While we won’t always have this luxury, it’s nice to see that our hero will likely be armed to the teeth if we crack some compatible class abilities. We also have a Shattering Blow, which will help us out immensely if we end up playing Horde. Quick Strike is generic removal that always sees play, so it’ll probably make our deck too. Desperate Block is one of those abilities that are in contention for my thirtieth card when I have a strong deck and make the cut when my deck is short on solid cards.
Having great weapons to choose from certainly helps us feel better about our cards as we shuffle through the quests. I’m not happy running two copies of The Love Potion, but we do need quests and they’re not bad. They can be nice when your opponent plays cards like Polymorph and Interest You in a Pint?, or if you play multiple allies in a turn, since you can still exhaust them to complete the quest, even if you can’t attack with them! Removing The Green Hills of Stranglethorn, we only have six quests maximum that can make either deck. The Horde quests are a tad better than the Alliance ones, but there isn’t a big enough gap to sway us either way.
Now, last but not least, we can take a look at the class cards.
Druid
Entangling Roots
Healing Touch
Natural Selection
Cat Form
Heart of the Wild
Hunter
2 Immolation Trap
Chops
Mage
Fire Blast
2 Arc of Flame
Fireball
Paladin
Infusion of Light
Holy Light
Blessing of Freedom
Priest
Inner Focus
Power Word: Fortitude
Mind Vision
Rogue
Shiv
Distract
Sinister Strike
Shaman
Surge of Life
Windfury Weapon
Searing Totem
Purge
Warlock
Fear
Warrior
Slam
Sunder Armor
Execute
Thunder Clap
Working to Build Your Relationship
Finally, looking at all the class cards, we finish our initial assessment of our card pool. While those new-card butterflies are still with us, we need to move past that and work to make our deck the best deck it can be! We can immediately discard Warlock and Priest because they don’t have any cards that make us want to play the class and they’re both short on quantity. Rogue is pretty thin too, so we can move to the rest of the classes.
The Mage and Druid classes have some great cards, but this would mean abandoning all the equipment. Not only would we need high enough card quality in those classes to validate throwing those weapons aside, but we’d also need enough card quantity to make up for those lost slots. We won’t completely rule out playing those two classes, but it’s unlikely.
So, this leaves us with Shaman, Paladin, Warrior, and Hunter. Looking over their individual card quality, Searing Totem doesn’t cut it when compared to the other classes; the same goes for the Paladin cards.
Now, let’s break up the two remaining classes to see exactly how many playable cards each offers.

