From what I hear, you can only have 1 quest active at a time, but you could put 2 in your deck in Wild. Unless that was wrong, the Kripp confirmed this and since he does have insider info sometimes, I would tend to believe it.
Seems like a weaker Quest honestly. This will really depend on the CHOOSE ONE support this expansion provides.
That's kind of the point, though. Easier quest, weaker reward. Plus there are a lot of mostly usable cards that become really powerful once you finish the quest (which is easy to do by turn 8 I think).
Having this might make you struggle against aggressive tempo and aggro decks. But that's always been true of slower druid decks anyway. And if you need to you can always hold off on finishing it.
The main drawback, which has always been the case with slower quest-based decks is you delay your card draw. But you can always mulligan it against what you suspect to be a faster aggro deck, and get it later (when it might be more useful). And again, I think it works better with THIS type of quest because it's just SO much easier to complete. If you mulliganed any of the Un'goro quests they pretty much just became dead draws because they took so long to finish. This is different.
It doesn't seem worth to have all that tempo loss, even if you complete it on turn 4 you're gonna be doing nothing or not much for 4 turns while your opponent just develops their stuff. The only thing that can make this viable is if Blizz prints very strong choose one cards cause with what there is on standard it's not worth drawing one less card on your mulligan and doing nothing for 4 turns tbh.
I'm currently running a lucent bark deck with 2 juicy pyschmelons and I don't run a 10 specifically because it prevented me from playing the melon on turn 4 or I would end with 10 cards. This quest with ancient of lore is awesome for my deck and I already play a few other choose ones so even if there are no good choose ones which I kind of doubt I would play this in my current deck which I've almost gotten to legend with.
But in Wild you do have to give up the Death Knight as it would replace the hero power. I wonder if that is worth it for say Jade druid?
Would be very strong with nourish and the likes, but that is just a card that got canceled. Not good in midrange or agro/token decks at all since you need tempo for those decks and thus fullfiling the quest isn't good. Leaves maybe slow midrange, control and combo. I wonder what the new choose one card will offer us this expac.
I think people are generally underrating this, I think this is gonna be super powerful and create a mid-range druid archetype, you can guarantee we'll get at least 2 more choose one cards and their design will obviously have this is mind. I'm excited
I played Fandral back in the day, and people would go hard to kill him immediately, because the effect was extremely powerful.
Dropping Fandral, and then using Wrath to do 4 damage to a minion and draw a card was often enough for Fandral to put you ahead, after whatever it cost your opponent the next turn to kill Fandral. If you could play Fandral on turn 4 and then play Nourish on turn 5, you usually won the game, especially if you could use your 2 mana left over from Nourish to cast Wrath.
Late game combos with Fandral could be very strong. If he was alive on turn 7, he turned your Ancient of War into a 10/10 taunt for 7. If you could keep him alive on Turn 9 or combo with Aviana/Kun, you could use his effect on Cenarius, who would generate two 2/2 treants with taunt and then buff your whole board, including the treants, with +2/+2.
Fandral would only live long enough to have his effect on one or two cards most of the time, so it was a bad idea to use Choose One cards that wouldn't be good without his effect on them. The benefit of having the Fandral effect on the quest reward hero power is a big deal, because you don't have to worry about what happens when you don't draw it or it gets killed, and the effect can't be removed. This means you can consider Choose One cards that are great value when this effect is added, but aren't good enough to play otherwise, including:
Druid of the Claw: This card used to be premium value in the 5 mana slot, but has been power-creeped out. If you can get 4/6 Charge+Taunt all the time, he starts to look pretty good.
Mark of Nature: +4/+4 Taunt for 3.
Mark of the Loa: Give a Minion +2/+4 and Taunt and summon 2 3/2 raptors for 4
Starfall: 5 damage to a minion and 2 damage to all enemy minions.
Druid of the Scythe: 4/4 Rush/Taunt for 3. My guess is you won't use this one in this deck, though.
Ancient of Lore: Draw a card and restore 5 health
Tending Tauren: two 2/2 Treants and buffs all minions +1/+1 including the treants.
Also keep in mind that you can generate a ton of value with Keeper Stalladris.
A couple of other possibilities: Splintergraft can also give you another Cenarius. If you use Splintergraft on Ancient of War, you will get a 15/15 taunt. Floop can duplicate the Cenarius effect or the Splintergraft effect. Psychmelon will tutor Ancient of War, Splintergraft and Cenarius out of your deck.