Supreme Archaeology
Supreme Archaeology is a 1 Mana Cost Legendary Warlock Spell card from the Saviors of Uldum set!
Card Text
Quest: Draw 20 cards. Reward: Tome of Origination.
Flavor Text
Archaeology is the discovery of rare and powerful artifacts. Supreme Archaeology is TAKING THEM!- Mana Cost: 1
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Warlock
- Card Type: Spell
- Set: Saviors of Uldum
- Mechanics: Quest
Supreme Archaeology Additional Information
Cards Relating to Supreme Archaeology
Tome of Origination Type: Hero Power - Cost: 2 Hero Power Draw a card. It costs (0). |
You’ll just run this in the plot twist deck and be satisfied, but you could just be playing a better deck. 2/5
I will play this, i will make the emem live.
This needs reshuffling, or else it’s really bad. Without reshuffling you only get potentially 2-3 cards that cost (0), and then you go into Fatigue. Let’s see if we get more reshuffling and shuffle into your deck synergy and we will be able to judge it better.
Plot twist.
Plot Twist is good for sure, but there has to be more synergy. That alone won’t be enough.
Perhaps, but it invalidates your analysis of only 2-3 potential cards that would benefit the effect. As you know, Warlock has already tools to benefit from having a wide hand. Handlock is not a meta deck, but a thing nonetheless. Warlock has a powerful draw engine which means it is not so hard for them to reach 7/8 cards, or more, in their hand. Running two copies of Plot Twist, along with potential other synergies that card may have to support it, will somewhat guarantee they will get at least one Plot Twist, which will lower the amount of draw needed from 20 to somewhere between 11 and 13. It seems much more reasonable.
It is, however, as you said, oriented towards slower Warlock decks which aren’t really succesful now, but we have yet to see some support for this quest to work. Warlock doesn’t lack high-cost cards which could work with the Tome of Origination, but indeed, for the effect to truly change the game, you’d require running a lot of them, which may not be the easiest thing to do in the current meta for Warlock.
Not to mention ; if you put an emphasis on draw, Warlock has good chance of getting both copies of Plot Twist. Plot Twist itself will help the Warlock maybe find the second copy they have in their decks. If you draw the two copies of Plot Twist, the Quest is not that hard to complete.
The only true problem this Quest has is that to consistently get the Tome, you have to make important deckbuilding choices, that are perhaps less interesting than others and maybe the power is not enough to make up for that.
I think the Quest still has potential. We have yet to realize it, I say. It may not seem viable, but the power is a very strong effect. It could be devastating if used in just the right way. Let’s wait and see what we can do with it, but I’m sure there’s a way to use it to high power levels. That is, if we get enough support to be able to complete the Quest without being too much behind the game in the first place. For that, I am mildly confident, but we’ll see.
I just hope it’s better than previous Warlock Quest. Discarding cards was so against what the deck that supported the Quest wanted to do that it was always a meme. If only we had had the new 2/1 in the old Quest…
I do think it will be on the very least easier to complete than that Quest, and with a reward that is easier to make use of.
If only locks could shuffle endless value into their decks.
I think this might be good in wild darkest hour decks because
1-It usually doesn’t have anything to play on turn one, so it can just play this quest comfortably.
2-It has lots of big minions, so if you can’t play the darkest hour combo early enough, you still get to draw some big minions which will be free.
3-Most darkest hour decks run plot twists to get their combo more easily, and plot twists also complete this quest more easily.
Of course, darkest hour warlock usually wins with their darkest hour combo, but if that fails (which it sometimes does due to bad draws, this might be an alternative win condition.
Too much effort for a reward that won’t necessarily win you the game. This is not going to be played in a tier 1-3 deck without amazing support.
2/5
Solarium + hero power + Plot Twist is 8 draws before you even count the other cards in your hand. Not necessarily what you’re going to play on turn 5, but I think Warlock has plenty of tools to finish this quest early enough. 4/5.
Considering if you plot twist with a full hand that’s 9 cards shuffled into the deck just 1 time could possibly finish it. This seems like a card that would allow control lock a better endgame since once it finishes every card hero power pulls is playable that turn control doesn’t really run bigger than 8 cost minions so possible to keep dropping 2 bigish card each turn. I’ve seen jepetto in a control deck before due to the utility of 2 minions going to the hand. Even if they were 1/1 that’s 2 less minions so more likely to draw plot twist if need and depending on what pulled even 1/1 has uses. 1 cost 1/1 whelpling is definitely a steal. But yeah this does provide a way to get tempo if you Elekk plot twist since you draw 2 cards for 2 Mana and 1 of them is 0 cost. The downside to Elekk before was drawing a bunch of the same cards that were all 6+ Mana so yes you could win fatigue but you would only be dropping 1 minion a turn. This card could really bring up the viability of control to more than just battle of fatigue.
There must be some viable-y mechatun or malygos shenanigans with this one.
Also, there is no real drawback adding this to any control warlock deck anyways.
Absolutely no clue why this has lower ratings than the druid quest.
4/5
I think the big reason is because 20 cards is a huge number, so under normal conditions the reward won’t activate until you are close to fatigue at which point you probably don’t want to draw any more cards. Obviously Plot Twist changes that math a lot, but in the current meta Plot Twist decks are pretty much meme decks and people tend to judge future cards based on their impressions on the current meta. If this new expansion also gives Warlock something like White Eyes or Dire Frenzy, I think that changes the math a lot.
It already has the neutral Elysiana for starters 😉
It already has the neutral Elysiana for starters 😉 and banker of there is some what youwant to shuffle back for a certain discount e.g. nomi.
I feel my first new expansion deck growing. Quest nomi mechatun 😀
You are wasting a card slot and turn 1 to activate a quest which will be hard and unreliable to complete. Using plot twist is and mechathun is unreliable. (you want mechathun to still be in your deck when you completed the quest). a standard control deck will not get much value out of this either. Most games don’t last 20 turns and this card alone wont push plot twist warlock towards viable. We will see what other toys warlock gets though, theres still hope!
Considering there is very little in the way of a 1 cost for control warlock this isn’t a waste to play turn one. Control lock focuses more on surviving into late game with huge wall of taunts and some healing with a couple removals. The point of this card in control is it counters the downside of plot twist + Elekk where you keep drawing into cards that can only be played one at a time.
One of the biggest issues of control lock is it can lack an endgame due to most your cards will be 5+ Mana it’s hard to do more than drop 1 card a turn. The big thing to remember is since the quest has a requirement like this there’s likely to be more cards for warlock to support refilling the deck.
On the note of control lock viability I’ve only seen 2 types of warlock played lately control and carpet nothing else. The issue of carpet is if opponent can remove carpet and keep board clear. Control is a little rng ish and doesn’t pick up much till midgame. However control lock hinges heavily on the plot twist field rush and pulling things like whelpling. The reason for this is that’s the only big setup it has since alot of the card costs mean only playing one card a turn.
Wargoth plot twist
looks good to me…. 5/5
Elekk + Plot Twist combo allows you to go infinite, like Dead Mans Hand Warrior. You also don’t actively have to do anything to complete this quest, it just completes itself. This is definitely better than the Druid Quest, so it gets a 4/5
I really am confused about the viability of this card. A card the forces you to do an action just for the sake of its individual value isn’t really worth it. Why force plot twist just for this quest? Plot twist will help to complete the quest but forcing it to happen just because of a Hero Power that is as good as Wilfred Fizzlebang? Remember, Wilfred Fizzlebang failed due to its high cost plus RNG. This is way higher in terms of cost. If ever it isn’t, then you spent a lot of mana on forcing yourself to activate it early on, which will make your face suffer.
If you desire to clog up your hand and cycle cards forever, then how will you be able to finish the game off? In the end game, when all is said and done, it all depends on how good you build your deck. Your curve will suffer, and knowing Warlock, it is not the best class in terms of stalling due to the absence of sufficient healing.
It has potential, but in a fun game, and not in a competitive level. And even though you activate the quest with 10 cards still intact in your deck, how certain are you to win with the next draw, having a 10% chance of drawing what you need at that time?
There wouldn’t be 10 cards left if you don’t plot twist it would be 5-6 your forgetting the starting hand. The point of this card though is to run it with plot twist doing other wise is stupid. You don’t lose much for opening play because outside of zoo builds warlock doesn’t use much of 1 cost minions. As for healing if you look at control lock they tend to have about 4-5 different cards that can heal (not counting doubles). One reason control has had issues is the win condition is rng heavy due to all the high cost cards. This nullifies that weakness once finished because you can drop 2 big cards minimum every turn.
I think this is really good in a Control Warlock deck. Plot Twist helps you complete this a lot faster, and the reward lets you draw cards from your hero power without the life cost and with a powerful extra. 5/5
This really seems like a lackluster Quest. Although, it is too early to determine whether or not it will be any good.
OTK Warlock. That’s it.
I don’t think elek + plot twist is enough to make this work, but if we get more cards for Warlock that can shuffle big bois then I think it could be good.
Plot Twist was an interesting card that failed, but (thin) hope lives on… Something must get out Warlock from the dumpster and I hope this is it. But the first thing for salvation of Warlock is him being able to stop shuffled bombs; get better healing and stuff. It remains to be seen.
Supreme Archeology is an easier quest to complete, but the reward leaves something lacking.
I’m not sure if getting big stuff out for two mana in the rather late game would be worth your turn one, a card in your opening hand, and a slot in your deck.
More plot support? 4/5
Support for slow warlock- and Plot Twist helps you complete it, which is something. What are you gonna do with those 0 cost cards, though? You can’t quite build a combo deck around it, since you’ll probably draw your combo pieces before the quest is complete.
You could run a Big Warlock deck with something like Darkest Hour, but it needs support still.
Oh my lord, this will absolutely stomp in wild, my already good plot twist warlock deck just got more tools wilfred wizzlebang’s passive as a hero power is pretty good. Cant wait 🙂
Elekk + Plot Twist? Not sure if its competitive but the only way to make this work is with a high cost and shuffling deck.