The small crop of abilities are all role players, helping to facilitate the deck’s central thesis.
Eagle Eye was criminally overlooked in the Heroes of Azeroth–only metagame. While this may have been due in part to Hunter’s popularity as a rush class at the time, further evolution has shown us just how subtly powerful deck manipulation at this level can be.
The thing that continually surprises opponents, and even me, about the Eye is not only its power to draw the best card out of the top four immediately, but also its capacity to put away dead cards that would’ve hurt your upcoming turns.
It’s no secret that the number of dead cards in your deck (i.e., cards that will no longer impact the game meaningfully if played) only increases as the game goes on. While random is random, the chance to manipulate your deck so explicitly to give you a better probability of coughing up the cards you need later makes Eagle Eye a great choice.
Its presence as a four-of is why we’re playing only fourteen actual quests. Eagle Eye is significantly better than most quests we could play in its place.
Trophy Kill is quickly becoming a control Hunter staple. It’s guaranteed to make for an unfair trade if you play it and it can take care of some of the most troublesome allies in the format. Need to punch a hole through a protector wall or bring Kal’ai the Uplifting back down to earth? Here’s your card.
Wing Clip is a great trick to play on a 1 health ally (Leeroy Jenkins, anyone?) and an effective way to stall a turn if your opponent is playing the sort of deck that attacks all at once. Bite-sized but effective, sometimes it’s worth showing an open resource just to bluff this card.