Caverns Below (Quest) Rogue Deck List Guide

Our Caverns Below Quest Rogue deck list guide will take you through the ins-and-outs of this newly popular deck from the Journey to Un’Goro expansion!


Caverns Below Rogue was one of the most popular and powerful decks in the early Un’Goro meta. While people have learned how to play against it and counter it after a while, it’s still a scary deck that can get you far if you know how to play it and get the right matchups. Rogue’s Quest turned out to be one of the easiest ones to complete, with the right draws you can finish it as soon enough to play it on curve, which is incredibly strong – swarming the board with 5/5 minions in the mid game is something almost no deck can stand a chance against.

The deck is still very easy to rush down and bad draws hurt it more than most of the decks. But multiple pro players are having success with it in Legend, while more casual ones play it a lot in the lower ranks.


The Caverns Below has been nerfed, and this deck is currently no longer viable.

Check out our List of the Best Standard Decks for Hearthstone Ladder

Quest Rogue Mulligan Strategy & Guide

I’ll divide the mulligan section into two – against fast decks and against slow decks. Fast decks are generally the Aggro decks (e.g. Pirate Warrior) or high tempo Midrange decks (e.g. Midrange Hunter). Slow decks are slower Midrange and Control decks.

Always keep the Quest in your mulligan!

Vs Fast Decks

Higher Priority (keep every time):

  • Shadowstep – Even though survival is your #1 concern, you also want to finish the Quest as soon as possible. Shadowstep means that you should have an easier way to finishing it. You get +1 Quest score for 0 mana, since replaying the cheap minion won’t cost you anything. And at the same time, you often even draw an extra card, so you basically get a free +1 on the Quest.
  • Quick note: Remember that you don’t want to keep too many 1-drops, because you might end up with a hand full of targets you want to bounce and no way to do that. Keeping 1-2 should be fine, but not more. This is one of the only decks in which you actually want to keep 2 copies of the same 1-drop, because it will make your Quest much easier to finish.
  • Fire Fly – Extra 1-drop, which you can actually play on turn 1 without hurting your Quest (because for the sake of the Quest you want to play the second part of this minion – Flame Elemental anyway) if it’s necessary. Flame Elemental is your most likely Quest candidate and Fire Fly is quite a good 1-drop.
  • Glacial Shard – Glacial Shard is really good against Aggro, because it’s a high tempo play, which is exactly what you want. Freezing a 1/1 minion can prevent opponent from trading it into your 2/1, freezing a face might prevent a weapon hit etc.
  • Swashburglar or Southsea Deckhand – Pirates. You want to play them quickly in order to pull out Patches the Pirate from your deck. They provide some early bodies to control the board with and possibly a cheap minion to bounce.
  • Bilefin Tidehunter – Surprisingly, a well-timed 1/1 Taunt against Aggro decks can do a lot. While it’s harder to finish the Quest by bouncing this guy, it might be your best bet in some matchups – because while you finish the Quest, you also put 4x 1/1 Taunt on the board (one for every time you play it). It can help you mitigate some early game damage and after the Quest it’s a 5/5 + 5/5.

Lower Priority (keep only if certain conditions are met):

  • Gadgetzan FerrymanYouthful Brewmaster – Your bounce cards. They’re a bit slow, so you keep them only if you have a 1-drop you want to bounce already. Otherwise mulligan them away, as you often don’t want to play them in the early game anyway.

Vs Slow Decks

Higher Priority (keep every time):

  • Shadowstep – Absolutely the best way to finish the Quest as quickly as possible, which is exactly what you want against slower decks.
  • Fire Fly – Your go-to bounce target unless you find something better.
  • 1-drop Pirates – Swashburglar and Southsea Deckhand – To pull out Patches from your deck and to have some cheap bounce targets.
  • Novice Engineer – It might be the best bounce target. While it’s slower than a 1-drop, it also draws a card every time you bounce it, so you don’t run out of cards after getting the Quest done.
  • Gadgetzan FerrymanYouthful Brewmaster – Your main bounce minions, since you want to finish the Quest quickly, you keep them.
  • Mimic Pod – Since you generally shouldn’t be under too much pressure early, Mimic Pod is an amazing card. Getting 2 small minions, 2 bouncers or especially 2 Shadowsteps means that you pretty much have a finished Quest already in your hand.
  • Igneous Elemental – It might be the best card to keep right after the Backstab. This card alone is 2/4 on the Quest, so if you get a second copy or a Fire Fly + Bounce, your quest is finished. There might be better ways to finish Quest than with Flame Elementals, but this one is definitely the fastest.

Lower Priority (keep only if certain conditions are met):

  • Preparation – If your hand is really close to finishing the Quest. E.g. if you have Fire Fly + Igneous Elemental, keeping Prep might be a good idea. It basically means that once you finish the Quest, you can prep it out and win the game around turn 4-5.

Quest Rogue Win Rates

Winrates provided by Metastats

Quest Rogue Play Strategy

Generally, the deck has a really basic strategy, but it’s pretty hard to play correctly. Going all in on the Quest is not always the correct strategy if your opponent is rushing you – at the same time taking it too slow just because you face a slower deck shouldn’t be the case most of the time. Picking the right bounce target is also important. The games are short, but there is a lot of decision-making involved. Even saving Preparation for a key moment can win or lose you the game.

Vs Aggro

Against Aggro, your first and most important concern is surviving, just like always. First you need to judge your hand. If you have a good Quest hand, then you go for that win condition right away. Let’s say that you have a cheap minion and 2 bouncers in your hand – sure, you take that route. But if you’re nowhere near to finishing the Quest with your hand, e.g. you have no ways to bounce any minions, then you ignore it for a moment. You NEVER mulligan your Quest away – even in the faster matchups it’s very powerful, but you don’t completely focus on it.

Best tools against Aggro are the early Pirates (because they pull out Patches the Pirate from your deck), Glacial Shard (because they give you extra tempo) and Bilefin Tidehunter. Both Glacial Shard and Bilefin Tidehunter might be good bounce targets, because of the instant tempo effect they add. Sure, Swashburglar and Novice Engineer are also good targets, but they add value to your hand, which might be less important against Aggro than the tempo. After all, what’s the point of having 5 cards in your hand when you finish the Quest if you’re just dead right after?

Now, onto the Quest. You don’t have a single target you want to finish your Quest with, however the best one is probably Glacial Shard. It costs 1 mana, so it works better with your Brewmaster/Ferryman and at the same time you get the effect off multiple times. Bouncing Chargers is not that good against Aggro, because you prefer to use them to control the board. The decision, however, nearly always depends on your draws. E.g. if you draw 2 copies of Stonetusk Boar while you have only a single copy of any other minion, it makes it the best minion to finish the Quest. Sure, you don’t gain any value by bouncing it, but it might mean that you finish the Quest one or two turns earlier and that’s big.

When you finish the Quest, you immediately turn your whole board into 5/5’s. It means that you want to have as many small guys on the board a turn before you play the reward. Your opponent has two choices – they can either waste a lot of damage to kill your 1/1’s (which you don’t mind, if Pirate Warrior uses e.g. Kor'kron Elite to kill your 1/1 then you’re happy) or leave them and you can punish them next turn. But your hand is even more important. You want to have at least one or two Charge minions to play right after you finish the Quest. E.g. Turn 6 Reward + Charge minion means that you immediately put a 5/5 Charge on the board. Playing just a Quest is a huge waste of tempo and can often lead to a loss. Keeping a Preparation for your Quest might solve that problem. 2 vs 5 mana is a huge difference, at 2 mana you still should have enough to play 2-3 more minions onto the board, which translates into 2-3 5/5’s.

Depending on the matchup and how much health you have, after finishing the Quest you can take two approaches. You can either clear the board and start controlling the game or engage in a race and try to rush your opponent down. The second option is usually better, because you should be able to close the game in 2-3 turns quite consistently. However, you need to take your opponent’s damage potential into the account. If you know that you can’t race them, gain the board control instead – that shouldn’t be hard. If you’re not sure whether you can race or not, I think that face is the place – you’ll be surprised how much damage this deck can pull out of nowhere. Mimic Pod into a Charge minion is 10 damage from nowhere, for example.

Games against Aggro are usually decided around turn 5-6. Aggro matchups are a bit hard, because your deck is really weak before you finish the Quest. The best way to fight against you is rushing you down, which Aggro decks can do quite consistently. But the matchups aren’t unwinnable – especially if you get a great hand and finish the Quest by turn 4, then you can quickly turn the whole game around.

Vs Control

Control matchups are generally easier to play. A slower deck rarely puts a lot of pressure on you in the early game, which means that you can easily do your thing without focusing on other things like clearing the board or surviving. In Control matchups, finishing your Quest as soon as possible is the most important task, so I’ll focus on that aspect.

When it comes to the value, best bounce target would be Novice Engineer. Since it draws you a card every time you bounce it, you’re guaranteed to not run out of cards. Swashburglar is similar, and easier to bounce because of the 1 mana, but the random cards from the opponent’s class won’t be as good as the cards from your deck. However, like I’ve mentioned, the speed at which you finish the Quest is very important in slow matchups. Even Control decks will try to put pressure and rush you down. You can rarely win the game if you don’t finish the Quest by turn 6-7, which basically means that playing 4x Flame Elemental might be generally the best way, because it’s the easiest way. Unlike other minions, which you only have 2 copies of, you have up to 6 copies of Flame Elemental in your deck. 2x Fire Fly and 2x Igneous Elemental. If you get one of those in your opening hand, then you should probably focus on that one. The only times when I start bouncing anything else is when I just don’t draw either of them. By the time I get them I might have 2/4 or 3/4 already done, so it’s better to start with something else if you can.

That’s the thing about Rogue’s Quest – you can’t be picky. Let’s say that your only small drop is Stonetusk Boar and you start drawing your bounces. You play it and you start bouncing it. That’s right – it’s not optimal, but it’s better than nothing. If you wait too long to get a better bounce target you might actually lose the game, because you completed the Quest too late.

Shadowstep is basically the best card in the whole deck, especially in slower matchups. Thanks to the Shadowsteps you can finish the Quest REALLY fast and start pumping out 5/5’s.

In every matchup, but especially in the slow matchups, try to save Preparation for the Quest reward. The difference between 2 and 5 mana is huge. At 5 mana you most likely have to spend a whole turn to just cast a Quest. It MIGHT give your opponent a slight chance to comeback without a proper set-up. However, playing it for 2 and immediately playing 2-3 more minions is pretty much game over.

Vanish is a nice tech against that works especially well vs Midrange and Control. There are two main uses for the card. First is to stall the game – if you can’t finish your Quest and you need more time, playing Vanish means that your opponent skips a turn of attacks AND he has to refill the board once more. If he had a lot of minions, it will take a while. Realistically it should give you around 2 extra turns to finish the Quest. Another use is to play it after you finish the Quest already, but your opponent has a solid board advantage. You could fight and pick his minions one by one, but you might actually not have enough steam to do that. If you just Vanish, especially Prep + Vanish, and start refilling, there is no way that your opponent is going to outtempo you.

General Tips

  • After you pick a minion you want to bounce, the most important thing is to NOT LEAVE IT ON THE BOARD unless you have a second copy in your hand. Imagine bouncing a Novice Engineer, having 2/4, playing it and then finishing turn. You have 3/4 and… your opponent kills it. Now you can’t bounce it any more and you have to either do the same thing with another minion or hope that you will draw the second copy. Always end your turn with the minion you’re bouncing in your hand so the opponent can’t just simply kill it.
  • Remember that Gadgetzan Ferryman requires combo to bounce a minion. So if you want to bounce something, you first need to play another card. At the same time, later after you’ve finished the Quest and you have no good bounce target, you might OPEN with Ferryman to not trigger its effect.
  • Picking the right bounce targets after you finish your quest is also important. You can bounce your Chargers to deal more face damage – this strategy is good when you’re pushing for lethal and you’re close. Or you can bounce your “value” cards to add more to the board or draw more cards. For example, bouncing a Bilefin Tidehunter and replaying it results in an extra 5/5 with Taunt. In most of the matchups that might be better than dealing 5 extra face damage (unless that’s lethal, of course).

Quest Rogue Card Substitutions

The list is pretty cheap, to be honest. The only Legendary that’s 100% necessary is The Caverns Below – the Quest itself.

Besides the Quest, there is only a single Legendary in the deck – Patches the Pirate. It’s really great in fast matchups, but it’s not 100% necessary. You can sub it with Backstab – it will add some more early game vs Aggro, which might make the matchups a bit easier.

Swashburglar is a card from Karazhan. If you’re missing it, but you have Patches the Pirate, you can replace your Swashburglars with Bloodsail Corsairs – not the best replacement, but can work if you face some weapons. If you’re missing both Swashburglar AND Patches, then you get rid of Pirate package. Or wait, you can still keep the Southsea Deckhand, because that’s still a 2/1 with Charge most of the time. You can replace 2x Swash and Patches with let’s say Backstab and 2x Golakka Crawler – especially if you face a lot of Pirates.

There is also one Epic – Preparation, but I’d say that if you want to play this deck, you should really craft it. If you won’t be able to Prep out the Quest, you will lose so many games.

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Discuss This Deck
  1. Peekmo
    August 23, 2017 at 1:15 pm

    I played quest rogue before the nerf, it was a really good deck but hard to master against some matchup.
    Pissed of by druids, I decided to give it a new try. It works very well against jade druids ^^ The quest can be achieved around turn 6 / 7 since the nerf. That’s not horrible, but makes the deck really too slow against aggro. So, it’s good in the current meta with a lot of controls (priest/jade druid), but you’ll have almost 0% winrate against aggro ^^

  2. QuentinTarantiny
    August 8, 2017 at 2:17 pm

    This deck really should be removed from the deck tier list on the front page. This deck is no longer viable. The up to date win rates from meta stats on this page show that. Caverns Below doesn’t even have a win rate against a meta deck that reaches 50%.

  3. Maciek
    June 22, 2017 at 5:37 am

    Cavern can be countered 🙂

    • RedRocket131
      July 21, 2017 at 7:31 am

      Yes, yes it can and oh so funny when it happens. If a Mage has a secret on the board and you don’t know what it is, I HIGHLY suggest hanging onto Cavern, lol!! Doesn’t really matter anymore, nerfballed!!! I still play the deck b/c it’s still gets you to 15. I know it’s an old comment but I couldn’t resist. Happy hunting!!

  4. Nuntius
    May 31, 2017 at 5:57 pm

    I feel like this deck has lost its spark! Is it just me, or you guys feel it too?

  5. Spyder9899
    May 27, 2017 at 12:42 am

    If Mimic Pod only pulls Prep and Vanish, they should really put that on the card.

    (Kidding. Just venting a little.)

  6. tony
    May 11, 2017 at 6:19 pm

    I’ve seen people running 2 3/5 taunt divine shield instead of swashburgler. How good is that replacement?

    • ValentinoM
      May 17, 2017 at 11:17 pm

      I think it is a good addition. For me it works. I removed the Burglers and Tidehunter as well. Only one Vanish. Put in 2 Tar Creeper, one Tolvir Stoneshaper and 2 Backstab. The Taunt package is good for aggro and you have a lot of elementals to trigger Stoneshaper but I think 2 is too much. The Backstabs are good against aggro, too and also for Secret Mage to get rid of their Counterspell, even if you have to Play it on a own creature and sometimes Im playing it on my Igneous Elemental to get the 2 Fire Elementals earlier.

      Actual this combination is an evolved Version of the deck that works for me. Played It from Rank 5 0 stars to Rank 4 1 star without a loss but my testing is going on.

  7. FDM_Vision
    May 11, 2017 at 5:26 pm

    I don’t understand where I am going wrong. stuck at rank 20. I can’t complete the quest before getting rushed down. If I do complete it, I’m dead the next turn if I don’t 30-0 my opponent instantly.

    TBH, I only have a good game if I get a perfect draw. Otherwise I’m just pulling 1 or 2 cost minions, without bounce. Also I can’t even name how many times I’ve mimic pod a mimic pod. mulligan into 2 vanishes. Now thats some fucking disgusting rng. Don’t even get my started on cod light oracle, little bastard just speeds up my death.

    Maybe I’m a terrible player, but if everyone is saying this deck is op, climbing ranks like its nothing and destroying ranked itself, I just don’t see it.

    • Juliowi
      May 15, 2017 at 4:56 pm

      Well,try secret mage for climbing dude

  8. Miraclerougeftw
    May 6, 2017 at 10:27 am

    As rouge player, im very dissapointet with this peace of shit deck.
    Its so lame…only cheater play this shit… 5/5 charge for 1 mana…blizzard come on…are you stupid or what?
    Hope it gets a big nerf soon.

    • Matt
      May 7, 2017 at 11:26 pm

      It’s not any more powerful than the other top handful of decks and more importantly it’s the only real combo deck right now. The meta absolutely needs it to keep control in check.

    • irishkid200
      June 27, 2017 at 8:11 pm

      Name checks out.

      For real though… This deck actually takes skill, just like miracle rogue. If it’s your first time playing Hearthstone, you might look at/read about miracle rogue and go, “Oh well that seems easy. Just on turn 6/7 play Auctioneer and then play lots of spells.” Sometimes that’s true and it’s an easy win, but most of the time that’s not the case because your opponent starts building up armor/health or getting a huge board. Same thing with quest rogue. “That seems easy. Play 4 of the same minion and then attack their face until they die.” Sometimes that happens, some times it doesn’t.

      C’mon people. Stop baby-raging and start learning how to counter this deck if you hate it so much.

  9. Matt
    May 6, 2017 at 5:31 am

    I don’t have the quest to test it but I saw some people playing this with crab and crawler. I can’t even wrap my head around what that does to the other matchups. Is that actually playable against the field?

  10. JP
    May 1, 2017 at 3:21 pm

    This is a cancer deck, hope it gets nerfed.

  11. GenesisArc
    April 18, 2017 at 9:23 pm

    When, if ever, should you prep out the quest?

    • Spyder9899
      May 1, 2017 at 11:32 pm

      Almost always. Unless you don’t have anything other than the quest to play. To prep out the quest then drop 5/5 minions is huge.

  12. RedRocket131
    April 18, 2017 at 5:21 pm

    I added Sergeant Sally for board clear, I enjoy it plus nobody ever plays her, bless her little bitchy heart!

    • RedRocket131
      April 18, 2017 at 5:25 pm

      Forgot to add Moroes to Sereant Sally, both are very fun to play in this deck.

    • Kevin Hamilton
      April 24, 2017 at 12:40 pm

      Sergeant Sally = delayed fan of knives that can’t be prepped and doesn’t draw a card. In other words… Just bad.

      • Anthony
        May 1, 2017 at 9:14 pm

        When did Fan of knives do 5 damage for three mana?

        • Matt
          May 6, 2017 at 5:26 am

          If you need help winning once the quest is active this might not be the deck for you.

        • Andrew
          May 7, 2017 at 5:33 pm

          So you got the quest, then you spend 3 mana to sally, then your opponent ignores it for a turn and then you trade it in to AOE? If that’s what is required you’ve already lost the game. Maybe it will win you 1 or 2 games against bad players, but if that AOE gets off you would have been able to win with other means.

          • RedRocket131
            May 10, 2017 at 7:40 am

            Yeah, I agree. It didn’t play out the way I had planned it in my head but hey, at least I got some use out of the little bit*h 😂

  13. pteo
    April 18, 2017 at 9:49 am

    edwin? don’t we use it? maybe instead of a vanish

  14. Lawliet79
    April 17, 2017 at 8:30 am

    Very good deck tho i strongly recommend changing 2x Mimic Pod for 2x Oracle, yeah 2x draw for aggro deck may be bad but its who is faster anyway vs aggro, Oracle shorten your deck and make you faster when mimic makes you slower, at legend ranks all quest rogues i know run oracle

  15. Chris Schaffer
    April 16, 2017 at 12:45 pm

    I like the Shadowcaster as well. It’s useful if you’re having trouble getting your bounce backs and can create extra charge minions to bounce back with vanish. I only play 1 vanish though.

  16. Tramixor
    April 16, 2017 at 10:51 am

    How am i supposed to beat those midrange hunters ? By the time i complete the quest im at like 5 health.

    • Acentfrio
      April 16, 2017 at 1:59 pm

      And you should not. this deck is not op. And it is punished hard by agro decks. That’s the whole point – meta balance. There are agro decks which are unfavourable versus control decks, and somewhere in the middle of these 2 archetypes are you: in disadvatage versus both of them if mulligan is bad, and huge advantage if the god of rng bless you

    • MrNtorees
      April 18, 2017 at 1:57 am

      Truth be told, you are in a really tough spot vs both Hunters and the rest of the aggro decks.

      This version of the deck is a really good one. I used it to climb from 10 to 5 overnight. The thing is that it is really good against most decks, but it does it in a way that raises your heartbeat from anxiety 🙂

      You have to know how to pilot it, which mostly comes from experience. I want to ensure you that the deck works great, but you need hard mulligans and big guts to work it out. It can obliterate Taunt Warriors, any kind of priests, mages, paladins, elemental/jade shamans, miracle rogues and ramp/jade druids. The win rate can reach 80-90%.

      Now pirate warrior, midrange hunter, zoolock, aggro druid and quest rogue will be tough as hell. The bad is that those decks are like 40-50% of the ladder.

      Now back to your question about hunters. Well for them and all the aggro decks your best bet is to bounce Glacial Shard. The freezing battlecry will give you the opportunity to freeze all the big threats and give you extra turns to work with those. Another huge tip is preparation + vanish to put those beasts back in the nest. Vanishing that way is a pretty good bouncer by itself while giving you a huge tempo boost since your minions are all 1-2 drops. Final piece of advice, especially against hunters is to trade of the board quickly after you play your quest. They don’t have decent spells to kill even a 5/2 on board. So stall, early remove, set up a big board, quest up and OTK.

      In the begging I thought it was impossible. Now I got like 40-45% win rate against it which is good overall, if you consider that I got around 85% with Taunt Warriors and other slow decks.
      On the long run you all get more wins than losses.

      Best thing to do is find a good hunter friend and practice. And remember NO deck can win all. You just need to work and improve against your bad matchups. Mulligan can screw you, but talking with math its not so common.

      I ll update when I hit legend the next few days. Hope this wall of text works for you!

  17. JaySherman
    April 16, 2017 at 10:37 am

    Post update comment: the text on Igneous Elemental still refers to Backstab.

    That said, I’m playing this exact list but with -2 Mimic Pod, +2 Backstab, otherwise hunter always finish me off before any action on my part.

    • Savathar
      April 16, 2017 at 6:02 pm

      And no mention of the Vanishes… Needs an update.

  18. George
    April 16, 2017 at 6:19 am

    I’ve been playing hearthstone since the beginning of time. I. have never enjoyed play Rouge for some reason. Mainly because I never understood the mechanics. Crystal Rouge on the other hand is currently my new favorite deck. The concept is easy and very fulfilling. I feel the possibilities and combinations in this deck are endless. it seems like every card I top deck is perfect for what I’m trying to accomplish. Every card in this deck has so much value. My only concern is does this quest get nerffed.

    • MrNtorees
      April 18, 2017 at 2:01 am

      It probably will be nerfed.

  19. Laughing
    April 15, 2017 at 9:16 pm

    A deck that plays itself with a coinflip mirror. Much like pirate warrior. Vmplete the quest win 95 percent of the time. It’s so easy to complete your gold quests and rack up enough wins for 100g a day in a couple hours. 10k gold for the next xpan…..not worth playing past that…too boring.

  20. Robert
    April 15, 2017 at 1:47 pm

    Thanks for the great guide .
    Got legend with this from rank 5 in 2 days .
    The deck seems very powerful .
    If you high roll you are basically invincible and if you draw a half decent hand you still have a good chance to win .

  21. Joseph
    April 15, 2017 at 9:59 am

    I liked this deck day 1, but now i realize how stupid it is. it can be compared to how a game go’s against priest or shaman when they would win with inner fire or everyfin is awesome, but at least those decks were/are much more inconsistent. this deck is in major need of a nerf. it’s worse than pirate warrior. it’s disgusting, and i’ve never disliked playing ranked in hearthstone as much as i do now.

  22. Ichorid
    April 14, 2017 at 5:47 pm

    This deck will be invincible after cutting mimic pod and adding coldlight oracles. But i dont really enjoy playing something that is so likely to be nerfed soon :/

    • MrNtorees
      April 18, 2017 at 2:03 am

      Mirror is much better than oracle. Oracle will draw your enemies AOEs. You don’t want that 😉

  23. bombtrap
    April 14, 2017 at 1:05 pm

    Swap Igneous Elemental for 2x Coldlight Oracle helps A LOT, specially in mid/late game.


    First minion you play sets the quest mission (mouse over “!” to see what minion is set;

    Quest resets when named minion dies, best keep bounce-saving him or:

    Quest resets when named minion dies. Reset needs one turn so you cant play two copies at the same turn (need confirm) and/or play a minion and bounce it same turn.

    • Oregoninja
      April 16, 2017 at 12:47 am

      The quest never resets. Minions dying has nothing to do with it. Team 5 puts a lot of work into writing cards clearly and simply, and having their gameplay effect reflect their wording. There are of course exceptions, such as Ysera not explaining what the heck a Dream card is, but usually taking what they say literally is correct. In this case, The Caverns Below does not say “Play four minions with the same name unless one of them dies then you have to start over”. It just says “play them”. The progress display when you hover over the quest icon is a little confusing, I wonder if that has tripped you up. The progress indicator, that shows 0/1/2/3/4 of 4 minions played, only tracks the minion you have played the most times. In case of a “tie”, it shows the first minion you reached the current highest number with. For example, if you have played 2 Fire Flys, the quest tracker will say “Fire Fly 2/4”. Then if you play 2 Novice Engineers, the tracker won’t change. But if you play a 3rd Novice Engineer, it’ll pop up to say 3/4 and when you hover over the quest, it will say “Novice Engineer 3/4”.

      Coldight Oracles are certainly a possible inclusion. My assessment is that they are stronger versus control (where they might not have time to play the cards you draw for them) and weaker against aggressive opponents (who are likely to have a low hand size, thus appreciate the draws, then use the cards they’ve drawn to kill you). Since this deck is already heavily favored against control, and struggles with aggro, I am not using them. Perhaps in a slower meta, or a tournament where you can ban an aggressive class. Igneous Elemental is a bit slow versus aggro, and can be a bit underwhelming post-crystal core, but getting 2 Flame Elementals is a great way to finish your quest, especially because you are also running Fire Fly 2x. The matchup they are worst in is Shaman, where your opponent is extremely happy to Hex them. VS Silence Priest they may get silenced but neither of those matchups are common enough in my pocket meta to worry about.

  24. Koil
    April 13, 2017 at 7:58 pm

    Either this deck isn’t meant for the lower ranks, or I’m playing it wrong–I’ve been stuck at rank 15 ever since launch from playing this deck, and I’ve never had the opportunity to advance to rank 14. I can’t even tell what I’m doing wrong, if anything. Most of the time I either get rushed down or out-valued. I’m 7-10 with the deck right now, and am so close to throwing in the towel.

    • Stonekeep
      April 14, 2017 at 7:32 am

      It’s hard to help you without seeing the games. Could you record them and upload to YT or at least share a HSDT replay?

      Getting rushed down is the biggest problem with this deck and you can’t really help that. But “outvalued”? This deck doesn’t even play for value – it plays for the tempo. Once you rush your Quest, you put a bunch of 1-2 mana 5/5’s and closes the game in 2-3 turns. The only way you can get outvalued is your opponent hitting the perfect AoE wipes or you doing too much trading after the Quest is finished.

      Also remember that this deck is very draw-dependant. While the player’s skill obviously matters, even if you play perfectly you won’t win much if you’re constantly getting bad draws. 17 games sample size is pretty small and very susceptible to draw RNG.

      • Oregoninja
        April 16, 2017 at 1:06 am

        This might be me being silly and worrying about semantics, but I am not sure about using the word “tempo” to describe the ideal plan of this deck, and some people might misinterpret it, especially if they are already struggling with the deck. Finishing the quest and playing Crystal Core is of course a huge tempo swing, but the plays the deck aims to make on its way there are not about tempo in the way that any other deck plays for tempo. For example, playing a Southsea Deckhand on an early turn to kill an enemy minion is a tempo play, but often it is better to be patient and wait until after casting the Crystal Core, so SSDH is 1 or 2 (if it pulls Patches) 5/5s. Maybe I shouldn’t have picked a complicated grey area example. How about playing a Novice Engineer on turn 3, then ending your turn without returning it to your hand. It’s a higher tempo play than re-daggering, but often it is much better to be patient and wait until you have a bouncer.

        In my experience with this deck, you only want to play for tempo as much as is necessary to survive, because you are only going to get so many cards, and most of your cards are wayyyy better after you cast Crystal Core. Sometimes “as necessary to survive” means dumping your hand inefficiently to try not to die on turn 4 (this is sort of full tempo), sometimes that means chilling and waiting until you have the proper hand (aka full value). Usually you are in between those two extremes, of course. Anyhoo, this is a fun deck and a cool game and I’m glad we get to play it

  25. Sebrioux
    April 13, 2017 at 5:44 pm

    There still is something that I don’t understand with that quest. Sometimes, the target of the quest changes. But I don’t exactly know how to change it. For example, if I play a firefly token on turn 2 and I play another firefly token on turn 3, if I started the quest with swashburglar, the minion name that appears on the quest is changing for the firefly token. But…if I play two different copies of glacial shard on the same turn, the minion name on the quest doesn’t change. I’m confused…

    • Stonekeep
      April 13, 2017 at 7:20 pm

      I never ever look at the “target” of the Quest (the one you see when you hover over the “!” icon). It doesn’t matter at all. I think it just shows a minion that’s “closest” to finishing the Quest. So e.g. if you play only a single copy of Swashburglar, it shows Swashburglar. Then if you play 2 copies of any other minion, it will show that minion. Then it would change again if you played 3 copies of yet another minion.

      Target is flexible, there is no one target that you need to bounce X times. You can start the Quest with one minion and finish it with something completely different. So you can just ignore whatever’s shown there and continue the bouncing. It will definitely work.

    • Oregoninja
      April 16, 2017 at 1:10 am

      When you have played multiple minions the same number of times, it doesn’t change when you “tie” the first one that got to that number. It’s just to help you keep track of things, and it’s not perfect. When you play any minion a higher number of times, the tracker will update.

      • Savathar
        April 16, 2017 at 6:00 pm


  26. Alex
    April 12, 2017 at 9:49 am

    Hey HearthstoneFans, just wanted to let you know that if your hand is full (10 cards) and you happen to finish your quest while having your hand full—> YOUR QUEST GETS DESTROYED (no spell card).
    Also, thanks to Stonekeep for that hard work, nice deck strategies and presentations for the community!

    • Stonekeep
      April 13, 2017 at 7:16 pm

      Yes, that’s true. But to be fair, it’s pretty hard to burn it. You’d need to have a full hand and play Novice Engineer or Swashburglar as your 4th minion. Having 10 cards in the hand doesn’t really happen often (I don’t remember ever having that much with this deck) :p

      • CD001
        April 18, 2017 at 4:52 am

        I’ve done it a couple of times when not really paying attention: -> *facepalm* -> concede.

  27. DocShi
    April 12, 2017 at 5:20 am

    Hi, i like youre guides and the Questwarrior you bring here is much better than my version i played before but:
    the Questrogue from the Proplayer Dog is much better than this Rogue.
    I really would say that you try it out by yourself and you better bring his deck here.

    But aside that: thanks for all the good work you doing here.


    • Freki
      April 18, 2017 at 12:11 am

      This deck is the update away from dog’s deck. Dog himself thinks this deck is more in line as a refined list than his own featuring barnes and violet teachers. His stream last night, 4-17-17, he looked at this list and commented the only change he was running was -1 vanish -1 mimic and +2 coldlight iirc

    • freki
      April 18, 2017 at 12:14 am

      realise i was necroing your post a little sry bout that

  28. I am sad
    April 10, 2017 at 7:05 am

    I used to think it was fun this deck but it is absolutely awful how dull the bounce mechanics are now and how lucky you have to be with your draws. It is honestly just disappointing for you and your opponent because it feels so cheap topdecking 5/5 chargers and mimic podding 5/5 chargers I really am disappointed about this deck because I don’t want to be smorced down by this deck anymore

    • Thorgaer
      April 13, 2017 at 7:08 am

      Yea, I loved this deck for +/-40 games, but now, its a dull draw well deck and win… or lose

  29. billius
    April 9, 2017 at 5:15 pm

    replaced violet teacher with firefly

  30. fistouille
    April 9, 2017 at 8:29 am

    Ce deck de fils de pute…

  31. pashaD4RW1N
    April 9, 2017 at 5:48 am

    instead one of voilet teacher i take gluttonous ooze, because 2 is too much, and ooze help versus pirat warrior and face hunter

  32. Brewhaha
    April 8, 2017 at 11:44 pm

    I’m playing this and even when I play a card that sends a card I just played back (not all of them but some) it doesn’t always count towards the 4/4 WTF I’m so confused why it isn’t working every time when I obviously use a card of the same name twice. Think I’m just being dumb but can’t figure it out…

    • Brewhaha
      April 8, 2017 at 11:50 pm

      Is it because some cards are Gold and the other isn’t wtf driving me nuts thanks for any input!

    • Stonekeep
      April 9, 2017 at 5:41 am

      You can’t bounce around multiple minions, it won’t count. You need to play a SPECIFIC minion (or rather a minion with specific name) 4 times. E.g. bouncing Swashburglar 2 times and Novice Engineer 2 times won’t finish the quest. You need to play one of them 4 times in total.

      Another thing is that you don’t get +1 on Quest when you BOUNCE the card back to your hand, you get it when you replay it.

      Maybe one of those is your problem?

      The fact that one card is Gold and other isn’t has nothing to do with it 🙂

      • JaySherman
        April 11, 2017 at 9:46 pm

        It also might be that when your quest counter is at 2 (for example) and you play a second minion of a different name, the UI doesn’t feedback, although it is counting each name individually.

  33. hero
    April 8, 2017 at 7:42 pm

    yeah I cant beat this. i just auto concede when i see a rogue play the quest and move on.

    • Robocroakie
      April 8, 2017 at 10:21 pm

      Play aggro. Cavern Rogue can’t beat anything that goes under them.

  34. Fconava
    April 8, 2017 at 5:31 pm

    How do you defend yourself from this deck?

    It’s my idea or this is VERY broken ??

    • Kurokiba
      April 8, 2017 at 6:15 pm

      If you are another rogue deck – betrayal. Mage – volcanic potion for removing tokens early on to stop them from getting 5/5s, Shaman – lightning storm. Warrior – whirlwind, brawl, or anything else that does aoe damage. Paladin – consecration turn 4 is devastating, or equality consecration. (pyro – adapt- poisonous works 33% of the time too) Druid – harder to counter but swipe or starfall. Pirate warrior is naturally strong against this deck. Warlock – be faster than the rogue if you’re zoo, if you’re handlock – good luck, usually too slow to stop rogue most of the time, otherwise hellfire (which deals damage to yourself too if you can afford it). Hunter – explosive traps. Etc. There can be other ways but these are off the top of my head

      • Mordeki
        April 8, 2017 at 7:06 pm

        Dragonfire Potion also bodies this deck if you’re playing as Priest.

        • Cruxkid
          April 15, 2017 at 4:28 am

          yeah you just need to survive til 6 and hope he doesn’t have charge minions in his hand…

  35. Blackthorn
    April 8, 2017 at 9:48 am

    Great guide for a fun deck !! 🙂

    P.S. there is a typo in the second paragraph or the vs aggro section 🙂

    • Evident - Site Admin
      April 8, 2017 at 11:01 am

      Thanks, fixed!

  36. MorbidAngel
    April 8, 2017 at 3:02 am

    I really like this deck, the main problem for me is that even with a good mulligan (good, not perfect) on turn 4 I might get the quest done, on turn 5 I can use the quest and with some luck maybe coin out a 5/5 charge minion, but after that my opponent has like 6 cards in hand and I have 2.

    So if your opponent destroys your minions and your next 2 card draws are some useless spells you’re pretty much f’ed.

    Other than that, great deck and REALLY fun to play if you get some good hands!

  37. Sabaku
    April 8, 2017 at 12:47 am

    I’ve tried using Barnes in this deck list over Moroes (since I’ve already dusted him), and it’s been pretty good as a substitute so far. Sure, it’s not an infinite source of 5/5 minions, but his Battlecry gives him much more deck synergy, often spawning other minions that you can benefit from bouncing such as Swashburglar and Novice Engineer.

    If I had to consider any alterations to this deck, I would probably consider adding copies of either Eggnapper or Bilefin Tidehunter in place of Violet Teacher. Bilefin Tidehunter can be used to create a plethora of 1/1 or 5/5 Taunt minions if you’re worried about your Aggro matchup while Eggnapper’s Deathrattle makes it easier to keep bodies on the board for when you eventually complete the quest and use Crystal Core.

  38. sds
    April 7, 2017 at 11:11 pm

    Any substitute options for swashburglar? You listed a moroes replacement, but swashburglar is from the wing after it 🙁

    • Stonekeep
      April 7, 2017 at 11:43 pm

      Well, subbing Swash is hard. Not only it’s a great bounce target, but it’s also a Pirate to get out Patches early. You might be running out of cards quite fast without Swashburglars, but you can try another 1-drop like Glacial Shard.

      • Robocroakie
        April 8, 2017 at 12:41 pm

        I dunno. I would argue that Swashburglar is one of the few truly core cards in the deck, considering it’s one of your highest priority things to bounce.

    • Set
      April 11, 2017 at 1:23 pm

      Burgler IS core for this deck. Right now, most problematic deck for you is pirate warrior. Bouncing burgler agains warrior give you taunts lots of times… and taunt or two mean “gg war, better luck next time” 😀

  39. NateDawg15
    April 7, 2017 at 8:56 pm

    So what’s your thoughts about firefly and igneous elemental? I played a guy that used those and he had the quest out by turn 4 with ease.

    • Tjstretchalot
      April 7, 2017 at 9:33 pm

      Personally I substituted the patches and edwin for 2 fireflys’s and I found them to be the MVP of the deck. You don’t have to worry about keeping the firefly in your hand (hugely important via aggro decks) because it’s just as easy to trigger with the flame elemental (which you would have to keep at least 1 of in your hand as a backup).

      Furthermore, it’s a great topdeck post-quest since it’s 2 5/5s, which is as good as it gets (except moroes).

    • Alkoviak
      April 8, 2017 at 8:16 am

      I find that i prefer the list with the elementals because I find it more consistent and solves the problem of running out of cards.
      Every time you bounce a firefly you get a token.
      And if you get no bounce you can still finish the quest with token

      • DarkAgeOutlaw007
        May 5, 2017 at 10:41 am

        Any replaces for patches the pirate? I just disenchanted him 😓.


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