So at this point into the expansion it has become very obvious that the Druid Quest is an incredibly powerful card that saved Druid from having to play AFK Token Druid for another expansion. Personally, I really like the playstyle of the Quest. It feels a lot like old ramp Druid except you don't just stall until you OTK your opponent out of nowhere but rather you play proactively to push them off the baord through value. It perfectly displays the strengths and weaknesses of Druid: Slow early game and limited removal mechanics, but a ramping threat that can quickly come back if they manage to get to the powerspike.
That being said I feel like they made it almost...too good. Not in a "we must nerf this" way, but in a "alright, guess we're doing this for the entire next year"
If you look at the most common decklists you will soon find out that a large part of the deck is made up of very essential cards that aren't really part of any wincondition, but rather just the Quest engine itself. Almost all of these are from the Year of the Dragon (with the exception of Wardruid Loti and Ferocious Howl). The only other card rotating next year is Flobbidinous Floop who is part of the Chef Nomi train, which in itself is just your standard win condition package and will probably replaced with whatever else we're getting in the coming expansion.
Basically this is ominously reminiscent of last year's Druid fiesta, where you had 25 set cards and 5 others that made up your win condition. Essentially I fear we might fall back into a pattern of "every Druid deck is the same and every other Druid strategy is rendered useless because it can't make use of the Quest engine"
I mean just think of it. Even with more support, why would you ever play Heal Druid when you can achieve a much better lategame strategy just by running the Quest? And obviously you can't run both a Heal package and the Quest because the Heal package demands much more card slots than the Quest engine allows.
This problem would technically apply to most other Quest decks, except their rewards are more specialized which leads to more deckbuilding variety, even if the overall gameplan is the same (take Quest Rogue and regular Tempo Rogue for instance). Druid's reward is basically just "a bunch of cards get really good in practically any situation".
At the end of the there's not really much that can be done about it anyways. Quest Druid is just going to become stronger as Druid gets more good cards while any other strategy will have to compete directly (or be Token and highjack the meta when the opportunity presents itself). Best case scenario: support gets out of hand and the entire archetype gets nerfed somehow, which opens up space for non-quest decks.
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