I think that healing and +counter quests resonate with players for flavour reasons - and players try to squeeze them into decks more than their power level would indicate. I was talking to ddm about this the other day and we were discussing just how ridiculous quests that need counters have to be to be competitive.
For example, Smash 'Em All! has a very powerful effect - destroying each and every one of your opponent's supports is nothing to sniff at - but it still never makes the cut even in slower Orc decks. The reason is that the card simply does nothing most of the time. If your opponent has any disruption at all then it's trivial to negate them.
Sadly, most quests are more on the power level of Repair the Waystones - take Extending the Wastes from the Burning of Derricksburg. "Action: Spend X resource tokens from this card to corrupt target unit with printed cost X or less. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here."
That is a terrible, terrible card. Even if it read "Action: Spend 1 resource token from this card to corrupt a target unit. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here." it wouldn't be very good.
Even if quests did not lose their counters when the unit left, they would most likely not be good. Smash 'Em All! may be playable at that point, however.
I wonder if there is a possible rules tweak for healing (e.g. you can use it to prevent damage too) or +counter quests that would bring them more in line with player's hopes/expectations. Thoughts?
