Soup And Salad's Comments
Earthquake
Flamestrike hasn’t been good in Constructed for quite a while outside of specifically Odd Control Mage. Blizzard has been better than it for most of the game’s lifespan. It’s not really a hard bar to clear.
Plus Earthquake is symetrical. Comparing it to say Dragonfire Potion is a bit more apt. In that light, Earthquack costs one more and drops an exception for two more damage.
Earthquake
It’s still a seven mana card. It’s a good card but hardly extreme for what it does.
Corrupt the Waters
Corrupt the Waters should be a usable quest. I doubt it’ll directly be whatever play it’s win condition, but it should assist in grinding out opponents, especially with card generating hero powers.
Plague of Death
The effect of Plague of Death disregarding the mana cost is better than either Pyromancer or Mass Hysteria, yes. However, when you consider the mana costs of all three options, Plague of Death is clearly the loser.
You are not going to be able to rely on drawing into Plague of Death to save you from aggro. That is what is the important thing here.
If my choice is losing the game or leaving one opposing minion up, leaving one opposing minion up is very much preferable.
Most of those deathrattle decks you’ve mentioned too are more than capable of winning prior to turn nine.
Mass Hysteria is a much better card than Plague of Death is. The latter may do more and always leave the board empty after playing it, but that bonus isn’t worth four mana on top of what the former charges.
Plague of Death will be seen as a one of at most unless the format is somehow filled with nothing else but Deathrattle or Reborn focused Control oriented decks that are incapable of winning prior to turn ten. That one of copy is also likely to be dropped if Saviors format ends up being aggressively focused with most games wrapping up by turn eight.
Plague of Death
A decent Pyromacer play can happen as early as turn three in you’re on the coin, shutting down early game aggression.
Mass Hysteria comes down a full four turns before Plague of Death, shutting down midgame aggression.
This is a nine mana Twisting Nether. While, yes, Twisting Nether has seen play in Control Warlock, Warlock’s Spells are all generally worse relative to other classes and it didn’t usually in Cube Warlock or Even Warlock from the last year.
Negating deathrattles really doesn’t matter all that much at this moment, and if Priest does play this regularly it would only be one copy at most. It’s simply too expensive to rely on.
Questing Explorer
Or I can just play Dreamway Guardians and get healing with that Taunt or twice the number of minions on board.
Puzzle Box of Yogg-Saron
Yogg came with a body (even if that body was rather fluid), and could cast far more spells than this. Plus, this is class restricted, limiting whatever damage could potentially be done from the get go.
Miracle Rogue won’t be able to play it as a secondary win condition, Token Druid won’t be able to use it as a Hail Mary, and Yogg and Load is not going to be a worthwhile archetype. At most, it’ll be used in something like a Control Mage as a Hail Mary, and that should be fine.
Questing Explorer
A two mana 2/3 with no effect is absolutely god awful past turn four. It will become the worst card in your deck especially when you top deck it after the Control Warrior dropped a Brawl the previous turn.
Travelling Healer
The reason why you’re not seeing it is because most four drops being played are better than a 3/2 with divine shield, and the really healing doesn’t really matter all that much right now when its only three points.
If Earthen Ring Farseer isn’t playable right now, this has no change.
Untapped Potential
At least one unspent mana.
The card uses the word “any” indicating as much.
Plague of Death
They have Mass Hysteria and some of the most efficient spot removal in the game.
Priest would rather play Wild Pyromancer than a nine mana psychic scream that comes down two turns too late to save you.
Untapped Potential
Untapped Potential can be completed as early as turn five, but those first five turns would be really rather weak. I also don’t think there’s enough good Choose One cards to justify it taking a card out of your opening hand, your turn one, and a space in your deck currently. Maybe the rest of the set will change this perception of the cards, but that has as of yet to be seen.
Supreme Archaeology
Supreme Archeology is an easier quest to complete, but the reward leaves something lacking.
I’m not sure if getting big stuff out for two mana in the rather late game would be worth your turn one, a card in your opening hand, and a slot in your deck.
Questing Explorer
Really, if you’re playing a Quest deck, there’s no reason not to play Questing Explorer.
The only real issue with it is, after you complete the quest, it does become the worst card in your deck quite often.
Restless Mummy
Okay. Restless Mummy basically reads “Four mana, deal three damage to a minion twice.” That seems okay, but I’m unsure if this’ll find itself slotted into Control or Tempo Warrior over stuff like Zilliax, Dyn-o-matic, and Militia Commander.
Puzzle Box of Yogg-Saron
Puzzle Box of Yogg-Saron shouldn’t see competitive play, but it will be a cool card to screw around with.
Jar Dealer
Jar Dealer is still a one mana minion that will replace itself in the hand, but it is still strictly worse than Mecha-roo. Maybe this’ll see play in a post-rotation Zoo Warlock or some deck that is hungry for cheap deathrattles.
EVIL Totem
EVIL Totem should be alright, especially if you can manage to generate more than one Lackey off of it.
It still is generally weaker than Manatide Totem, so I can’t really see when you’d play this over that too often. Maybe, you’d play both if there’s some new and decent totem synergies.
Given the average result of this is two 5/8s with some sort of battlecry, the average case itself will often be enough to win games against limping opponents.