Sidequests are a hero zone spell ability and type of spell card which grant a conditional reward. When played, Sidequests are displayed above the controlling hero's portrait, similar to Secrets and Quests. When the condition of the Sidequest is met, the Sidequest's reward is given to the player.
Sidequests can be seen by the opponent when they are hovered over, the Sidequest's progress is displayed to both players. Unlike Quests, Sidequests come in rarities other than Legendary, do not start in the opening mulligan, and multiple Sidequests can be active at a time.
- Multiple copies of the same Sidequest can be included in the same deck.
- Each class' Sidequests are a different colour: pink for mages, yellow for paladins, green for hunters, brown for druids. If a player plays a Sidequest belonging to another class, it will retain its original class colour.
- You can have any number of active Sidequests, and can have Sidequests alongside a regular Quest.
- You can only have a combined maximum of five Quests, Sidequests, and Secrets in play at a time.
- You can only have one copy of each Sidequest in play at once.
- Unlike Quests, Sidequests can be generated or Discovered.
Unlike deck-defining Quests, Sidequests have softer requirements to go with their weaker rewards. Many Sidequests have effects that will easily be fulfilled, making them less of a deck archetype and more of a delayed effect.
Any deck that naturally makes use of their requirement can include Sidequests for a cheap power play.
All Sidequests can be seen as a surcharge for a 0 mana effect. As long as the player uses all of their mana on the turn the Sidequest triggers, the benefit was effectively given for free, allowing for major tempo swings. Because of this, the best time to initially play a Sidequest is when you have any spare mana, since it is otherwise a low tempo play.
- On battlefield
- Exclamation points
- Patch 18.104.22.168060 (2019-12-05): Added.
- Chadd Nervig on Twitter. (2019-11-03).