I'm struggling on whether or not to dust Caverns for 1,600 dust. I dusted Yogg when he was nerfed, and I kind of regret that because he's still competitively viable. Will the Quest be, too?
I'm okay with the nerf for two reasons: even though it's fun and challenging to play Quest Rogue (I enjoyed it quite a bit myself), it is an unbelievably polarizing matchup for your opponent. If you're playing a controlling deck, the best course of action is to instantly concede. Seriously. Even if you're running Aggro Druid or Pirate Warrior, you can still get teabagged by the nut draw. There's no worse feeling in HS at the moment than watching your opponent complete the quest on turn 3 or 4 - that's just ludicrous. I believe the playing community's reaction to this card was a factor in the decision.
The second reason is perhaps the primary impetus, but one that isn't getting as much chatter: this card limits design space in a significant manner. We're only 1/3 of the way through this Standard cycle and the Quest is already oppressive (or perceived to be). Can you imagine if any decent 1 or 2 drops were added in either of the next two sets? How about another bounce effect? Simply adding cards, even if they aren't optimal, gives players more space to experiment and further refine QR decks. And then there's Wild...where if this card were left unchanged, would get stronger and stronger until it was only beatable by hyper-aggressive decks. Boy, that would be a fun meta.