Mulligans
The quest isn’t too great for standard (at least with what is currently revealed). However I got to thinking and thought “hey… maybe this will work better in wild” and to my surprise I thought of something that will actually make it work well. We haven’t used this in a long time cause it is an old expansion but Mechs have Spare Parts mechanics and Spare parts are always 1 mana target a minion (usually yours) buff. Then there’s a second method – Djinni of Zephyrs this card will allow massive synergy with the quest. The description for Djinni of Zephyrs is “whenever you cast a spell on another friendly minion, cast a copy of it on this one” which will COUNT for The Last Kaleidosaur because the requirement is to cast 6 spells on your minions.
Tell me what you guys think below!
Hi, i would personnaly remove Dinosize to add N’zoth (2 clockwork gnomes + Yeti + tirion is good enough), also replace both kings to add Tinkertown technitian (perfect curve with minibot). Sunkeeper looks really weak in this deck and we lack of draw, so maybe we could replace him with a second solemn vigil or a divine favor (good synergy with quest as we will always play the quest on turn 1).
The djinni is a really good idea to complete the quest quicker 😉
Hey Likefia, thanks for the comment, I agree with the nzoth for dinosize, as for sunkeeper I think he should stay instead of an another draw, his value is just crazy good 3/7 taunt and turns all minions to 3/3 including your tokens which can trade with other 3/3. I think draw won’t be too much of a problem because we have a bunch of spare parts (with your addition of tinkertown). We don’t want to flood our hands too much. Divine favor may be a good idea because since you start your hand off with the quest (which replaces one of your other cards) you’ll need that quick early game draw. Maybe we can remove 1 blessing of might or 1 hand of protection. With these addition it may turn into a midrange deck instead which is fine as well