Just curious as to how you guys think the Questlines stack up against each other! Feel free to post your ranking of them.
I personally feel that the Hunter or Shaman ones seems the best, while Rogue, Warlock and DH seem weak. I was super hopeful for the Rogue one, and I love the tokens you get, but the SI support seems really weak atm.
Honestly, ranking the new Questlines properly seems a bit difficult to me right now, but all of them seem like a lot of fun in the proper deck (which is what really matters from my point of view).
1. Hunter-I mean this was it. For so long cards like Lock n' Load and other spell synergies have tried and failed in hunter. That time is over. This quest represents such an insurmountable amount of damage that the Raza flashbacks are going to blind people.
2. Paladin- So good, so easy to complete. You can just build your entire deck to be cheap/have silverhand synergy, and the quest reward will take care of the late game.
3. Shaman- A shenanigans quest, but a reward so strong that it is often one of the most sought after treasures in duels, to put it in perspective.
4. Priest- It's strength lies in that it FINALLY gives priest a goal outside of just making the enemy conceded. Very happy they have this, and it's in theme with their late game-vibes.
5. Warrior- Very strong. Late game power for a deck that tries it's hardest to win in the early game. This quest's power may be directly correlated to what cards are released in upcoming expansions, but I can tell you if Pirate warrior gets an insane early game, this is gonna destroy.
6. Warlock- This was the most difficult quest to place, but I landed here because I actually think the self mill lock is going to be really good. The enemy takes all fatigue damage you would with this, so it's not hard to imagine how much damage they take from a late game backfire and hero power taps.
7. Demon Hunter- I'm not overly sure this is going to be super crazy, but if it is, it's going to be in OTK DH. If it proves to be good enough, then this will be very good.
8. Mage- A good reward that is just about the hardest to get to. It sounds easy, but it's actually kind of obnoxious to complete this quest in a timely manner unless you mega high roll. Not sure mage needs this, but could be wrong. Spell mage might pull it off.
9. Rogue- Considering how many classes quest rewards are just wincons themselves, this feels just okay as quests go. The reward is pretty good, but I am not sold on the SI-7 deck compared to other rogue decks that may come about.
10. Druid- Very upset with this one. The reward doesn't feel like an epic, legendary, long quest reward like most the others do. It feels like a class legendary and that's about it.
1. Hunter-I mean this was it. For so long cards like Lock n' Load and other spell synergies have tried and failed in hunter. That time is over. This quest represents such an insurmountable amount of damage that the Raza flashbacks are going to blind people.
2. Paladin- So good, so easy to complete. You can just build your entire deck to be cheap/have silverhand synergy, and the quest reward will take care of the late game.
3. Shaman- A shenanigans quest, but a reward so strong that it is often one of the most sought after treasures in duels, to put it in perspective.
4. Priest- It's strength lies in that it FINALLY gives priest a goal outside of just making the enemy conceded. Very happy they have this, and it's in theme with their late game-vibes.
5. Warrior- Very strong. Late game power for a deck that tries it's hardest to win in the early game. This quest's power may be directly correlated to what cards are released in upcoming expansions, but I can tell you if Pirate warrior gets an insane early game, this is gonna destroy.
6. Warlock- This was the most difficult quest to place, but I landed here because I actually think the self mill lock is going to be really good. The enemy takes all fatigue damage you would with this, so it's not hard to imagine how much damage they take from a late game backfire and hero power taps.
7. Demon Hunter- I'm not overly sure this is going to be super crazy, but if it is, it's going to be in OTK DH. If it proves to be good enough, then this will be very good.
8. Mage- A good reward that is just about the hardest to get to. It sounds easy, but it's actually kind of obnoxious to complete this quest in a timely manner unless you mega high roll. Not sure mage needs this, but could be wrong. Spell mage might pull it off.
9. Rogue- Considering how many classes quest rewards are just wincons themselves, this feels just okay as quests go. The reward is pretty good, but I am not sold on the SI-7 deck compared to other rogue decks that may come about.
10. Druid- Very upset with this one. The reward doesn't feel like an epic, legendary, long quest reward like most the others do. It feels like a class legendary and that's about it.
Love this ranking! Really agree with what you said about Druid….feels so far from legendary, that it’s not even funny
It's almost impossible to rank them, they all serve completely different purposes.
The Druid, Hunter, Rogue and Warrior quests all have simple objectives and weaker rewards but serve some specific purpose. The Priest and Mage quests are cyclical, and their mini-rewards help you finish later steps in the quest.
Almost all of the quests are useful if only for their mini-rewards. You don't necessarily need to finish the Hunter quest to get use out of a 0 mana hero power that can target minions. The Druid quest keeps your health up while you trade your face into minions. The Warlock quest helps off-set the self-damage you get from Raise Dead, Life Tap, Backdraft, among other self-damage cards. (But you can also build it as an OTK deck where you burn your opponent to death with self-damage.) The Demon Hunter quest allows the Demon Hunter to get some payoff from it's overabundance of efficient card draw.
I think this is overall the strongest and most flexible batch of quests we've ever gotten and I think all of them are viable and flexible in a way that really appeals to me.
Hunter: So you can use a card like Kolkar Pack Runner to try and get some board presence/control as you complete the first part of the quest line. Afterwards your hero power helps with that too. But what is the deck's actual win condition? To hit the enemy in the face 15 times with the hero power? That needs a ton of cheap spells and Hunter is not a class that has a lot of card draw/generation to support such a play. And adding some high impact minions to help you close out the game means you have to cut some of those cheap spells, which might lead to longer quest completion times. My guess is that Questline Hunter will be playable, but typical aggro Face Hunter will be stronger
Demon Hunter: First of all this questline is really hard to complete. Even the first step, drawing 4 cards in one turn, requires either a 2-card combo or a Skull. In a deck like lifesteal OTK Demon Hunter, cards drawn by an outcast Skull anyway cost 0 (or you hit 1-mana Il'Gynoth in which case it is gg anyway), so the 1st reward will often be negated by the Skull discounts anyway. Then afterwards you need to draw 5 cards in a single turn. This means that you need 2nd Skull + another card or you need to Glide. Glide means you end up with only 4 cards in your hand, which is not what a deck like OTK DH wants to do (they usually have a full hand). Same applies to any slow DH deck that plays the questline. And finally, what is the big payoff? You've probably drawn your whole deck by the time you complete the quest, so what is left to be discounted by 2? The only archetype where the questline might make sense would be a C'Thun DH (as you run more + more expensive cards in your deck and you can actually benefit from all steps of the quest - including an 8-,mana C'Thun that can be bounced back to hand with a Brewmaster perhaps) and I doubt any C'Thun deck will be ever top tier
Paladin: To consistently finish the quest quickly you need to run and play ton of 1-cost cards, which means you will often run out of gas as Paladin doesn't have the best card draw in the world. Also this questline would only make sense in decks that run cards that summon dudes and cards with dude synergy and guess what...none of them costs 1-mana.
Shaman: 'Your spells cast twice' is a powerful effect, but the spells you'd like to use with that reward are mostly damage spells that have overload (like Lightning Bolt or Serpentshrine Portal). So if you save those spells for once the quest is completed, what do you use to complete the quest in the first place? There isn't a ton of good overload cards in standard
No disrespect intended, but you don't need dude synergy to capitalize on the improved hero power from the Paladin quest. Nor does it matter that the Silver Hand cards don't cost one mana.
Also you don't need to even come close to drawing your whole deck for the DH quest or casting all your overload spells for the shaman quest. Not even close. Maybe they're not good, but that's not a reasonable point against them. Plus the DH quest is best in a faster deck. The discounts are a lot more powerful on cards that cost 2-5 mana (i.e. a 20-100% reduction) than they are on cards that cost more than 5 mana. (A 10-20% reduction in cost)
In the theorycrafting stream, the Hunter Quest's first step was frequently finished by turn 2 after playing it on turn 1.
My problem with the Questlines: they seem mandatory right now. Even if not all of them will be viable, you might need to craft 3-4 Questlines. And they are mandatory in other ways too: Questlines define your deck archetypes, and in a week or two we'll get a pecking order, for example: Druid beats Hunter, Hunter beats Mage, Warrior beats druid. In other words more games will be decided from the start. I'm not sure this is a good direction. I can be easily wrong here, we'll have to wait and see.
Where can I find the complete questlines for cards revealed today? Hearthpwn isn’t up to date and the playhearthstone site only shows the first step…
Playhearthstone shows all steps, minions and effects of the new quests. Just click on card to open details and at the bottom are links on related cards, which pop up on mouse over.
Number 1 with miles away from the rest is a hunter. Raza plus Anduin was 2 cards 13 mana combo and is still one of the best wild decks. This quest is easy to achieve with 2 rapid fires and 2 other spells, but I am not sure if the hunter has the tools to survive the early game, if it goes for spell hunter, but probably it will bring hunter from the worst class to a decent one.
Number 2 is shaman.... that can get INSANE and in wild there is a ncie amount of cheap overload spells to make it easy to accomplish and have crazy burn after.
number 3 is warrior. Still not sure if it fits the traditional pirate warior, missing a turn 1 play vs agro match up is a death sentence, but is a good tech card on a slower meta.
the rest looks like hot garbadge in wild, too slow or require too many steps to accomplish, like mage really?
I think its really difficult to rank because there are a lot of factors to consider:
- How quickly will you be able to complete the whole questline - How many cards in you deck will have to be dedicated just for that purpose (And related to that: How well does the Questline fit into a currently existing decktype for that class) - How good are the rewards for each step - How good is the final reward
I think it would make sense to rank every questline in each of these categories.
Demonhunter
I have played so little Demonhunter compared to all other classes that i don't feel too comfortable to judge this one. But it seems to me that you will have drawn so much of you deck upon reaching the final reward that it often won't even matter. That being said.. maybe the cost reduction rewards for the steps are good enough ?
Druid
I really dislike this one. To complete it quickly you need a lot of cards in your decks you would not want otherwise with any current decktype. And the rewards don't seem very exciting. The final reward is just a one time thing compared to the other often gamechanging ones.
Hunter
Most people seem to rank this very highly and i would have to agree. In a spell/face hunter deck you would already have a lot of the spells to complete this very quickly and once you get there it can be quite explosive. Maybe draw could be a problem for this kind of deck but we'll see. Could even work as a control tool in a slower deck ? (Probably not but i always try to make control hunter a thing)
Mage
For this one you would need to build a specific deck to be able to complete it in a reasonable time. The first 2 rewards help completing the following step which is nice i guess because with this one you are only playing for the final reward. This might be better than people make it out to be and i could see it getting completed and subsequently winning the game quite fast. I will certainly give this a try.
Paladin
First day of school, secrets and other useful one cost cards should make this very easy to complete. The rewards are not exactly gamebreaking but they provide a nice bit of extra juice to any aggressive paladin deck. There is ofc the drawback of not playing something to contest the board turn 1 which can be quite bad in aggressive decks but i still think that this will be pretty strong.
Rogue
Not a big rogue player but this seems pretty underwhelming. Possibly even weaker than druid. But then again.. rogue has the tendency to create surprisingly strong decks out of mediocre looking cards so .. who knows.
Shaman
You would have to build pretty much a full overload deck to be able to complete this which as far as i'm aware is not very good right now. It is getting a few more potential cards with the expansion but ..meh. The rewards for the first to step are pretty good tempo so that's nice and the final reward is obviously strong if you can make use of it but despite all this i'm still not convinced that this will actually make the deck good.
Warlock
This might be the one where my opinion differs most from that of others. I've been playing a kind of selfhurting zoo deck quite a bit lately and it is actually an ok deck already. I could put this questline in that deck and it would instantly be much better. A little healing on the way and a great reward at the end that helps finishing the game. Especially because the deck draws really fast and you can now kill the opponent with your own fatigue ! This will be the one i will probably try first and i think it could be really strong (but maybe i just wish it was :D )
Priest
Objectively the best final reward. Getting there will take a while but the step rewards help getting the right cards in hand. The best thing about this is that it doesn't limit you to any specific decktype other than a general control deck. You can play the current versions of priest with this maybe instead of C'thun or you can probably make it work in some kind of new shadowpriest. This should be strong in at least one deck.
Warrior
This clearly limits you to playing a pirate deck which is by design an aggressive one. The Juggernaut seems like a nice finisher for this type of deck which tends to run out of juice if it can't kill the opponent. Possible to complete very quickly so it might actually a competitive deck in the end. Not quite sure tho.
I did not really judge all criteria for every class but its a short overview over what i'm thinking. Feel free to disagree :D
1. Hunter-I mean this was it. For so long cards like Lock n' Load and other spell synergies have tried and failed in hunter. That time is over. This quest represents such an insurmountable amount of damage that the Raza flashbacks are going to blind people.
2. Paladin- So good, so easy to complete. You can just build your entire deck to be cheap/have silverhand synergy, and the quest reward will take care of the late game.
3. Shaman- A shenanigans quest, but a reward so strong that it is often one of the most sought after treasures in duels, to put it in perspective.
4. Priest- It's strength lies in that it FINALLY gives priest a goal outside of just making the enemy conceded. Very happy they have this, and it's in theme with their late game-vibes.
5. Warrior- Very strong. Late game power for a deck that tries it's hardest to win in the early game. This quest's power may be directly correlated to what cards are released in upcoming expansions, but I can tell you if Pirate warrior gets an insane early game, this is gonna destroy.
6. Warlock- This was the most difficult quest to place, but I landed here because I actually think the self mill lock is going to be really good. The enemy takes all fatigue damage you would with this, so it's not hard to imagine how much damage they take from a late game backfire and hero power taps.
7. Demon Hunter- I'm not overly sure this is going to be super crazy, but if it is, it's going to be in OTK DH. If it proves to be good enough, then this will be very good.
8. Mage- A good reward that is just about the hardest to get to. It sounds easy, but it's actually kind of obnoxious to complete this quest in a timely manner unless you mega high roll. Not sure mage needs this, but could be wrong. Spell mage might pull it off.
9. Rogue- Considering how many classes quest rewards are just wincons themselves, this feels just okay as quests go. The reward is pretty good, but I am not sold on the SI-7 deck compared to other rogue decks that may come about.
10. Druid- Very upset with this one. The reward doesn't feel like an epic, legendary, long quest reward like most the others do. It feels like a class legendary and that's about it.
Yeah saw some games with Rogue quest, and the rewards are just on the go, nothing serious. You must have wincon outside the quest, and honestly that spybot that puts card on top should do something more fishy for the opponent.
Rollback Post to RevisionRollBack
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
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Just curious as to how you guys think the Questlines stack up against each other! Feel free to post your ranking of them.
I personally feel that the Hunter or Shaman ones seems the best, while Rogue, Warlock and DH seem weak. I was super hopeful for the Rogue one, and I love the tokens you get, but the SI support seems really weak atm.
best is dh for sure, otk dh is gonna be crazy good
Baku will be defending the dwarven district.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
I don't know which one is best but I think most of them are underrated
The hunter one in wild will be crazy with Baku.
Honestly, ranking the new Questlines properly seems a bit difficult to me right now, but all of them seem like a lot of fun in the proper deck (which is what really matters from my point of view).
Where can I find the complete questlines for cards revealed today? Hearthpwn isn’t up to date and the playhearthstone site only shows the first step…
Standard only here.
1. Hunter-I mean this was it. For so long cards like Lock n' Load and other spell synergies have tried and failed in hunter. That time is over. This quest represents such an insurmountable amount of damage that the Raza flashbacks are going to blind people.
2. Paladin- So good, so easy to complete. You can just build your entire deck to be cheap/have silverhand synergy, and the quest reward will take care of the late game.
3. Shaman- A shenanigans quest, but a reward so strong that it is often one of the most sought after treasures in duels, to put it in perspective.
4. Priest- It's strength lies in that it FINALLY gives priest a goal outside of just making the enemy conceded. Very happy they have this, and it's in theme with their late game-vibes.
5. Warrior- Very strong. Late game power for a deck that tries it's hardest to win in the early game. This quest's power may be directly correlated to what cards are released in upcoming expansions, but I can tell you if Pirate warrior gets an insane early game, this is gonna destroy.
6. Warlock- This was the most difficult quest to place, but I landed here because I actually think the self mill lock is going to be really good. The enemy takes all fatigue damage you would with this, so it's not hard to imagine how much damage they take from a late game backfire and hero power taps.
7. Demon Hunter- I'm not overly sure this is going to be super crazy, but if it is, it's going to be in OTK DH. If it proves to be good enough, then this will be very good.
8. Mage- A good reward that is just about the hardest to get to. It sounds easy, but it's actually kind of obnoxious to complete this quest in a timely manner unless you mega high roll. Not sure mage needs this, but could be wrong. Spell mage might pull it off.
9. Rogue- Considering how many classes quest rewards are just wincons themselves, this feels just okay as quests go. The reward is pretty good, but I am not sold on the SI-7 deck compared to other rogue decks that may come about.
10. Druid- Very upset with this one. The reward doesn't feel like an epic, legendary, long quest reward like most the others do. It feels like a class legendary and that's about it.
Love this ranking! Really agree with what you said about Druid….feels so far from legendary, that it’s not even funny
It's almost impossible to rank them, they all serve completely different purposes.
The Druid, Hunter, Rogue and Warrior quests all have simple objectives and weaker rewards but serve some specific purpose.
The Priest and Mage quests are cyclical, and their mini-rewards help you finish later steps in the quest.
Almost all of the quests are useful if only for their mini-rewards. You don't necessarily need to finish the Hunter quest to get use out of a 0 mana hero power that can target minions.
The Druid quest keeps your health up while you trade your face into minions.
The Warlock quest helps off-set the self-damage you get from Raise Dead, Life Tap, Backdraft, among other self-damage cards. (But you can also build it as an OTK deck where you burn your opponent to death with self-damage.)
The Demon Hunter quest allows the Demon Hunter to get some payoff from it's overabundance of efficient card draw.
I think this is overall the strongest and most flexible batch of quests we've ever gotten and I think all of them are viable and flexible in a way that really appeals to me.
1. PewToFace (easy golden craft day 1, enjoy your full dust return one week in)
2. Shaman (disgusting, but will evade Nerf)
3. Pirates (well there is hoping)
4. Dudes
5. Druid (Armor is underrated)
Rest won't see play.
Just my 2c about the most overhyped quests:
Hunter: So you can use a card like Kolkar Pack Runner to try and get some board presence/control as you complete the first part of the quest line. Afterwards your hero power helps with that too. But what is the deck's actual win condition? To hit the enemy in the face 15 times with the hero power? That needs a ton of cheap spells and Hunter is not a class that has a lot of card draw/generation to support such a play. And adding some high impact minions to help you close out the game means you have to cut some of those cheap spells, which might lead to longer quest completion times. My guess is that Questline Hunter will be playable, but typical aggro Face Hunter will be stronger
Demon Hunter: First of all this questline is really hard to complete. Even the first step, drawing 4 cards in one turn, requires either a 2-card combo or a Skull. In a deck like lifesteal OTK Demon Hunter, cards drawn by an outcast Skull anyway cost 0 (or you hit 1-mana Il'Gynoth in which case it is gg anyway), so the 1st reward will often be negated by the Skull discounts anyway. Then afterwards you need to draw 5 cards in a single turn. This means that you need 2nd Skull + another card or you need to Glide. Glide means you end up with only 4 cards in your hand, which is not what a deck like OTK DH wants to do (they usually have a full hand). Same applies to any slow DH deck that plays the questline. And finally, what is the big payoff? You've probably drawn your whole deck by the time you complete the quest, so what is left to be discounted by 2? The only archetype where the questline might make sense would be a C'Thun DH (as you run more + more expensive cards in your deck and you can actually benefit from all steps of the quest - including an 8-,mana C'Thun that can be bounced back to hand with a Brewmaster perhaps) and I doubt any C'Thun deck will be ever top tier
Paladin: To consistently finish the quest quickly you need to run and play ton of 1-cost cards, which means you will often run out of gas as Paladin doesn't have the best card draw in the world. Also this questline would only make sense in decks that run cards that summon dudes and cards with dude synergy and guess what...none of them costs 1-mana.
Shaman: 'Your spells cast twice' is a powerful effect, but the spells you'd like to use with that reward are mostly damage spells that have overload (like Lightning Bolt or Serpentshrine Portal). So if you save those spells for once the quest is completed, what do you use to complete the quest in the first place? There isn't a ton of good overload cards in standard
No disrespect intended, but you don't need dude synergy to capitalize on the improved hero power from the Paladin quest. Nor does it matter that the Silver Hand cards don't cost one mana.
Also you don't need to even come close to drawing your whole deck for the DH quest or casting all your overload spells for the shaman quest. Not even close. Maybe they're not good, but that's not a reasonable point against them. Plus the DH quest is best in a faster deck. The discounts are a lot more powerful on cards that cost 2-5 mana (i.e. a 20-100% reduction) than they are on cards that cost more than 5 mana. (A 10-20% reduction in cost)
In the theorycrafting stream, the Hunter Quest's first step was frequently finished by turn 2 after playing it on turn 1.
My problem with the Questlines: they seem mandatory right now. Even if not all of them will be viable, you might need to craft 3-4 Questlines. And they are mandatory in other ways too: Questlines define your deck archetypes, and in a week or two we'll get a pecking order, for example: Druid beats Hunter, Hunter beats Mage, Warrior beats druid. In other words more games will be decided from the start. I'm not sure this is a good direction. I can be easily wrong here, we'll have to wait and see.
Playhearthstone shows all steps, minions and effects of the new quests. Just click on card to open details and at the bottom are links on related cards, which pop up on mouse over.
Number 1 with miles away from the rest is a hunter. Raza plus Anduin was 2 cards 13 mana combo and is still one of the best wild decks. This quest is easy to achieve with 2 rapid fires and 2 other spells, but I am not sure if the hunter has the tools to survive the early game, if it goes for spell hunter, but probably it will bring hunter from the worst class to a decent one.
Number 2 is shaman.... that can get INSANE and in wild there is a ncie amount of cheap overload spells to make it easy to accomplish and have crazy burn after.
number 3 is warrior. Still not sure if it fits the traditional pirate warior, missing a turn 1 play vs agro match up is a death sentence, but is a good tech card on a slower meta.
the rest looks like hot garbadge in wild, too slow or require too many steps to accomplish, like mage really?
whats the otk?
Quote from UnkarsThug >>
The hunter one in wild will be crazy with Baku.
Maybe, but the spell only with zuljin and the legendary weapon is more intresting.
I think its really difficult to rank because there are a lot of factors to consider:
- How quickly will you be able to complete the whole questline
- How many cards in you deck will have to be dedicated just for that purpose (And related to that: How well does the Questline fit into a currently existing decktype for that class)
- How good are the rewards for each step
- How good is the final reward
I think it would make sense to rank every questline in each of these categories.
Demonhunter
I have played so little Demonhunter compared to all other classes that i don't feel too comfortable to judge this one. But it seems to me that you will have drawn so much of you deck upon reaching the final reward that it often won't even matter. That being said.. maybe the cost reduction rewards for the steps are good enough ?
Druid
I really dislike this one. To complete it quickly you need a lot of cards in your decks you would not want otherwise with any current decktype. And the rewards don't seem very exciting. The final reward is just a one time thing compared to the other often gamechanging ones.
Hunter
Most people seem to rank this very highly and i would have to agree. In a spell/face hunter deck you would already have a lot of the spells to complete this very quickly and once you get there it can be quite explosive. Maybe draw could be a problem for this kind of deck but we'll see. Could even work as a control tool in a slower deck ? (Probably not but i always try to make control hunter a thing)
Mage
For this one you would need to build a specific deck to be able to complete it in a reasonable time. The first 2 rewards help completing the following step which is nice i guess because with this one you are only playing for the final reward. This might be better than people make it out to be and i could see it getting completed and subsequently winning the game quite fast. I will certainly give this a try.
Paladin
First day of school, secrets and other useful one cost cards should make this very easy to complete. The rewards are not exactly gamebreaking but they provide a nice bit of extra juice to any aggressive paladin deck. There is ofc the drawback of not playing something to contest the board turn 1 which can be quite bad in aggressive decks but i still think that this will be pretty strong.
Rogue
Not a big rogue player but this seems pretty underwhelming. Possibly even weaker than druid. But then again.. rogue has the tendency to create surprisingly strong decks out of mediocre looking cards so .. who knows.
Shaman
You would have to build pretty much a full overload deck to be able to complete this which as far as i'm aware is not very good right now. It is getting a few more potential cards with the expansion but ..meh. The rewards for the first to step are pretty good tempo so that's nice and the final reward is obviously strong if you can make use of it but despite all this i'm still not convinced that this will actually make the deck good.
Warlock
This might be the one where my opinion differs most from that of others. I've been playing a kind of selfhurting zoo deck quite a bit lately and it is actually an ok deck already. I could put this questline in that deck and it would instantly be much better. A little healing on the way and a great reward at the end that helps finishing the game. Especially because the deck draws really fast and you can now kill the opponent with your own fatigue ! This will be the one i will probably try first and i think it could be really strong (but maybe i just wish it was :D )
Priest
Objectively the best final reward. Getting there will take a while but the step rewards help getting the right cards in hand. The best thing about this is that it doesn't limit you to any specific decktype other than a general control deck. You can play the current versions of priest with this maybe instead of C'thun or you can probably make it work in some kind of new shadowpriest. This should be strong in at least one deck.
Warrior
This clearly limits you to playing a pirate deck which is by design an aggressive one. The Juggernaut seems like a nice finisher for this type of deck which tends to run out of juice if it can't kill the opponent. Possible to complete very quickly so it might actually a competitive deck in the end. Not quite sure tho.
I did not really judge all criteria for every class but its a short overview over what i'm thinking. Feel free to disagree :D
Yeah saw some games with Rogue quest, and the rewards are just on the go, nothing serious. You must have wincon outside the quest, and honestly that spybot that puts card on top should do something more fishy for the opponent.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"