Oh man, this is dangerous board fill and refill for Token Druid, what were they- what? It's a Hunter card?! But Hunter barely does that! And the class doesn't really take much advantage of a board full of 1/1s anyway, especially without Rush.
Pretty powerful, easy arena pick, though it might struggle a little finding the right constructed deck to run it. I'd say token, but with Gibberling to 2, it's a little harder to squeeze. Perhaps a Miracle Druid with Umbral Owl will serve as a potent removal.
Curve Quest Priest... As hype as it is to have a reward that literally wins you the game, it might actually be hard to curve out as easily in the reveal video. Sure the discovers between each step completion will help with the internal consistency, but for the most part you are devoting most of your turns playing 1 big thing at a time.
That's really the hard part because hoo boy, Thrive in the Shadows is an easy tutor for the Shard
Probably sees play in Controlock if nothing else, but I'm trying to think of how much healing you need to do for it to be worth it. Probably 6 or more? The fact that it's only your hero does also limit it's use, since you can't heal up a big taunt after a trade.
Probably ends up that the only reason you play him is for Westfall/the 2/2 Adventurer. The other options imo are awful for the extra wait time:
Ironforge: Much more healing than Luckysoul Hoarder, and probably the same amount of time waiting for healing to come in, but Luckysoul Hoarder is run because of Soul Fragment synergy.
Eastern Plaguelands: Compare contrast with Imprisoned Antaen. You can run two of Antaen, even run them back to back, and they were pretty effective in early Ashes of Outlands since the opponent had little time to build up a board big enough to soak the damage burst AND deal with the 10/6 body afterwards, especially not back to back and/or with Priestess of Fury. This however, gives way too much time to your opponent to set up a board to soak up the random damage, and by turn 8, a 3/3 body is pretty ignorable.
First thought: "Oh SWEET! Spell Mage is back on the menu boys!"
Second thought, much much later: "Wait, how hard is it to complete actually?"
With current deck lists of Spell mage, it'll actually come up short more often than not, mostly because the only Frost spell it consistently runs is Brain Freeze and maybe a copy of Ice Barrier, so you're really relying on your discovers to hit any Frost spells as much as you can. Fire is less of a problem, since Combustion and Fireball are given, and Fire Sale looks much better than Flamestrike, but if you're using the Fireballs to complete the quest, you aren't saving the Fireballs to turbo burn your opponent post-quest. Arcane is almost half of the deck, you might as well consider it already completed.
All that said, it ironically just might see play because of the two mid-quest rewards of 1 Draw and Discover a Spell, and don't even bother trying to finish it.
Warlock's version of Efficient Octo-bot, and all it requires is the thing that Warlocks naturally do. The only time I don't see this being run is Zoolock.
The only tricky part will dodging the inevitable Rust-rot Vipers and Acidic Swamp Oozes.
I'm excited to see Kibler add this to his Dude Paladin deck, since iirc he runs Seedcloud Buckler. You 100% run those two together with Buckler first, then break it by playing this card to give your board Divine Shields to then proc this weapon's effect.
That being said, it'd be a Kibler deck, so only Kibler-level players are going to be able to pilot the deck right, so 3/5 is the absolute best that I can give this.
The fact that this has tradable, and as such can be shuffled away when facing a deck that doesn't run weapons, is the only edge it has over Ooze, but that edge is just perfect for a tech card.
This quest lives and dies on if it procs on Fatigue damage, because I can't think of a deck that runs enough self-damage cards to fulfill the quest AND make use of the reward. Even then, super vulnerable to Aggro. 3/5 because I'm on the fence.
Tradable as a keyword should be thought of as Plan B, as top decking this wouldn't be the absolute worst unless you really needed something on curve. Otherwise, instant Ice Barrier without the need for your opponent to attack to proc. Pretty basic 29th/30th card in your control warrior deck.
Oh man, this is dangerous board fill and refill for Token Druid, what were they- what? It's a Hunter card?! But Hunter barely does that! And the class doesn't really take much advantage of a board full of 1/1s anyway, especially without Rush.
Pretty powerful, easy arena pick, though it might struggle a little finding the right constructed deck to run it. I'd say token, but with Gibberling to 2, it's a little harder to squeeze. Perhaps a Miracle Druid with Umbral Owl will serve as a potent removal.
Curve Quest Priest...
As hype as it is to have a reward that literally wins you the game, it might actually be hard to curve out as easily in the reveal video. Sure the discovers between each step completion will help with the internal consistency, but for the most part you are devoting most of your turns playing 1 big thing at a time.
That's really the hard part because hoo boy, Thrive in the Shadows is an easy tutor for the Shard
I think it's a solid card for the combined healing and removal, the real question is "do you run this along side Drain Soul and Soul Shear?"
The answer is Not Quite, you run cards like this instead of the Soul package in a Neeru/Pain Questlock deck.
If we're getting adventures again, I hope that it's as a part of/instead of the minisets rather than another thing to buy on top of the minisets.
I can see it getting a Mana nerf, just to remove the explosive T1 games where the Druid has a full board of 2/2s
Probably sees play in Controlock if nothing else, but I'm trying to think of how much healing you need to do for it to be worth it. Probably 6 or more? The fact that it's only your hero does also limit it's use, since you can't heal up a big taunt after a trade.
If nothing else, it sees play in Arena because the Immune and the sticky body is premium.
In constructed, I feel conflicted because while Immune while attacking is nice, I just don't see it make the cut in Face Hunter.
Probably ends up that the only reason you play him is for Westfall/the 2/2 Adventurer. The other options imo are awful for the extra wait time:
Ironforge: Much more healing than Luckysoul Hoarder, and probably the same amount of time waiting for healing to come in, but Luckysoul Hoarder is run because of Soul Fragment synergy.
Eastern Plaguelands: Compare contrast with Imprisoned Antaen. You can run two of Antaen, even run them back to back, and they were pretty effective in early Ashes of Outlands since the opponent had little time to build up a board big enough to soak the damage burst AND deal with the 10/6 body afterwards, especially not back to back and/or with Priestess of Fury. This however, gives way too much time to your opponent to set up a board to soak up the random damage, and by turn 8, a 3/3 body is pretty ignorable.
First thought: "Oh SWEET! Spell Mage is back on the menu boys!"
Second thought, much much later: "Wait, how hard is it to complete actually?"
With current deck lists of Spell mage, it'll actually come up short more often than not, mostly because the only Frost spell it consistently runs is Brain Freeze and maybe a copy of Ice Barrier, so you're really relying on your discovers to hit any Frost spells as much as you can. Fire is less of a problem, since Combustion and Fireball are given, and Fire Sale looks much better than Flamestrike, but if you're using the Fireballs to complete the quest, you aren't saving the Fireballs to turbo burn your opponent post-quest. Arcane is almost half of the deck, you might as well consider it already completed.
All that said, it ironically just might see play because of the two mid-quest rewards of 1 Draw and Discover a Spell, and don't even bother trying to finish it.
Warlock's version of Efficient Octo-bot, and all it requires is the thing that Warlocks naturally do. The only time I don't see this being run is Zoolock.
The only tricky part will dodging the inevitable Rust-rot Vipers and Acidic Swamp Oozes.
I'm excited to see Kibler add this to his Dude Paladin deck, since iirc he runs Seedcloud Buckler. You 100% run those two together with Buckler first, then break it by playing this card to give your board Divine Shields to then proc this weapon's effect.
That being said, it'd be a Kibler deck, so only Kibler-level players are going to be able to pilot the deck right, so 3/5 is the absolute best that I can give this.
The fact that it's 1 mana helps a lot, since you can play this on turn 1 going first and almost always get a draw from him...
Any later than that and he's effectively just a 2/1. Pass.
Here's hoping that Tamsin and/or Scabbs are among the next Reward Track rewards.
The fact that this has tradable, and as such can be shuffled away when facing a deck that doesn't run weapons, is the only edge it has over Ooze, but that edge is just perfect for a tech card.
Friendship ended with Combustion, now Fire Sale is my new best friend.
This quest lives and dies on if it procs on Fatigue damage, because I can't think of a deck that runs enough self-damage cards to fulfill the quest AND make use of the reward. Even then, super vulnerable to Aggro. 3/5 because I'm on the fence.
You'd probably use the Tradable for when you need a bigger minion out of your deck, but otherwise I can only see this being played in arena.
Tradable as a keyword should be thought of as Plan B, as top decking this wouldn't be the absolute worst unless you really needed something on curve. Otherwise, instant Ice Barrier without the need for your opponent to attack to proc. Pretty basic 29th/30th card in your control warrior deck.
Do I want Coin? Yes. Do I want my opponent to have the coin? No. 1/5 stars