Hack the System

Hack the System Card

Hack the System is a 1 Mana Cost Legendary Warrior Spell card from the Saviors of Uldum set!

Card Text

Quest: Attack 5 times with your hero. Reward: Anraphet's Core.

Flavor Text

Anything can be hacked, if you're holding an axe.

Hack the System Additional Information

Quest Reward:

Stone Golem Token:

Cards Relating to Hack the System

Anraphet's Core
Type: Hero Power - Cost: 2
Hero Power Summon a 4/3 Golem. After your hero attacks, refresh this.
Stone Golem
Type: Minion - Cost: 3 - Attack: 4 - Health: 3

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60 Comments

  1. Xix
    August 2, 2019 at 12:57 AM

    So I made a standard aggressive/midrange deck. Deck code is below. Still some cards up for debate in it. But I think this deck is good for a untested version.

    AAECAQcGsALIA68E0fUCg6cD96gDDJED/wOaBO4G5wfvB6bvApfzAuqJA5+hA7ulA/WoAwA=

    • OldManSanns
      August 8, 2019 at 1:59 PM

      I think aggressive is the way to go, but even then… I’ve found this quest unwhelming so far: at 3 health, the golems die to pretty much everything, and at 4 attack they aren’t that scary even when they do connect. It’s like: congratulations, you can play a slightly-better Bloodfen Raptor every turn! Two if you can attack! I’m sure there are ways to make that marginally viable, and I guess I’m glad they were able to prevent RoS-style Control Warrior from just growing in power, but I pity the guys who received this as their free quest.

  2. Areas
    July 31, 2019 at 1:59 AM

    This card is awesome. Quest is pretty easy to complete and grants 4/3’s! Aggro Pirate warrior could be viable in standard, in wild this will definately see play. Pirate warrior is so strong in wild however there are often clunky turns that float mana so this would not have to be played on turn 1. This reward also helps with the value drop that Pirate Warrior gets when it’s hand becomes smaller.

  3. July 29, 2019 at 2:36 AM

    As long as Dr. Boom is in the game, this will never see the light of day. Will possibly be playable when that card rotates in April. For now, go play control warrior. 1/5

    • Xix
      August 2, 2019 at 1:02 AM

      Dr.Boom is only good for TURTLE decks like control warrior. For anything that is agressive Dr.Boom sucks. I m pretty sure we will get a agressive warrior deck next meta. Summon 2x 4-3 for 4 mana, each turn without having to play a card, outpowers Dr.Boom.

    • Stef
      August 6, 2019 at 7:59 AM

      You might be right to an extent, but as the guy here said Dr.boom isn’t very good for aggro decks. The quest provides a nice consistency on board. Although I’m not sure how much aggro warrior decks we will see with the new expansion.

  4. Vincent
    July 27, 2019 at 3:43 AM

    The quest is hard to complete, you need lots of weapons meaning less minions on the board. Attacking minions with weapons means you hurt yourself and then when you do complete the quest you lost your armor-up hero power to resore some life (armor) back. Meh.

    • Xix
      August 2, 2019 at 1:04 AM

      Lol dont keep atacking minions. Go face! SMORC SMORC! Arcanite reapon is a 5 mana pyro blast over 2 turns.

  5. Deathstalker best boy
    July 26, 2019 at 10:47 AM

    Don’t think this hero power is good enough to play this instead of Dr boom, which yes can only be played on turn seven and the hero power on turn 8, but this in the best case scenario will be completed on turn 6( unless you somehow get a doom hammer) and will only summon like 2 4/3

  6. Reeveff7
    July 26, 2019 at 2:32 AM

    It depends on what weapon warrior get this exp. If that a good weapon then this card is very good. Because it is common for oldschool control warrior to play 4 weapon which were 2 prenerf Winaxe and 2 Deathbite (before the first standard rotation) Add a Weapon Project as a anti weapon tech plus act as another weapon, I dont think the deck have any problem reaching 5 attack
    In Control we can play this card as a single very consistant wincon. The Mech package cost us 1 Snip snap, 2 Omega Asembly, 2 Dyomatic and 2 Omega Devastator. So we have quite flex slot to add other package/tech you want

  7. A person who reacts to this
    July 26, 2019 at 2:02 AM

    This and Fool’s Bane has potential.

  8. Blorp
    July 26, 2019 at 12:47 AM

    People seem to forget that you don’t HAVE to play your quest on turn 1, and that you can even mulligan it based on your opponent.

    • Bulletkin
      July 26, 2019 at 1:41 AM

      Thank you I was just going to write this. The nature of the new quests means that not every card needs to be a synergy piece and therefore you can play the quest later before you attack or simply mulligan it for certain matchups.

  9. SupHypUlt
    July 25, 2019 at 8:45 PM

    Bad quest. If I want to use weapons then I am mostly SMorcing and would want a tempo on board. Playing the quest on t1 is slow down on that plan.

  10. Phoesias
    July 25, 2019 at 5:01 PM

    i don’t play warrior at all but…this card is a win condition, simple as that, and that’s why i would play it

  11. Rlancs
    July 25, 2019 at 4:49 PM

    I really don’t think this quest is that bad. The hero power is perfect for warrior, its got alot of value and can be used twice with just 4 mana via a weapon equipped from a previous turn. Its more value and more consistent than Dr. Booms hero power, and doesnt rely on a draw of 1 from a deck of 30 to get. I think the hero power alone with a couple mech synergising cards can easily run an opponent out of cards from the pure value. As many people have said however, the problem is not the hero power, but the way you get it. Personally, i think 5 attacks does not require much investment to get. I found myself getting that with just 1 supercollider, 2 wrenchcalliburs and a greenskin on a regular basis before, even with a high weapon removal meta. With 1-2 sulthrazes in, its really quite reachable by the 5-8 mana mark. I hope this does see a place in the meta, because i like the look of the card alot.

    • Rlancs
      July 25, 2019 at 4:52 PM

      Something i forgot to add, if you have 2 weapon projects that both function as a enemy weapon removal and a weapon that has 3 attacks in it but nobody would want to remove, then the quest really starts to seem easily achievable. If anybody did remove the 2/3 weapon, theyd probably find it soon replaced by a much better one.

  12. Lluadian
    July 25, 2019 at 4:09 PM

    For taunt warrior this card makes a lot of sense the taunts are there to keep your opponent from hitting your hero while you use the weapons. Upgrade and weapons project will be used with this card as well as sullthraze. You could still run the bombs weapon if want as well.

    Downside of this card is more people are going to be teching in the 2 big weapon breakers which makes this one of the easiest quests to interfere with at the moment. A 2 cost 4/3 minion with ability to summon another if attack isn’t to bad though. Using this though does have possibilities with the Dr Boom though. If that 4/3 is a mech and you don’t finish the quest until after you change heros you could keep summoning a 4/3 rush for 2 Mana at least once per turn. Value of that is debatable because sometimes RNG from the Dr Boom is just bad with rotation sometimes giving same unwanted power several turns in a row. I once went 8 turns before ever seeing the 7 armor power.

  13. Joeydungee
    July 25, 2019 at 3:09 PM

    I love the flavor, though. Dr. Boom’s method of “hacking” is just smashing into it 5 times until he retrieves the core

  14. Killyridols
    July 25, 2019 at 3:07 PM

    If we see one more class taunt for Warrior, taunt warrior could be a real deck. I feel like this is the perfect quest for taunt warrior. Soulthraze is ridiculous with this hero power. The hero power gets you aggressive stated minions that hide behind your taunts. Taunt with the rush package might just be tier 2.

  15. Killyridols
    July 25, 2019 at 2:59 PM

    I can see this is in a taunt bomb warrior actually.

  16. Daha
    July 25, 2019 at 2:53 PM

    Most underrated Quest.

  17. Taznak
    July 25, 2019 at 2:49 PM

    Best case scenario, you complete the quest on turn 6 and are ready to start using the hero power. Hero power reminds me of Jaraxxus Infernals, these golems are smaller but you can summon more than 1 per turn, you can get it online much sooner and it doesn’t set you to 15 health.

    My biggest concern is that weapons can be very awkward. It’s really painful to have too many weapons in hand and no minions to play. On the other hand, maybe you don’t get enough weapons early on and have trouble completing the quest. The versatility of Upgrade! is very helpful here, sometimes you’ll want to play it for the 1/3 weapon.

    A deck with a bunch of weapons probably wants to go for an aggressive game plan, but I’m not sure aggro warrior has enough support for that archetype to work. 3/5

  18. MJT3ll3r
    July 25, 2019 at 2:23 PM

    I like. Reminds me of Kjeldoran Outpost.
    I will definitely try some control warrior with this as one of the win conditions.

  19. JustYourAveragePayToWin
    July 25, 2019 at 2:17 PM

    This sucks a bit. I was hoping for Taunt Warrior support, but this really doesn’t have anything to do with it. It has some potential, but the Quest itself is very steep for only a minor reward. If you run out of weapons in your hand, you completely lose the hero power, which is a big problem. 2/5

    • Alkhatim7
      July 25, 2019 at 2:36 PM

      it’s actually supporting taunt warrior, this card will be it’s win condition … stall with buffed taunts and clear with weapons and eventually overwhelm your opponent with 4/3s (like dk jaina and jaraxus) … it doesn’t seem to be a tier 1 deck of course but I can see the deck

      • Beerdserkr
        July 25, 2019 at 2:50 PM

        And how many times will you be able to attack after you’ve already attacked 5 times?

        • Lluadian
          July 25, 2019 at 4:17 PM

          Weapons project gives a 2/3 weapon 2 copies of that gives 6 attacks. Upgrade can either give 1 attack from buffing or 3 attacks if used as a weapon. Considering unless opponent uses a weapon breaker warrior only needs 2 cards to finish the quest neither needing to be an actual weapon this isn’t as bad as you make it sound.

    • Spliff Master Herb
      July 25, 2019 at 8:40 PM

      You don’t lose the hero power. You can still make a 4/3. Making a 4/3 is a strong hero power by itself without the weapon allowing you to do it twice.

  20. Joeydungee
    July 25, 2019 at 1:40 PM

    The last thing warrior needed was a good card. So I’m glad it got this

    • Lluadian
      July 25, 2019 at 4:21 PM

      2 spells and warrior can drop a 4/3 for 2 Mana possibly more of them and you say it’s not good? If they’re mechs and plays Dr Boom before finishes quest that’s at least 1 4/3 rush every turn for 2 Mana each.

      • Joeydungee
        July 25, 2019 at 6:23 PM

        This might turn out to be beneficial for an aggro/mid-range type deck, but I just don’t think it’s that powerful compared to control warrior, but especially compared to the other aggro options (murloc shaman, mech Hunter/paladin).
        Also, since they’re called golems, I’m thinking they’re not mechs. It seems clear blizzard is trying to steer away from mechs for Warrior this time around.

        • Lluadian
          July 25, 2019 at 10:44 PM

          One point of shaman warrior is one of the few classes that can handle murlocs if you’ve drawn the right removals the biggest threat from murloc shaman is the 2/3 but if opponents dumb enough to play it on curve you can punish them for it. Also it’s a good target for any hard removals.

      • Joeydungee
        July 25, 2019 at 6:44 PM

        I guess more what I was getting at with my original post (which I should have clarified) was that I’m happy control warrior didn’t get a quest

  21. Fierce Deity 64
    July 25, 2019 at 12:23 PM

    You know, I don’t understand blizzard’s design team. Let’s make these quests and give little to no support for any of them. Pally gets reborn quest. So far no reborns in pally. Let’s show all these taunt mechanics for warrior, and base the quest around weapons. Warlock quest says draw. Not a single new card says draw on it. I know we haven’t seen all the cards yet, but so far it’s just been frustrating.

    • Xix
      July 25, 2019 at 12:30 PM

      Warlock allready has plot twist. XD But yes I agree with you, atm this expansion starts to look more like it’s made for the Wild format.

    • Lluadian
      July 25, 2019 at 4:27 PM

      Warlock one takes advantage of a card already in standard play plot twist with a full hand and you just finished almost have of the quest requirement with 1 card most likely that would finish the quest by then.

      For warrior weapons project and upgrade can both provide 3 durability weapons meaning with 2 spells you could finish the quest. Sullthraze could potentially allow you to summon 5 4/3 minions with 10 Mana.

      If the 4/3s are mechs finish quest after play Dr Boom and you have a 4/3 rush at 2 Mana every turn.

      • Irish Seadog
        July 26, 2019 at 12:27 AM

        They aren’t mechs, fortunately. I suppose they decided that would be too good.

  22. Xix
    July 25, 2019 at 11:52 AM

    So the question is, is this quest to slow for pirate warrior? Or any other aggressive Warrior deck?
    So you lose 1 card and turn 1 at the start and your allready burning through your cards pretty fast. BUT, being able to summon 2x 4-3 each turn is really good after turn 6 when your in top deck mode. In a way that’s even more powerfull then Jaraxxas hero power.
    So the old Shaman murloc quest Never really took off. But I say this quest is much better, so it depends if this expansion gives good aggressive warrior cards?

    Anway this quest is not bad it’s just that Dr.Boom is better for any other deck except aggressive decks.

    As for wild, maybe a pirate warrior, with a package of hate cards against big priest? XD Just flood their graveyard with garbage minions, wich you smash down with your weapon. XD (though normal pirate warrior is probably better)

    • Gameboyeli
      July 25, 2019 at 12:07 PM

      Probably too slow for Pirate warrior considering how important it is landing FM + Patches turn one.

      Could possibly work in a Hobart / Handbuff deck, maybe?

      • Xix
        July 25, 2019 at 12:28 PM

        Tbh i dont know the Hobart / Handbuff. But it seems this expansion is gonna do much for wild I think.
        Anyway, the thing about aggressive decks is they want to seal the game at turn 6 or even before if they can. If the game drags on longer they lose. But if you can summon 2x 4-3 after turn 6 can you still seal the game? It’s hard to say because the control decks still outpower you at that point, BUT they probably are so low on health that to deal with the constant threath and stay alive might be to hard for them.
        BUT just by adding this quest, your aggressive deck instantly becomes a midrange deck. Well Atleast you dont have to run 1-cost minions…. That makes your draw’s slightly better.

      • Spliff Master Herb
        July 25, 2019 at 7:53 PM

        Pirate warrior’s optimal early game revolves around them saving their first pirate to play after a ships cannon. Not on turn one like you say. This quest is defiantly not to slow and will likely make the deck much more resilient in the mid/late game.

        • Xix
          July 27, 2019 at 12:49 AM

          If your up against big priest, and you still have not killed him at arround turn 7 or so. This quest reward probably wont help you anymore, I think.

          • Spliff Master Herb
            July 27, 2019 at 8:20 AM

            If we rate cards due to how good they are against big priest we wouldn’t have any good cards this expansion except plague of murlocs.

  23. ReliusRemyRezar
    July 25, 2019 at 11:35 AM

    As someone who loves in a totally no homo way jaraxxus, this is a strong effect, but is not good enough as a death knight/hero – ish card.

  24. BiggityB
    July 25, 2019 at 11:26 AM

    Initially, I thought this was an OP Rogue Quest card. Not so good in Warrior.

  25. Thraben
    July 25, 2019 at 11:25 AM

    Even if this deck becomes top tier it’s kinda dead when people start running lots of weapon destruction in their decks…

    BUT when you think about it warrior has things like the supercollider that allows you to attack 3 times while controlling the board. Sulthraze can attack up to 4 times right away too. If warrior gets a good lowish cost weapon that further supports the control theme I could genuinely see this being a thing. You control the game and start spamming 4/3 minions in lategame. It works pretty well I’d say.

    However as many people say there’s no real reason to play something like this when Dr. Boom is a thing. Which is absolutely true. I think Dr. Boom was one of the biggest mistakes made by Blizzard recently, they could have at least nerfed him a bit by now.

    • Xix
      July 25, 2019 at 12:00 PM

      I think this quest is more for aggressive decks, but the issue is can aggressive decks handle the loss of turn 1 and a card? In exchange for mid late game value….

  26. Jed
    July 25, 2019 at 11:19 AM

    Taunt warrior time… wait

  27. Guyopt
    July 25, 2019 at 11:18 AM

    Such a bad quest

  28. NinjaWXYZ
    July 25, 2019 at 11:18 AM

    I think the only use for this will be when Dr. Boom Mad Genius is out of Standard. The hero power is not bad, it is just weak compared to Dr. Boom

  29. MockRock
    July 25, 2019 at 11:14 AM

    Everyone’s saying “Dr. Boom,” but there IS a world where you build a deck that uses this instead, Tempo/Aggro Warrior would generally only run Boom as a backup plan. I don’t think we live in that world right now, though, unless the few remaining cards are insanely tuned in that direction.

  30. EksSkellybur
    July 25, 2019 at 11:11 AM

    It sounds reasonable enough at first, up until you realize that Dr.Boom is still a thing. This does, however, Shine more for more Aggressive Warrior Decks, such as Midrange, Pain, Taunt, or even a more aggro Bomb Warrior. This does mean that you need to Rely on Fiery War Axes, Wrenchcaliburs, Super Colliders, and even Upgrade of all things.

    When Dr.Boom Mad Genius goes into wild, You will see a Massive Spike where Hack the System will suddenly be a lot more useful, so while it may not do anything for warrior for now (Unless the Meta shifts drastically) I will for the Next Year of the Expansion. 3 Stars for Now, but 5 Stars for Next Year.

  31. Vincent
    July 25, 2019 at 11:10 AM

    Would have been nicer if the golem has rush…

  32. Umbreomancer
    July 25, 2019 at 11:06 AM

    And this has… what, exactly, to do with Taunt minions?

    • MrAranak
      July 25, 2019 at 12:26 PM

      Plenty taunt minions get in the way allowing you to go face and or use your face as removal. Sul’thraze just got a lot of love. Wipes a zoolock board and gets you multiple 4/3s

  33. Irishkid200
    July 25, 2019 at 11:05 AM

    Almost fits into some aggro warrior as a backup plan, except A: Aggro warrior kinda doesn’t have any support and B: Bad turn 1 play. Dr. Boom is just better. 3/5 though for the potential.