I like the idea, but I don't think that will make it playable because the value in it was the charge. If you change it to something such as - gain charge if you have spell damage, I think then and only then people may try to work it in.
To be honest I don't think there was ever a problem with the old Force of Nature. The problem lies with Savage Roar. It essentially does what bloodlust does, but for two less mana. I think the proper balance would've been to make Savage Roar 4 mana "all friendly minions get +2 attack until the end of your turn". Not only does it cost one more, but it takes away the 2 extra damage your hero could do.
But that's all irrelevant now lol
anyone saying that nerf wouldn't have helped never had someone play Force of Nature, Savage Roar, Innervate, Savage Roar.
@Alphalegend91; I'd have agreed with you before this year, but thinking about it... Savage Roar actually seems like it's actually balanced right now. Like when's the last time you saw Druids slotting in two of them? I've played with it post-FoN and it's actually not terrible, but losing the damage from hand was a big deal in how viable it actually ended up being.
I do wish the card was playable though, it always made me a bit sad it didn't get a mana reduction or something to make it more appealing since it really feels like a flavorful card. Scaling with Spell Damage is interesting, but I think it's just counterintuitive how that would work since it really isn't damage per se.
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I think it would be neat if Force of Nature was once again playable. What if it's effect were affected by spell damage?
If there's a spell damage minion on the board, the card would become "Summon *four* 2/2 Treants".
Thoughts?
I like the idea, but I don't think that will make it playable because the value in it was the charge. If you change it to something such as - gain charge if you have spell damage, I think then and only then people may try to work it in.
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To be honest I don't think there was ever a problem with the old Force of Nature. The problem lies with Savage Roar. It essentially does what bloodlust does, but for two less mana. I think the proper balance would've been to make Savage Roar 4 mana "all friendly minions get +2 attack until the end of your turn". Not only does it cost one more, but it takes away the 2 extra damage your hero could do.
But that's all irrelevant now lol
anyone saying that nerf wouldn't have helped never had someone play Force of Nature, Savage Roar, Innervate, Savage Roar.
@Alphalegend91; I'd have agreed with you before this year, but thinking about it... Savage Roar actually seems like it's actually balanced right now. Like when's the last time you saw Druids slotting in two of them? I've played with it post-FoN and it's actually not terrible, but losing the damage from hand was a big deal in how viable it actually ended up being.
I do wish the card was playable though, it always made me a bit sad it didn't get a mana reduction or something to make it more appealing since it really feels like a flavorful card. Scaling with Spell Damage is interesting, but I think it's just counterintuitive how that would work since it really isn't damage per se.
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Savage roar only sees play in token druid now, so it isnt really a problem
I got a Force of Nature in Tavern Brawl this week. It helped me establish board control and pretty much won me the game.
I'm still not itching to use it in constructed, but it's not a terrible card.
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