The hunter quest is bad because the reward is bad, your deck is bad and it is too slow increasing the stats and making your deck worse is just bad. The best minion hunter has is a 2 drop and currently the only reason hunter sees play now. Crackling razormaw is needed for hunter not a bad legendary.
Interpreting the arcane words "give all minions in your deck +1/+1" is a daunting task, which will likely keep erudite scholars busy for years to come. However, I have a hunch they'll eventually agree on deck excluding both hand and board.
The only conceivable deck this could go in is Hunter Quest aggro. Control doesn't need bigger minions, and Midrage and Aggro really need to curve out and hate not having a two drop. Hunter Quest could make this work as its "two drop" is usually playing two one-drops, but I still don't see this getting played, because I don't see Hunter Quest getting played.
I'm sure there's an uncomplicated wild combo using thaurissan, brann, shadowcaster, shadowstep, patches, duplicate, and this card. I know duplicate is also 2 mana, but it can still be in your hand for this card to activate.
Would this make the hunter quest worth playing or is that still a losing quest?
Nope it doesn't make that much change if you use this at turn 2 you can get better board control until you complete the quest. ıf you play this after completing quest probably raptor's will be more sticky against board clears. But either way it is just a small addition to hunter quest.
This card played on curve is a tempo loss. It doesn't buff your hand either, so there's no way to make up for the tempo loss until much later into the game. The restriction is arguably another minus to the card. Priests without SW:Pain or Shadow Visions? Nope. Paladins without Equality or their two mana Murloc? Nope. Mages without Frostbolt or Doomsayer? Nope Hunters without Crackling Razormaw? Nope. Warriors without Fiery Waraxe? Nope. Shamans without Jade Claws or Maelstrom Portal? Nope. Warlocks? Maybe, but they currently really want Doomsayer if played for Control. Rogue? They lose the 2-drop plant and it doesn't work for generated cards, so I'm going to have to say: Nope. Druid without Wild Growth and Wrath? Nope.
I'm almost 100% certain, this will never see play. Maybe in Warlock, but I don't think so.
Hmm, could fit into an elemental shaman deck. Just need to drop the maelstrom portals and not run jades or flame tongues... Actually that's a pretty big downside, but worth trying out I guess.
I'd wait to see more cards before judging but this kinda reminds me of finja. You have to slightly weaken your deck but if you draw finja/this on curve it's insane. Having all your minions be 1 mana bigger than your opponent's minions is great (as evident by dragon priest). Unfortunately, drawing a 1-of in the first couple of turns is on average unlikely.
If zoolock gets another good 3 drop it might ditch the small amount of 2 drops it plays, you often play 2 one drops on turn 2 anyway. I'd definitely tread carefully before calling this bad.
It woudl be a good Card, if you could guarantee to Play it on turn 2. The your 12 Drops would have the stats of 2 Drops and yould simply be played as such without tempo loss. And every other Play would be a tempo gain.
However, you have to Mulligan for it normally and it is only a 1-of since it is legendary. Paying the Price of not having 2-drops and more important not 2 mana Cards at all, makes it probably too bad for all decks (I didn't check all classes yet). As someone already pointed out, control decks do not need bigger minions, since they outvalue most otehr decks anyway. Combo is the same, because the win condition is the combo. And all other decks need reliably a 2-drop for a good curve. Which you will not have if you only Play one single 2 drop.
The only way I could imagine how it will be playable is if we get a 1 mana tutor card for 2 Drops. Then it might be consistent enough to exploit the effect (you have two additional Cards which will draw Prince Keleseth .
As I already wrote in my other comment with my opinion about this card, if you do not have the means to play Prince Keleseth consistently on turn 2, this card is garbage because of its deck building restriction. If you can consistently get him on turn 2, this Card has a lot of potential.
Without his restriction, I guess he would be a staple in every midrange deck.
Control decks definitely don't need this card, control warrior using Execute, Slam and Fiery War Axe, Mage class using Frostbolt, Doomsayer, Arcanologist, Primordial Glyph and Medivh's Valet. The +1/+1 to minions don't really do anything compared with the value of the 2-drops.
You can't make a deck based around this card, as if you never draw him, your deck renders useless. You could make decks with him, but isn't worth running over the "essential" 2-drops each class has.
The hunter quest is bad because the reward is bad, your deck is bad and it is too slow increasing the stats and making your deck worse is just bad. The best minion hunter has is a 2 drop and currently the only reason hunter sees play now. Crackling razormaw is needed for hunter not a bad legendary.
I think you guys are forgetting about bounce rogue. This card is going to be fun.
The main problem I see with this card is that it doesn't buff your hand as well...
If it will be played it will be in zoo probably zoo ruins tonnes of 1 drops and the 2 drops currently aren't very impressive.
WTB option to delete own posts ;)
The only conceivable deck this could go in is Hunter Quest aggro. Control doesn't need bigger minions, and Midrage and Aggro really need to curve out and hate not having a two drop. Hunter Quest could make this work as its "two drop" is usually playing two one-drops, but I still don't see this getting played, because I don't see Hunter Quest getting played.
I'm sure there's an uncomplicated wild combo using thaurissan, brann, shadowcaster, shadowstep, patches, duplicate, and this card. I know duplicate is also 2 mana, but it can still be in your hand for this card to activate.
1 out of 5 stars
This card played on curve is a tempo loss. It doesn't buff your hand either, so there's no way to make up for the tempo loss until much later into the game. The restriction is arguably another minus to the card. Priests without SW:Pain or Shadow Visions? Nope. Paladins without Equality or their two mana Murloc? Nope. Mages without Frostbolt or Doomsayer? Nope Hunters without Crackling Razormaw? Nope. Warriors without Fiery Waraxe? Nope. Shamans without Jade Claws or Maelstrom Portal? Nope. Warlocks? Maybe, but they currently really want Doomsayer if played for Control. Rogue? They lose the 2-drop plant and it doesn't work for generated cards, so I'm going to have to say: Nope. Druid without Wild Growth and Wrath? Nope.
I'm almost 100% certain, this will never see play. Maybe in Warlock, but I don't think so.
Hmm, could fit into an elemental shaman deck. Just need to drop the maelstrom portals and not run jades or flame tongues... Actually that's a pretty big downside, but worth trying out I guess.
I'd wait to see more cards before judging but this kinda reminds me of finja. You have to slightly weaken your deck but if you draw finja/this on curve it's insane. Having all your minions be 1 mana bigger than your opponent's minions is great (as evident by dragon priest). Unfortunately, drawing a 1-of in the first couple of turns is on average unlikely.
If zoolock gets another good 3 drop it might ditch the small amount of 2 drops it plays, you often play 2 one drops on turn 2 anyway. I'd definitely tread carefully before calling this bad.
Throw it in a ramp druid deck.
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Mistcaller did this with no conditions and was shit and never played.
Why would a card that requires you to get rid of your entire 2-slot and doesn't affect hand be played more?
It woudl be a good Card, if you could guarantee to Play it on turn 2. The your 12 Drops would have the stats of 2 Drops and yould simply be played as such without tempo loss. And every other Play would be a tempo gain.
However, you have to Mulligan for it normally and it is only a 1-of since it is legendary. Paying the Price of not having 2-drops and more important not 2 mana Cards at all, makes it probably too bad for all decks (I didn't check all classes yet). As someone already pointed out, control decks do not need bigger minions, since they outvalue most otehr decks anyway. Combo is the same, because the win condition is the combo. And all other decks need reliably a 2-drop for a good curve. Which you will not have if you only Play one single 2 drop.
The only way I could imagine how it will be playable is if we get a 1 mana tutor card for 2 Drops. Then it might be consistent enough to exploit the effect (you have two additional Cards which will draw Prince Keleseth .
As I already wrote in my other comment with my opinion about this card, if you do not have the means to play Prince Keleseth consistently on turn 2, this card is garbage because of its deck building restriction. If you can consistently get him on turn 2, this Card has a lot of potential.
Without his restriction, I guess he would be a staple in every midrange deck.
everything what TheWamts said
i would add, that we mustn't oversee the reward: +1/+1 only for the minions in the deck
Not really the best card, having no 2 drops don't really work out especially for Aggro. PW needs Fiery War Axe, Heroic Strike & Bloodsail Raider.Druid needs Mark of Y'Shaarjand Power of the Wild. Murloc Pally has a plethora of good 2 drops, including Hydrologistand Rockpool Hunter.
Control decks definitely don't need this card, control warrior using Execute, Slam and Fiery War Axe, Mage class using Frostbolt, Doomsayer, Arcanologist, Primordial Glyph and Medivh's Valet. The +1/+1 to minions don't really do anything compared with the value of the 2-drops.
You can't make a deck based around this card, as if you never draw him, your deck renders useless. You could make decks with him, but isn't worth running over the "essential" 2-drops each class has.