This card needed more Health to be playable on its own without the quest buff potential.
I think I would play this on its own if it was a 4/8 Taunt for 6 mana, with the flexibility to heal if I needed it. I am not so sure this version is any good, even with the Quest being completed.
Maybe if the infinite Taunt druid thing works out, but as we have already seen, Shaman will have zero issues with dealing with a large board of crazy powerful minions.
So here is the issue I see. Blizzard is pushing some of the older archetypes that weren't quite there. Like Heal Druid.
They are pushing an old school archetypes like Highlander. Then they release cards in the previous or same set that destroy both archetypes even before they get to the ladder to be tested.
The Shaman plague makes all of these Heal Druids and big Taunts a joke.
The Highlander decks get hosed by Bomb Warrior. Or Control Warrior that discovers bomb cards along the way. In fact Control Warrior can tech in a few cards and not really hurt their overall game play, if Highlander decks are ever that powerful.
I like the card but its not powerful enough to bring Heal/Taunt Druid up from the dumpter ranks.
good if quest is active. Not good if quest isn't active. Both options are pretty bad especially the heal 12. Priest great healing potion costs 2 less. 6/6 taunt is ok but lord of the arena with +1 hp is still pretty bad.
It does go well with the quest as a stabiliser vs aggro. If you're floating mana for 4 turns you're probably behind. But this card is more of a speed bump than a stop. It's good if you have things under control but if things are going rampant then this just buys one turn.
Too expensive to be used in other deck but Untapped Potential, Lucentbark decks can run cheaper heals to revive him. Curving into this while completing the quest is just good for stabilising back again.