515 #6 A year ago
    That deck is awesome, it got me to rank 12. First time past 15, feels like I could keep going higher.
  • mikekoopmans50 #7 A year ago
    No worries :). I played a couple of Quest Rogues today with Taunt Warrior and they totally got screwed for having Doomsayer. I even managed to pull one out with Dirty Rat on a full board with the quest already active. OUCH!!! :P

    Loving the Bilefin myself! Taunt is pretty nice, but being able to bounce it and create multiple taunts is even better! Am really interested in seeing how you will like this suggested adjustment.
  • Bedders #8 A year ago
    @mikekoopmans50 I missed this last week sorry! I've seen the Bilefin tip before and need to give it a go. It's definitely picking up in popularity and may well make the next version of the deck.
  • mikekoopmans50 #9 A year ago
    Loving the deck; it is truly almost unstoppable, with a really high level of consistency. When Un'goro just came out I was having trouble with fast decks and with Taunt Warriors, but now with this list I can wipe the floor with them more often than not. I recommend one change though:

    2x Doomsayer out -> 2x Bilefin Hunter in

    The Taunt can be extremely useful to slow down, say, Pirate Warrior or Midrange Hunter. But even more so: it is a way more useful card when you have completed the quest. Getting Doomsayer when you completed the quest is just plain awful, and slowing down your opponent just a little bit is often more than enough to finish the quest and start pounding.

    Because the deck is so stable now, the goal is just plainly getting to turn 5 and then bring the pain. Even when things don't go as smoothly, the Vanishes have not only provided me with some much needed extra time to finish the quest, it even finished the quest for me a couple of times, creating a clear board and making way for the haste minions. Truly amazing deck, and love the way it plays.
  • ahsaya #10 A year ago
    Against non aggro it's an easy win. But this deck get's absolutely shredded by aggro, or in other words just about every Hunter, Shaman, Pally, and Pirate deck out there.
  • lgemmr #11 A year ago
    Hate this deck. Only hard counters like pirate warrior can beat it, and nobody wants another agro meta. The quest is too easy to complete and is no fun at all to play against, especially when they get good draws. I'm pretty sick of low-skill agro decks that anybody can play.
  • precious2789 #12 A year ago
    I've found this deck to be too dependent on you card draw to really work for me. Getting control of the board with wisps, stonetusks, and engineers is a bit of a chore. However if you get a 'god draw' and the stars align it's unbeatable. I always grimace when I'm facing someone with this quest. It seems like they always get the latter.
  • Bedders #13 A year ago
    @mihailescudumitri02 Sorry I don't agree. I've won more games with this Quest Rogue deck list than any other. What are you having trouble with?
  • this deck is awful . Please delete it
  • @soumyosubhromukherje sorry , no shiv, 1xCaverns below !!
  • Hey guys,maybe try this version :

    2xpreparation
    2xglacial shard
    2xstonetusk boar
    2xsouthsea deckhand
    2xfirefly
    2xigneous elemental
    2xshadowstep
    2xgadgetzan ferryman
    2xyouthful brewmaster
    2xbluegill warrior
    1xmimic pod
    2xbackstab
    2xnovice engineer
    2xfan of knives
    2xloot hoarder
    1xshiv
  • mikekoopmans50 #17 2 years ago
    @Autolycus Great, I am glad you like it! If you can find some way to beat Quest Warrior though then that would be great haha! Only when I finish the Quest with a full board really early do I stand a chance.

    Anyone else feel like Warrior has way too much AoE? Whirlwind, Ravaging Ghoul and Brawl were not enough, no let's add Sleeping with the fishes, that seems about right :S. Whoever thought this up at Blizzard nerds to be checked.
  • Autolycus #18 2 years ago
    @mikekoopmans50

    Liking this version a lot! Stability is a factor and this manages to get me through some tough early game points. Thanks!
  • mikekoopmans50 #19 2 years ago
    @Bedders You're welcome! Only deck I am having real problems with is Quest Warrior, but otherwise it's looking pretty good :). It really feels a lot more consistent: in the games I've played with my adjusted list I almost always make the quest happen between turn 3(!) and 5. Good stuff :).
  • Bedders #20 2 years ago
    @mikekoopmans50 Thanks for this, I'll give it a whirl over the easter weekend! It's inevitable that these deck lists are going to go through quick refinement after publication, but we'll try to review them all as fast as we can! Still working through the general backlog right now though.
  • mikekoopmans50 #21 2 years ago
    Hi guys,

    I found that this deck can be even more awesome with a little tweaking. Still torn about some choices, but so far it is working quite nicely:

    Rogue
    2 x Backstab
    2 x Preparation
    2 x Shadowstep
    2 x Swashburglar
    1 x The Caverns Below
    2 x Eviscerate
    2 x Gadgetzan Ferryman
    1 x Edwin VanCleef
    2 x Fan of Knives
    2 x Mimic Pod

    Neutral
    2 x Fire Fly
    1 x Patches the Pirate
    2 x Southsea Deckhand
    1 x Stonetusk Boar
    2 x Novice Engineer
    1 x Youthful Brewmaster
    2 x Igneous Elemental
    1 x Violet Teacher

    I found that with the list you provide here, I was getting my ass whooped too many times by fast decks, since I had little early board presence. Also I found that I sometimes had trouble getting the quest finished. Most of the time it worked fine, but the times that I couldn't get the fourth minion in, or get it in just too late, I wished it was a little easier to get there.

    The Fire Fly and Igneous Elemental work like a charm for both problems. They provide a lot of value in the early game versus aggro, while also helping A LOT to work towards the quest. I had to make room for these cards, so I scrapped Moroes and a Violet Teacher. While awesome on occasion there were also times I would not get any value from them at all, and getting the board filled with minions is no problems with the combined power of the Fire Fly and Igneous.

    I also scrapped a Youthful Brewmaster. I don't need the bounce as much, and because the Gadgetzan Ferryman works only in combo (the only moment I use the Brewmaster as well) it does not necesarily have to bounce a creature in the late game when I have played the Quest card and don't really want to bounce if the board is filled with non charge minions. Could be I will switch between the two though.

    Lastly I scrapped one Stonetusk Boar. I am not sure if I would want to add it again, for the bounce damage combo, but I feel this version gives me more stability and versatility :). What do you guys think?
  • dr-butcher #22 2 years ago
    @Thimns Only if you get those cards! They might be the last ones you draw.
  • dr-butcher #23 2 years ago
    Don't forget to add if you play Edwin VanCleef before you play Crystal Core, he'll be reduced to 5/5.
  • Thimns #24 2 years ago
    Surprisingly quickly for sure. I played a rogue that finished their quest turn 4 and played the caverns on curve. This archetype is crazy. Though I think using firefly and igneous elemental to get crossed the finish line seems to work best.

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