Out of all the cards only Bees seems like it could lead to some unexpected decks. The rest seem very shoe-horned into specific decks and not strong enough to make a difference.
Choose-one quest will need a lot of support from the remaining cards to make a viable deck.
Yes, bees is the only good druid card this expansion so far
The quest is a joke. Even disregarding the power level of the reward (which is very low), there's no druid deck in the world that can get away with skipping their first 5 turns without even hero powering. People typically don't kill you by turn 5, at least not in standard, but if you don't do anything until then, it's very likely
It's not hard to test just how bad the quest is really. Just queue a game, skip your first 5 turns and see how far you get. Bonus points for using druid, which has no board clears or efficient removal in standard. You can even imagine yourself making a 6 mana 5/5 and heal for 12 at the end. It won't save you when the opponent likely has over 5+12 damage on board
Frankly, as a druid main I'm upset this quest exists at all because it means we're unlikely to get a ramp card in the same set due to early cards being negative synergy with the quest. Ramp won't save the slow druid archetype from being dumpster tier by itself but at least it's a better start than these freeze shaman-esque shenanigans
Yes, bees is the only good druid card this expansion so far
The quest is a joke. Even disregarding the power level of the reward (which is very low), there's no
druiddeck in the world that can get away with skipping their first 5 turns without even hero powering. People typically don't kill you by turn 5, at least not in standard, but if you don't do anything until then, it's very likelyIt's not hard to test just how bad the quest is really. Just queue a game, skip your first 5 turns and see how far you get. Bonus points for using druid, which has no board clears or efficient removal in standard. You can even imagine yourself making a 6 mana 5/5 and heal for 12 at the end. It won't save you when the opponent likely has over 5+12 damage on board
Frankly, as a druid main I'm upset this quest exists at all because it means we're unlikely to get a ramp card in the same set due to early cards being negative synergy with the quest. Ramp won't save the slow druid archetype from being dumpster tier by itself but at least it's a better start than these freeze shaman-esque shenanigans
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest