I've heard quest rogues are finishing their quest and playing core on turn 5 with preps and that kinda shit. I've been avoiding ladder; I wasn't able to hit 15 in time before the launch and I don't want to drop back down to 20 from pirates while I experiment.
From what I can tell, the warlock quest is trash. Often as not I've had to play discards for tempo and discarded a 2-disco card, which tanks the quest most of the time, even with Malch's Imp. Even after all that, two 3/2's a turn are easy to clear AND the portal blocks you from getting good direwolf alpha trades. If you can win with the quest complete, you'd have completely stomped them without playing the quest at all. Am disappoint.
Taunt warrior is horrible to play against. Every turn is like the old Crusher Shaman swing turns, with the endgame rounded out by coinflips. I got the ole' ragbolt to the face 3 turns in a row despide 3 or 4 minions on the board. Interactive!
Murloc quest is even worse. Vomit hand for 4 turns, play the big guy, vomit hand a few more turns.
Mage quest... I haven't seen anyone actually pull it off but I've heard stories of 6+ iceblocks just stopping the game until they fished for exodia. So I dunno.
Questing Malchezaar priest in wild is ridiculous, just because it can be so disgustingly greedy. I had a game versus kazakus, reno, cairne, sylvanas, two tortollans, two deathlords, dragonfire potions and what I can only assume was a N'zoth finisher. 20 cards into the deck, I had done absolutely nothing of note.
I got in a good match with elemental shaman vs handbuff murloc paladin earlier. As expected, silencing everything they have just ends their whole gameplan. Their buffs are too greedy, even the cheap ones.