Because priest is op and annoying. Before he was able to win with value and time. Now he is able to win only playing in the curve. It is not slow for priest. You can receive an OTK in turn 10. A priest can discover the spell in its own deck.
I always disliked uncounterable instant kill mechanics, and no - I don't consider highrolling your Mutanus to be a viable counter.
Of course this is the perspective of someone who likes long control vs. control games, where managing your resources and value cards is the name of the game. Knowing that you will now also play against the Xyrella-clock that will get you eventually might just ruin my favorite Warrior vs. Priest games.
At least it won't be viable in Wild, as you can't step into *any* game without 1/4 of your cards being pure disruption at this point.
Knowing that you will now also play against the Xyrella-clock that will get you eventually might just ruin my favorite Warrior vs. Priest
As a player on the other side of that match up, trust me when I say that I would have loved a mutanus back when I was getting ETC'd or Silas'd to death. Of course, it would have been a more effective counter in those cases since there are more minion combo pieces to hit.
There is absolutely no reason to freak out over a 46 mana combo that rewards you with a 7/7 taunt, requires you to play cards in a specific order, to shuffle your win condition and to draw and play it manually.
It's a fun card, it will destroy bad decks and greedy bastards on expansion launch, and that's it.
I'm much more freaked out about the mage and warlock questlines, these are insanely easy to complete and the reward is incredible.
And yeah Celestial Druid messes with more game plans than you imagine.
It's not a 46 mana combo lol, you're just playing your deck - playing cards you'd play anyway when you'd want to play them. The ordering only has to be semi-specific. Also, it's a 1 card combo in the sense that you only have to fit 1 card into basically any control list. You don't have to waste hand space holding onto combo pieces or waste tempo tutoring/drawing for combo pieces, or waste more tempo setting up your combo (a 5 mana 7/7 taunt is not a waste of tempo). And yes, it obviously gets countered by celestial druid, but again, it only takes up one slot in your deck so you can easily build in multiple win conditions.
In a vacuum, this card is stupidly OP, but it will be completely wasted on a class that is worse than it's ever been since GvG in a completely aggro dominated meta. That's probably for the best though - if this was playable it would be horribly boring to play and horribly annoying to play against.
For one mana, even if you only discover one card, is a decent value. Discovering more than one card is a premium. The win condition at the end is just gravy. It will infrequently win games all on its own. That won't stop deck designers from trying. In Wild Priest can stall, delay and survive with aplomb.
The Priest questline is simply an alternative to running C'Thun as a tool against control mirrors. C'Thun is generally bad (outside of said control mirrors) as it dilutes your deck with 4 mediocre/bad cards. The questline forces you to run some 5- and 8-drops that you normally also wouldn't, again making your deck slightly worse. It also makes your mulligan worse in matchups where you don't care about finishing it. They are both very slow. The main advantage of the questline is that it is more reliable than C'Thun in those control mirrors (in terms of killing the opponent).
However: it's not an auto-win vs control decks. Other control decks can run disruption cards, their own OTK-type win conditions, etc...it will only be an auto-win vs ultra-greedy, sub-optimal, 'fun' decks.
When the community says please give priest a win condition I don't think this is what they meant. That said, this doesn't help priest as much as people think it does.
While obviously curvestone could occur with a turn 10 kill, aggro has been rampant and not enough has been seen to show it going in a control direction. This card doesn't really help priest win the aggro matchup, it's obviously just in line in a combo matchup, and in theory this would win in a control matchup. However if the quest existed in a control matchup you'd save mutanus for the turn the quest ended to eat xyrella, or in warlocks case Tickitus could just burn the shard itself. While this could be good I don't see it being nearly the gamebreaker people think it is.
Honestly at best a 2 star with current kits, and i'd bet it gets nerfed if it is too strong anyway.
I mean priest... doesn't even really struggle against aggro that much. They have lots of efficient removal tools and healing.
But seriously: at what point are people going to start reading the quest rewards for each step along the way?
Drawing 2 cards just from playing a single 2, 3, 4, 5, and 6 cost cards is really good.