Just saw the feedback on my quest reward as I was about to finish my final post and I have to agree that it is a bit clunky and not hard to build around... So let's rework it ! I came up with a few options but I don't know which one is best.
Each takes a different direction. #1 is more value oriented but it seems a bit weak to me. #2 is a bit crazy and I like that but maybe a bit boring. #3 is cool but it's not swingy at all.
The thing is, Un'Goro quest rewards were both simple and game-changing, which I want to replicate. Each of them interacted with a different part of the game and since Fatigue wasn't touched on yet I figured it would be a good design space but I forgot that bringing you deck to fatigue requires heavy deckbuilding which can overshadow the quest it self.
So yeah here are my options, I'm currently going back and forth between #2 and #3. What do you think ?
I'd also suggest #1 or #2. #3 feels like another anti-Fatigue/game time extender card, ala Archbishop Benedictus, and he rarely saw much play.
For #1 I'd go with the Cost-reduction suggestion.
For #2 I think you'd want to drop the cost to (3) or so. Keep in mind that you'd be spending the (5) mana to discover the other reward and then usually an additional (5) to actually play the final reward.