in no particular order, Mage, rogue, Warrior and Druid quests are the stronger ones
Hunter and Priest shamman and Warlock are mid tier with hunter being the strongest of this bunch
Paladin's quest is sort of a bad joke, Galvadon might be an unreliable win condition, since adapt is akin to discover there's a chance you won't get either stealth or windfury in all of your five picksr and an even higher chance you won't get them together with the attack buff, but unless you have Primalfin Champion and actually draw it early enough for it to matter then good luck completing that quest.
the only reason i don't dismiss galvadon is that you can play it in wild with spare parts and make a decent deck out of it,
Unite the Murlocs is a very strong quest, not neccessarily because it has the most OP reward and not as flashy as elementals, but the way the deck for it curves out and the amount of tempo it puts on the board early game. I suspect that it may end up better than elementals at the higher ladder ranks.
The Mage, Priest, Hunter, and Warrior quests are all powerful enough to potentially create tier one standard decks. Them age one is a shoe in, but the rest might not have what they need to shine right now.
The other quests are too low impact to warrant an archetype.
Mage is the only standalone I feel Is just good. everything else is so situational or you really have to just build towards it. Mage you can just throw into any deck you want if it generates a lot of spells
Tier 1: Hunter and Warlock. Both have game-winning rewards and aren't that hard to complete.
Tier 2: Priest and Mage. Both rewards are potentially game winning, but actually aren't that easy to set up in a viable deck.
Tier 3: Druid, Warrior, Shaman. Druid is better off just going with Jade. Warrior will be a bit too weak and overly defensive, and their awesome reward isn't going to be that impactful except in the rare control vs control match. The Shaman is going to run into the problem of finding that random Murdock aren't going to be quite good enough. Maybe it will work as a small package of a larger deck with call in the finishers.
Tier 4: Paladin. Tough to get and have a viable deck. The reward is game-winning, however.
Tier ? - Rogue. This one is so weird that I will need to play with it a lot. I would peg it Tier 3 if forced to right now, as the reward isn't game winning necessarily, and a deck bogged down with bounce cards or the odd elementals is going to struggle with consistency.
casting Mage spells isnt exactly a chore and we have a ton of ways to get them. Babbling Book and Tome are both tier one cards all ready. The new not loot hoarder is solid as well and the spell that discovers a spell and makes it cost two less is fantastic.
I think it will be a solid contender but we won't know for 3 more days :).
so in standard at this point I am leaning toward warrior but my opinion changes every few hours. In wild I have been set on rouge being the best pretty much the whole time.
In standard warrior quest may be able to outlast the onslaught of a hunter or shaman quest. If it can it is the best quest, if not I think it is literally useless.
in wild combo deck. rouge has a scary combo deck. The potential to win turn 4 is kind of impressive, and barring an instant win on turn 4 you can still get really strong combos later a few turns later. If the enemy has taunts up you can kill them and still have an insane board, and some more minions that can keep being powerful. In standard I am still clueless on rogue quest, sometimes I think wow that is scary and sometimes I think, well hunter will just kill you.
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Just fill your deck with one drops, that is creative deck design, right?
Probably Hunter. They get to play one drops which is both simple and effective, then they are rewarded a giant minion that basically enables them to play miracle. Good against rogue, druid, and paladin.
Rogue might also be good. Maybe even the best, there are too many ways to build it that even if one version does't work it doesn't mean the card is bad, just the deck built around it. Strong against slower quests like warrior, druid and priest.
Warlock's is insane but I think dicarding that many cards will be difficult and too slow for zoo. Don't know if it will see play.
Mage's seems questionable. Don't see how it enables anything but otk scenarios. Good against hunter, shaman, priest.
Warrior's is great I think. If they are playing against aggro, their taunts will soak damage and they can clear board. Completing the quest in slower games, even against jade druid seems doable. Just clear the board with your dinosaur and start beating their face in. Hell, you might even just out tempo them. Good against mage, warlock, hunter.
Priest's is over rated. Like you have 40 health? So what? And the card is 5 mana but you are playing it turn 9 or 10? How do you win now? Fatigue? Good luck. Good against hunter, shaman and paladin?
Paladin seems bad for reasons stated by everyone. Even though it had a great showing of it's potential during the stream. One has to question how well it will do against a deck that isn't mimic podding into prep on turn 3. Good against nothing?
Shaman's is hopefully bad. Murloc's can be very oppressive and I hate the floody aggro bullshit. Hopefully it fails. Good against rogue, druid?, paladin?.
I think Druid's might be the worst of them all. The effect is questionable. I think a standard ramp druid might be better. I dunno. Good against nothing. lol
Warrior quest is widely agreed beeing the best one. Since the deck looks best since it can beat aggro and other control decks
Widely agreed? Browsing through the different forums, I feel that public opinion is shifting between Hunter, Warlock and occasionally Mage (much uncertainty there). Warrior is usually considered good but rarely top.