With the arrival of Whispers of the Old Gods and game formats, the wiki has switched over to Standard format.
The preferred format for new and advanced players alike, most card lists will from now on only show cards valid in Standard format, making it easier for readers to find the information they're looking for.
For those interested in Wild format, Wild listings can now be found on subpages, such as Deathrattle/Wild format, linked just above main card listings, and Wild strategy and tips are still featured in our articles.
A quest in Hearthstone refers to a specific action or objective that the player can perform or achieve in order to receive a reward. The rewards are typically given in gold, and serve as one of the primary means of acquiring gold. Some non-repeatable quests offer other rewards, such as card packs, arcane dust or even legendary cards.
Quests come in several forms. Daily quests are given-out each day and can be viewed in the Quest Log, with a maximum of 3 available at any time. These must be given to the player before they can be completed, but can be awarded repeatedly. Unique quests are non-repeatable 'hidden' quests which can be completed at any time, but are not revealed to the player until they are completed.
In addition to the array of quests on offer, players are also awarded 10 gold for every 3 wins in Play mode or Tavern Brawls, up to a maximum of 100 gold per day. While similar to a quest, this reward can be completed an unlimited number of times, without ever being specifically awarded to the player. Rather, each win in Play mode displays the player's progress toward this reward, and gold is awarded each time 3 wins is reached, up to the daily limit. This reward serves as an additional and potentially larger source of gold than quests, preventing total dependence upon them. The same running total is used for both Play mode and Tavern Brawls.
- 1 Daily quests
- 2 Unique quests
- 3 Strategy
- 4 Trivia
- 5 Gallery
- 6 Patch changes
- 7 References
- 8 Sources
Once per day, players are awarded a new quest, known as a daily quest, or 'daily'. Unlike unique quests, daily quests are repeatable and it is possible to have the same daily quests assigned on two different days. Daily quests represent the majority of quests available to players. New players must first complete the two unique quests First Blood and The Duelist, accomplished by completing a total of 4 games in Play mode, before they are able to receive daily quests.
Current daily quests can be viewed in the Quest Log by clicking the exclamation mark icon at the bottom left of the main menu. Each quest is shown along with its name, objective and reward. All available daily quests are also presented to the player each time they log in. Players can only have 3 daily quests at any time, but completing a quest will remove it from the quest list, making room for another.
Most daily quests award gold, and do not provide other rewards; one awards a Classic card pack and no gold. Most rewards are 40 gold, but some are 60 or 100. Unless otherwise specified, quest credit is only awarded for games against random human opponents, which only occurs in the Arena, Play mode (both Ranked and Casual) and Tavern Brawls. Practice mode, duels against friends, Tavern Brawl challenges against friends, and adventure mode games do not count. The exceptions are the 'Total Dominance' quest, which can be advanced by winning in any mode, and 'Watch and Learn', which requires a friend to win while spectating their game.
Gaining daily quests
A fresh daily quest is granted to each player every day if an empty quest slot is available. Additionally, one quest per day can be abandoned to obtain a different, replacement quest.
- New quests
Daily quests are awarded at midnight server time, determined by region. This is often referred to as the "quest reset" or "reset time". The Americas region is set to PST; the Europe region set to CET; and the Asia region set to Korea time. Player reports suggest that the reset time changes to match daylight saving time during the summer months. However, note that if the country in which the player is based has a different daylight saving time schedule to that of the country in which the server is located, there will be periods during which the reset does not take place at the usual local time.
Once the reset time has passed, players with less than 3 quests become eligible to be awarded a new quest. It should be noted that while the new quest is assigned according to the server's reset time, it is only added to the player's quest log when they either log into the game from offline, or complete a match. Progress cannot be made on such quests until they have been added to the quest log and revealed to the player. Therefore, players awaiting a new quest while in game menus are advised to log out and back in again after the reset time, in order to activate it before resuming play. One exception to these rules is when certain bugs prevent new quests from being displayed upon logging in; in these cases progress can be made for the new quests, but they will not be revealed until after the completion of a match.
Players do not need to be online during the quest reset in order to be assigned a new quest. Quests will accumulate in the player's profile, up to a maximum of 3, and will be presented to the player when they next log in.
Players can choose to abandon up to 1 quest each day by clicking the X in the corner of its plaque in the Quest Log, immediately receiving a different, random quest in its place. Abandonment is also known as "replacement" or "re-rolling", since the replacement quests are randomly determined, as with dice rolls. If no Xs are present in the Quest Log, re-rolls are not possible again until the next day.
Any quest may be selected for replacement. An empty slot cannot be "abandoned" - a real quest is always lost, so there is no way to use this process to increase the number of new quests, only to change which quests are active. Note that despite the term "abandon", the player also does not end up with fewer quests to do since the quest is replaced.
All progress on a quest is erased when it is abandoned; the next time the same quest is randomly assigned to the player, it will start with 0 objectives complete.
Unlike the quests automatically granted to fill empty quest slots, re-rolls do not accumulate over multiple days. If a re-roll is not used on one day, it is still only possible to re-roll once the next day.
While players may be assigned the same quest more than once over the course of their Hearthstone play, they will never be assigned a duplicate of a quest they are already on. This is true whether the quest is a re-roll replacement, or a new quest filling an empty slot.
The once-per-day abandonment limit and once-per-day new quest are completely independent. Each day, players may log in, gain a new quest in an empty slot, AND re-roll a quest. This gives a total of two opportunities per day to try to obtain desired quests.
Players are unable to accumulate daily quests beyond the maximum of 3. In the majority of cases, if a player already has 3 quests when the reset time is reached, the potential new quest will simply be lost; even if the player completes 2 or 3 quests prior to the next quest reset, they will still only receive a single new quest at that point. However, in some cases it is possible for the player to 'save up' new quests, and be awarded up to 3 more at once when the quest reset is reached. The reason for this variation are unknown, but it seems likely that it is due to a bug.
Most class-specific daily quests offer a choice between two classes; completing either version of the quest will provide a single reward and remove the quest. Eligible classes may be one of a number of combinations - see below for a list of possible quests. Single-class quests exist for each class.
Some quests seem to be far rarer than others. As a rule, quests with greater rewards seem to be reported less frequently than those with lesser rewards.
|[class #1] or [class #2] Victory||Win 2 games with [class #1] or [class #2].||40 gold|
|[class #1] or [class #2] Dominance||Win 5 games with [class #1] or [class #2].||60 gold|
|[class] Victory||Win 3 games with [class].||50 Gold|
|Destroy them All||Destroy 40 minions.||40 gold|
|Only the Mighty||Play 20 minions that cost 5 or more.*||40 gold|
|The Meek Shall Inherit||Play 30 minions that cost 2 or less.*||40 gold|
|Spell Master||Play 40 spells.||40 gold|
|Beat Down||Deal 100 damage to enemy heroes.**||40 gold|
|Total Dominance||Win 7 games in any mode.||100 gold|
|3 Victories!||Win 3 games with any class.||40 gold|
|Everybody! Get in here!||Win 5 Tavern Brawls.||60 Gold|
|Watch and Learn!||Watch a friend win in spectator mode.***||Classic card pack|
* Only the Mighty and The Meek Shall Inherit use the base cost of the minion, not how much mana you played it for.
** Not all damage seems to be counted for this quest. For example, damage caused to a hero that is later replaced by another hero is not counted, and damage caused by fatigue or Life Tap is not counted.
Two-class Victory and Dominance daily quests randomly select one of a number of pre-determined class pairings. Other class combinations are not offered. The list of possible combinations is the same for both Victory and Dominance quests.
Possible combinations are listed below. Note that each class may be paired with one of two other classes. For example, a hunter may be paired with either a druid or a mage, while a druid may be paired with either a hunter or a rogue. For speculation about the system of pairings, see the Trivia section.
|Druid or Hunter|
|Druid or Rogue|
|Hunter or Mage|
|Mage or Shaman|
|Paladin or Priest|
|Paladin or Warrior|
|Priest or Warlock|
|Rogue or Warrior|
|Shaman or Warlock|
|IGR Login Reward (NNF)||NYI [Rewarded for logging in from Internet Game Rooms, public gaming centres found in countries such as Korea]||100 gold|
Unique quests are only available once to each account per region. Unique quests are also known as 'hidden quests', as most cannot be viewed by players until they have been completed.
|Win 5 Practice Games||Win 5 Games in Practice Mode.||1 Classic card pack|
|First Blood||Complete a game in Play mode [or Arena].||1 Classic card pack|
|The Duelist||Play 3 games in Play mode [or Arena].||100 gold|
|Level Up||Get any class to level 10.||1 Classic card pack|
|Crafting Time||Disenchant a card.||95 arcane dust|
|Enter The Arena||Enter The Arena.||1 Arena credit|
|Mount Up!|| Win 3 games in Arena or Play mode.
A special reward for your third win! Log in to World of Warcraft to claim it!
|"Hearthsteed" World of Warcraft mount|
|Chicken Dinner||Win 100 games in any mode.||300 gold|
|Big Winner||Win 1000 games in any mode.||300 gold|
|Easy Rider||A reward for your 100th win in Play Mode. Log in to Heroes of the Storm to claim it!||Hearthstone card back mount in Heroes of the Storm|
|Ready to Go!||Unlock every Hero.||100 gold|
|Crushed Them All!||Defeat every Expert AI Hero.||100 gold|
|Got the Basics!||Collect every card in the Basic Set.||100 gold|
|One of Everything!||Collect every card in the Classic Set. Only one of each card is required, and may be golden or non-golden.||100 gold|
|You are Legend|| Reach Legend rank in Ranked Play mode.
Welcome to the Hearthstone Elite! Show it off with your Legendary Card Back!
|"Legends" card back|
|Golden Malfurion Stormrage||Win 500 Ranked games with Malfurion Stormrage.||Golden hero portrait|
|Golden Rexxar||Win 500 Ranked games with Rexxar.||Golden hero portrait|
|Golden Jaina Proudmoore||Win 500 Ranked games with Jaina Proudmoore.||Golden hero portrait|
|Golden Uther Lightbringer||Win 500 Ranked games with Uther Lightbringer.||Golden hero portrait|
|Golden Anduin Wrynn||Win 500 Ranked games with Anduin Wrynn.||Golden hero portrait|
|Golden Valeera Sanguinar||Win 500 Ranked games with Valeera Sanguinar.||Golden hero portrait|
|Golden Thrall||Win 500 Ranked games with Thrall.||Golden hero portrait|
|Golden Gul'dan||Win 500 Ranked games with Gul'dan.||Golden hero portrait|
|Golden Garrosh Hellscream||Win 500 Ranked games with Garrosh Hellscream.||Golden hero portrait|
The following quests celebrate the release of new content, and may be removed from the game at some point in the future.
|The Old Gods Have Arrived!|| A gift for celebrating the release of the Old Gods with us!
[Logging in during the Whispers of the Old Gods launch event]
|3x Whispers of the Old Gods card packs|
|5 Old Gods Packs!||[Win 2 games in Standard format]||5x Whispers of the Old Gods card packs|
|5 More Old Gods Packs!||[Win 7 games in Standard format]||5x Whispers of the Old Gods card packs|
- Other games
The following quests are available within Hearthstone, but require completing objectives in other Blizzard games.
|Hero of the Storm|| Reach level 12 in Heroes of the Storm.
Awarded for excellence in the Nexus!
|"Heroes of the Storm" card back|
The following quests can only be completed through specific factors, such as playing on a specific type of device, purchasing a copy of another Blizzard game, or participating in a Fireside Gathering.
|iPack||Awarded for playing a game on iPad.||1 Classic card pack|
|Android Tablet||Awarded for playing a game on an Android tablet.||1 Classic card pack|
|iPhone||Awarded for playing a game on an iPhone.||1 Classic card pack|
|Android Phone||Awarded for playing a game on an Android Phone.||1 Classic card pack|
|Samsung Galaxy S6 series phone||Awarded for logging into Hearthstone on a Samsung Galaxy S6 series phone.||"Galaxy Gifts" card back & 3 Classic card packs|
|Reaper of Packs|| Purchase Diablo III Reaper of Souls and enter the redeemable code.
Your Diablo III Reaper of Souls comes with 1 pack.
|1 Classic card pack*|
|Greater Reaper of Packs|| Purchase the Diablo III Reaper of Souls Collector's Edition and enter the redeemable codes.
Your Diablo III Reaper of Souls Collector's Edition comes with 3 packs.
|3 Classic card packs*|
|Fireside Friends|| Play 3 matches against other players on the same subnet, with at least 3 players total on that subnet.
Hearthstone is better with friends! Enjoy the company, and your new card back!
|"Fireside Friends" card back|
* Initially, a maximum of 5 promotional card packs can be redeemed on a single Battle.net account. This limit was raised to 10 in early 2015. The limit applies across all regions, and is not per region.
The following quests have been removed from the game. Currently, the only such quests were removed with Whispers of the Old Gods in April 2016, in relation to the introduction of game formats. The reward cards are now craftable instead.
|Arrrrrr!!!||Acquire every Pirate [from the Classic set].||2x Captain's Parrot||(see above)|
|Golden Arrrrrr!!!||Acquire every Golden Pirate [from the Classic set].||2x Captain's Parrot (golden)||(see above)|
|Mrglglglgl!||Acquire every Murloc [from the Classic set].||Old Murk-Eye||(see above)|
|Golden Mrglglglgl!||Acquire every Golden Murloc [from the Basic and Classic sets].||Old Murk-Eye (golden)||(see above)|
No longer attainable
These quests are no longer attainable, due to changes in the game or unavailability of real-world requirements. The golden reward cards provided by these quests are also no longer attainable, although their regular versions can be crafted normally.
|Ready to Rock!|| Attained by purchasing a ticket for BlizzCon 2013.
Thank you for attending BlizzCon 2013!
|Elite Tauren Chieftain (Golden)||As of December 2013 these tickets are no longer for sale, but players who have already purchased one can obtain a single copy of this minion by logging into the game.|
|Beta Hero!|| Obtained by spending real money in the Shop during the game's beta test.
Thank you for helping to test our Store!
|Gelbin Mekkatorque (Golden)||No longer attainable following the game's release, 2014-03-11.|
With the choice of when and how to complete quests, and the option to replace quests by abandoning them, players have a small amount of management power over their quests. This allows them to work within the one-per-day limit on new quests to maximize their gold earnings, depending on their playing style and goals.
Maximizing gold per day
Due to the limit on new daily quests, the maximum possible rate of daily quest completion over the long term is also 1 per day. Therefore, players wishing to build up as much gold as possible over time should make that 1 quest as valuable as possible, by choosing only the most rewarding quest to finish each day. This allows the possibility of replacing the lesser quests with more valuable ones later on. But obviously, the foremost rule for these players is to never leave a full slate of 3 quests incomplete at the end of the day - even if none are high-value, it is far more productive to complete one of them than to waste the daily quest replenishment.
Before selecting a quest to finish each day, players with this objective may want to abandon their lowest-reward quest in the hopes of getting a better one. It is generally worthwhile to try this with any 40 gold quest, since almost any replacement has at least as good a reward. However, since quests worth more than 60 gold are very rare, if a player's quests are all worth 60 and above, the chance of the replacement being an improvement is very low, and there is a good chance it would be replaced with a 40 gold quest. This generally makes it advisable not to re-roll 60 gold quests, class concerns aside.
It may be tempting for players to finish all available quests every day. However, from the second day onward, that still only amounts to 1 quest per day; it does not increase the long-term number of quests available. Furthermore, it provides players less opportunity to try for new quests if one of their quests is low in value. Consider a 60 gold quest and two 40 gold ones in the quest log. A 40-gold quest is abandoned only to be replaced with another 40. Let us assume that the next few quests are 60s. A greedy player might complete the 60, 40, and 40 right away, then the 60s over the next two days, for a total of 260 gold in 3 days. A patient player, on the other hand, might complete only the 60. Over the next two days, the patient player receives the new 60s, and also rerolls the 40 gold quests into 60 gold ones, a total of 300. A quest completed in 3 days is worth just as much as the same quest completed immediately - completing one early (particularly a 40 gold one) only removes its potential to become more valuable later.
It should be noted that the gold-per-3-wins reward is a significant additional source of gold, potentially a maximum of 100 gold per day, in reward for winning a total of 30 games. However, the 3-wins reward earns gold barely a quarter as fast as the 5-wins 60-gold daily quest, making the daily a significant contributor to earnings for most players.
Maximizing gold per game played
Players with limited time to devote to Hearthstone may want to earn as much gold as possible within a short amount of games. This is also applicable to players who primarily play the Arena, since each game in that format costs gold, which must be weighed against any rewards gained. The basic rule of thumb in this case is to try to "align" quests so that as many as possible are advanced by each game, resulting in a low cost/reward ratio. It is also critical to abandon as few quests as possible that are partially completed, since doing so "throws away" part of the cost (in play time or gold) of the games that were used to progress it.
Since players are always (presumably) trying to win, "gold per games played" and "gold per time spent playing" is directly related to gold per win, which is easily calculated for the "class quests". However, there are some quests that do not require wins at all, and are instead completed in the regular course of play. Such quests become more valuable the more often a player loses, since those quests will progress while the win-based quests stand still; they become weaker for players (or Arena decks) with high win rates, who may rack up a number of wins before hitting the limits of those other quests. For instance, a player with "Warlock or Shaman Victory" and "Destroy Them All" may end up only killing 14 minions in the course of winning two games, finishing the first one while leaving the latter quest less than half complete in comparison. Players should also weigh the requirements of these quests against the actual contents of their decks; a deck with only 4 spells is likely to take many, many games to complete Spell Master, and is better off looking for a more relevant quest.
If focusing on the Arena, players should of course try to get quests that correspond to the current arena class. If a player believes a new Arena run is imminent, it may be best to save the daily re-roll until after the new arena class options are revealed, allowing the player to pick which quest to abandon based on matching with the arena class.
Unlike the "maximum gold per day" mindset, this paradigm does not require that a quest be completed an average of once per day. Technically, playing no games in 5 days to reroll quests until they can all be advanced by a single game (for example, getting three priest quests) provides more gold per game than simply finishing some (for instance, finishing one priest quest and advancing another, even though the third is for other classes). However, it should be kept in mind that there are only two chances per day to obtain quests that DO align with existing quests, and choosing to leave all quest slots full at the end of the day removes one of those chances by preventing the next day's daily from being granted. It is up to individual players to decide where to make the tradeoff between the most efficient possible quest selections, and actually playing games frequently enough for their taste. A reasonable intermediate approach might be to try for perfect alignment, but to still complete one quest a day as long as it matches at least one other quest.
Similarly, it is up to Arena players to decide how much they are willing to play constructed decks in order to hunt for better quests. A quest that is 4/5 complete but needs a win with a class that was not part of a player's Arena draw may be a good reason to just play one Play Mode game of the required class, freeing up a slot for a more relevant quest to appear. Players likely want to avoid being so extreme as to become "stuck" with 3 quests in progress from previous arena runs, and no arena class choices corresponding to those quests. In this case, it is of course necessary to either sacrifice some of the work already done on one of those quests, or complete it by playing in Play mode, to free up space to find a match for the Arena.
While the above strategies describe optimal methods of acquiring gold, a practical limitation for most players lies in which classes they are required to play. While determined gold farmers may be willing to play any class in order to gain the optimal reward, for most players personal enjoyment is also an important factor, and this is often strongly affected by class. A player who does not enjoy playing either hunter or druid will be unlikely to wish to complete "Druid or Hunter Dominance", despite the substantial amount of gold on offer. However, multiple quests rewarding victories with the same class may persuade players to forgo their immediate enjoyment of play in exchange for future rewards.
Skill with specific classes can significantly affect gold per game played. Achieving a few wins using a class with which the player is relatively accomplished may be an easily and swiftly completed task, while the same objective using a class which they have never played, and for which they have few good cards, may take a very long time to achieve. It should also be noted that matchmaking does not take into account the player's familiarity with their chosen deck; if a player who is highly ranked with mage takes up rogue for the first time in order to complete a related quest, their opponents will still match the player's usual level of performance, which may make it difficult for them to achieve a win with their beginner's rogue deck. This provides another reason to re-roll class quests in exchange for more suitable substitutes.
To a lesser extent, class preference can also affect non-class specific quests. For example, a player favouring aggro decks featuring only low-cost minions may not wish to switch decks in order to complete "Only the Mighty". However, the lack of win requirements makes these quests far more reliable to complete, even if the player does not win the matches.
For most, personal preference is a prime reason to re-roll quests, both in order to avoid certain classes, and in hopes of finding others. If the player is currently focusing on a small selection of classes, this can also serve to increase overall efficiency, by allowing them to gain gold while still focusing on refining their play with their preferred decks. With luck, the player can complete quests without deviating from their preferred style of play, removing all effort from the process.
Non-gold quest rewards
Currently the only non-gold daily quest reward is the Classic card pack from "Watch and Learn!". Its value, when weighed against other quests, depends on the player's collection and plans for any gold they will earn.
The basic rule is, if the player was planning on buying such a pack at any point in the future, the quest will save them from paying for it, and is therefore worth the pack's full cost, 100 gold. This clearly applies to players wishing to build up their Classic card collection, but it also applies to anyone who maintains a complete collection when new sets come out - even if their Classic collection is already complete! The reason is that the rarer cards are unlikely to be found in packs, and must therefore be crafted. In other words, even packs for the newest set will likely have many that are simply disenchanted for dust. Since the dust value of old packs is just as high as newer packs, the quest reward once again saves the player the 100 gold. The only downside is losing the chance of directly opening the rare cards desired from the new set - a tiny probability anyway.
On the other hand, some players are uninterested in crafting cards or building collections, and never plan to buy card packs. For them, even 40 gold is clearly preferable to the pack, since that gold can be spent on new adventures and Arena runs, while cards and dust cannot.
Bypassing the daily limit
It is possible to receive more than one new quest and one re-roll per day by playing on multiple regions or multiple accounts. Each region acts as a separate account and receives its own, independent allotment of new and replacement quests per day. However, gold and cards are not shared between regions or accounts, so the increased rate of questing is not useful for building up a single collection. It is more useful for funding runs in the Arena, since multiple sets of quests can be worked on independently of each other. This might mean that three different Arena runs can be in progress at once, each benefiting its own set of three quests - an increase in rate of play. It could also mean that, given a set of quests on one region that do not correspond with each other, a player may simply wait for the next day's re-roll on that region and play a different region instead - an increase in questing efficiency.
The exact pattern of class pairings for Victory and Dominance daily quests may be based on mathematics, or the lore behind each class. Probably the best example is the paladin, commonly considered a combination of the priest and warrior classes, which can only be paired with the priest or warrior.
This explanation does not seem to fit the pairings precisely. However, it would be reasonable to speculate that the designers used lore for as many of pairings as possible, but due to the mathematical constraints of the system (each class being matched with precisely two others) were forced to make the remaining pairings fairly randomly.
The below table lists specific and unique or nearly unique connections between the paired classes. Weak connections are marked with a *. More general connections common to more than three classes are not listed.
|Pairing||Connection between classes|
|Druid & Hunter||Wilderness adventurers comfortable with animals|
|Hunter & Mage||Ranged combatants known for firing projectiles to deal direct damage *|
|Mage & Shaman||The primary wielders of elemental magic|
|Shaman & Warlock||Employers of power from extraplanar creatures; many warlocks are former shamans *|
|Warlock & Priest||The only practitioners of Shadow magic|
|Priest & Paladin||Devoted servants of the Holy Light|
|Paladin & Warrior||Plate-wearing, heavily armed fighters at the forefront of battle|
|Warrior & Rogue||Non-magical melee combatants employing bloody attacks|
|Rogue & Druid||Stealthy classes well versed in agile melee combat (as shapeshifted cats, in the case of druids)|
- Patch 126.96.36.19974 (2016-04-24):
- Patch 188.8.131.5286 (2015-08-18):
- New daily quests: "Everybody! Get in here!", "Druid Victory", "Hunter Victory", "Mage Victory", "Paladin Victory", "Priest Victory", "Rogue Victory", "Shaman Victory", "Warlock Victory" and "Warrior Victory" added.
- Tavern Brawl victories now count towards earning the Heroes of the Storm mount reward.
- Patch 184.108.40.20666 (2015-06-15): If the player has no quests available when they log in, the message "You've completed all of your daily quests." will be displayed. Previously the quest display step would simply be skipped.
- Patch 220.127.116.1134 (2015-05-14): "Easy Rider" and "Hero of the Storm" quests added.
- Patch 18.104.22.16816 (2015-04-14): "Win 5 Practice Games" quest added.
- Patch 22.214.171.12411 (2015-03-31): The "Watch and Learn!", "iPhone" and "Android Phone" quests have been added.
- Patch 126.96.36.19924 (2014-07-22):
- Curse of Naxxramas quests added.
- Swapping a quest for a new one now produces a suitable visual effect.
- Patch 188.8.131.5270 (2014-04-10): Completing a quest when there are three quests in the quest log will no longer immediately grant a new quest. Undocumented: New quests: iPack and IGR Login Reward (NNF) (However, these may have been added with an earlier patch).
- Patch 184.108.40.20644 (2014-03-11): New quests have been added: all "Golden [hero]" quests, "Greater Reaper of Packs", "Mount Up!", "You are Legend", "Fireside Friends" and "Reaper of Packs".
- Patch 220.127.116.1117 (2013-12-10): You are now able to abandon one quest per day. When you abandon a quest, you’ll receive a new, random quest in its place.
- Patch 18.104.22.16890 (2013-10-02): Quests that required you to win with a class now give you a choice between 2 classes.
- Alpha patch 2 (2013-08-12): Several quests have been added:
- 3 Victories! - Win 3 games with any class.
- Ready to Go! - Unlock every Hero.
- Crushed Them All! - Defeat every Expert AI Hero.
- Got the Basics! - Collect every card in the Basic Set.
- One of Everything! - Collect every card in the Classic Set.
- Beta Hero! - Thank you for helping to test our Store!
- Patch 22.214.171.12488 (2013-06-22): Quest system introduced, featuring 35 quests.
- Zeriyah on Twitter. (2015-02-05).
- Experienced repeatedly by User:Taohinton in February and March 2016. No new quest revealed on log in (quest log shows empty); completed a match and the new quest is revealed (with the full 'new quest' splash), including progress made on it from that match. Not sure if the quest is revealed due to match completion or progress being made on it.
- Experienced by User:Taohinton, 2015-05-20; reproduced on other dates since. After not playing for several days, completed all 3 quests; at reset time gained 3 new ones. Previously tested this and did not work; however on at least 2 other occasions has awarded 2 quests at once, following having had a full quest log at quest reset the previous night.
- Zeriyah on Twitter. (2015-04-27).
- Fluxflashor (2014-04-10). Hearthstone Patch 5170 - New Quests, Mobile Additions, PC Bang Gold Rewards.
- Kibler's Bits on Twitter. (2015-06-20).
- Diablo III - UNLOCK EXPERT CARD PACKS WITH REAPER OF SOULS (2014-03-20)
- Battle.net Support - Claiming Hearthstone Promotional Packs
- Zeriyah on Twitter. (2014-12-02).