Card choices worth talking about:
Tar Creeper- You don't have 3 mana removal plays anymore, you can't run fierce monkey, and Frothing doesn't really make sense because we don't use the face damage well.
Dirty Rat Versus Sentry- Dirty Rat can be swapped for sentry but sentry can be played out on your terms without additional investment far more safely than Rat can. Rat will be better if more combo decks arise, but as one of decks are leaving the meta, decks should be less sensitive to rat pulls hitting win conditions. Rat is not good against quest decks even if the quest is completed and the minion is not played under the logic that every minion quest deck that plays a minion reward is also in itself minion based. Going on a brief rundown
Priest-You don't care about their life total so unless you specifically hit n'zoth this is a value match up for us and we can't afford to throw hard removals away with how little initiative we have naturally.
Hunter- Not only do they run a lot of minions they also likely complete the quest and play the body in the same turn. Sentry has the interesting problem of giving them beasts for synergy cards but realistically you don't play it into a turn where they get to attack with their 3 raptors, and Rat at best has 4 to 6 non-beast targets to hit anyway.
Druid-You will not win this match up if their ancient of wars cost 10 mana, 5 mana or 0 mana, they can just play one or two big bodies a turn and punch you to death as it has been since the days of mid-range combo druid. You do not need to add x innervates to their deck to make the match up even more wonky.
Paladin-Galvadon has the hunter issue but there's actual upside to pulling the body since unlike the other scenarios the reward is much more threatening than the body. However, let's say you miss it. Your ideal scenario is dirty rat brawling a stealthed Galvadon for when things go bad in this scenario. Sentry improves your odds from a 1 in 3 (33.33...%)chance to a 1 in 5 (20%) assuming no minions are on the field prior to Galvadon entering play.) I would much rather have the odds of clearing Galvadon in the event I don't randomly snipe it from hand instead of the chance of randomly sniping it from hand and potentially giving him more buff targets that I don't want to remove like the Devilsaur egg.
Mage: Mage you can't hit their quest but in the case of mage they have to address your armor totals to kill you with a theoretical Antonidas exodia combo or taunts to deal with you in the event of an arcane giant/Alex OTK. In all of these instances assuming they for whatever reason lack any other minions in deck and you rat out a combo piece you certainly win but there's no clear way that deck is going to kill you and trying to play around every variation of a theoretical OTK deck before we have the cards is not quite going to work out.
The other match ups you either can't directly interact with their quest anyway, or they'll be playing a lot of large mid-range minions anyway that we want to slow down with our bigger taunts.
Gorehowl-I vaguely want this card in here for the match ups where we can't just play the quest and win because our life total is being pressured by burn, but most of the time the quest reward will win us value match ups and in aggressive match ups our taunts should out value their minions.
Tar Lord VS Alley Armor Smith vs Curator/Primordial drake- Until the meta shapes out this one won't be clear but in a vacuum
Tar Lord-Ancient of war in warrior. The 1 attack on our turn isn't relevant, we don't need to trade into things for the most part if they're not hitting our face. Bad against aggro, good against mid-range decks, average against control as it should be relatively annoying to remove and it gives you more big removal targets for them to deal with
Primordial drake- Ancient of Blossoms for 2 more mana, and a consecrate attached. The most value, but we don't actually have ways to punch things down to lower life totals to begin with. Could be high value in the right board state, but way way worse against aggro, and should be good against priest, but most mid-range decks you'd need to additionally run sleep with the fishes to make the card functional.
Alley Armor Smith- Not at all good against control or mid-range but quite good against aggro, see it as a 2/7 that heals you for 4 on average? It's also easier to fit into turns but because we have no from hand removal the card is much harder to utilize, and will often die to value trades. Consider it if the other options feel too slow.