So I'm playing quest hunter right now.
It feels a little degenerate but, at least my version, feels closer to a control deck than anything else I've had success with this explansion. It also allows me to run Yogg and my Golden copy of Kodobane.
Anyhoo, Quest Druid gains 15 armour with the questline sub-rewards and another 8 with the final reward. They then get another 16 if they draw both copies of Mark of the spikeshell and another 24 with moontouched amulet and Y'shaarj for a total of 93 health including their base health pool.
Beyond that, they also get 28/28 in stats between all 3 questline rewards with the 2 buffs and another 28/28 from glowfly swarm and at least 16/12 from arbour ups. Not to mention some of these effects being doubled with solar eclipse.
Quest mages and warlocks were able to get through the glowflies with AOE, quest warlock (at least the handlock variant) was able to get through up to 161 health consistently and quest mage, in spite of having to expend burn along with removal on some of the board threats still has a positive winrate vs druid.
Even my f2p quest hunter, in spite of being slower and not being able to end the game before the druid played everything listed above (solar eclipse on both moontouched amulets, they missed 1 glowfly in their second swarm and played arbour up on their quest reward and second swarm for a total of 175 health) and having very few minions so almost all of my removal could have been used as burn if they didn't threaten so much damage, was still able to win.
My point being, decks with barely any minions are doing a metric shit ton of damage. Questlines are absolutely bonkers and the Secret/Buff Paladins and Aggro Shaman decks that can consistently beat them are even more bonkers.