Huh. So it is an Arcane Intellect with an innervate attached if a condition is met. Maybe a bit to slow, maybe you can do some wonky stuff. It's hard to evaluate this card because you have to draw two minions to gain value or else it's pretty bad.
Obviously would be dreamy if you pulled Malygos or Aviana. Anything else, it's like an earlier commenter said - one or two Innervates and as anyone who's topdecked one knows, they're not always good.
1 mana draw 2 cards seems good, but since it could produce less than 4 mana for low cost cards and since you have to cast it on turn 5 or later, guessing this will only see play in control decks. But seems playable.
Edit: Hmm didn't notice it was for minions only...not sure now. Might not be playable? I think you generally need spells in control decks, but maybe if you somehow built a minion heavy control deck it would be fine?
Insane card for heavy ramp druids. At 1 discount we are looking at 3 mana draw 2 cards, but with 2, we get 1 mana draw to cards and that is what makes it insane.
Insane card for heavy ramp druids. At 1 discount we are looking at 3 mana draw 2 cards, but with 2, we get 1 mana draw to cards and that is what makes it insane.
Yeah, this either goes in a zooish deck or a rampish minion heavy deck. This with the 3 cost ramp spell and some innvervates you can just be the druid threat machine.
Well Worse than Nourish in my opinion but totally not unplayable, maybe if it also healed you by 2 it could bring back some Ancient of Lore memories. lol
seems bad on it's own but look at all the other druid cards so far. One ecourages flooding the baord for easy ramp, th other buffs all minions for only 1 mana....now we have a card that makes flooding even easier if you run a minion-heavy deck
If you get 2 minions it basically costs 1-mana. That's all well and good, but... 1. You won't be getting minions all the time, making the average case worse. Unless you only run this and minions... but then you lose out on ridiculous cards like Innervate, so your deck probably ends up worse from that tradeoff. 2. It costs 5 mana, so you will often have to commit an entire turn into it, without knowing if you can play what you draw. This is unlike Arcane Intellect where on turn 5 you can play it with a 2-cost backup in hand, in case you don't draw anything useful. 3. Druid already has decent draw, it's not like they need a card like this to function.
The redeeming point is that the cost reduction can be valuable for combos, for example if you want to save up some minions and drop many on the same turn. However, Druid has poor board clears so spending 5 mana on zero tempo for that turn doesn't seem very good.
I'm thinking that the perfect deck for this would be a variant of Astral Druid, as a draw option that doesn't prevent you from immediately playing any 7-or-lower-cost minion that you draw from it. You would have to remove many (removal) spells from such a deck though, which might make it not worth.
Since it has to be played in a minion-heavy deck, I think Beast Druid would be a best fit? also Beast Druid is lacked of card draw, this fills in the gap. Technically you dont have to just play big minions, average minions of 4-6 cost that costs 2 mana less already has so much value.
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I didn't have a signature so Flux added one for me.
Huh. So it is an Arcane Intellect with an innervate attached if a condition is met. Maybe a bit to slow, maybe you can do some wonky stuff. It's hard to evaluate this card because you have to draw two minions to gain value or else it's pretty bad.
Aviana, I'm looking at you.
Obviously would be dreamy if you pulled Malygos or Aviana. Anything else, it's like an earlier commenter said - one or two Innervates and as anyone who's topdecked one knows, they're not always good.
Finally a bad druid card!
Medicore, not that good
This really helps combo out that new 1 mana give your minions 1/1 spell. Druid is going to be very powerful this expansion
1 mana draw 2 cards seems good, but since it could produce less than 4 mana for low cost cards and since you have to cast it on turn 5 or later, guessing this will only see play in control decks. But seems playable.
Edit: Hmm didn't notice it was for minions only...not sure now. Might not be playable? I think you generally need spells in control decks, but maybe if you somehow built a minion heavy control deck it would be fine?
Insane card for heavy ramp druids. At 1 discount we are looking at 3 mana draw 2 cards, but with 2, we get 1 mana draw to cards and that is what makes it insane.
Well Worse than Nourish in my opinion but totally not unplayable, maybe if it also healed you by 2 it could bring back some Ancient of Lore memories. lol
seems bad on it's own but look at all the other druid cards so far. One ecourages flooding the baord for easy ramp, th other buffs all minions for only 1 mana....now we have a card that makes flooding even easier if you run a minion-heavy deck
I tried having fun once. It was awful.
Nourish.
Why does Vicious Fledgling exist
Since it doesn't discount spells, I don't think this card is very good.
It's a gamble.....could be really good, could be really bad.
Two Innervates.
If you get 2 minions it basically costs 1-mana. That's all well and good, but...
1. You won't be getting minions all the time, making the average case worse. Unless you only run this and minions... but then you lose out on ridiculous cards like Innervate, so your deck probably ends up worse from that tradeoff.
2. It costs 5 mana, so you will often have to commit an entire turn into it, without knowing if you can play what you draw. This is unlike Arcane Intellect where on turn 5 you can play it with a 2-cost backup in hand, in case you don't draw anything useful.
3. Druid already has decent draw, it's not like they need a card like this to function.
The redeeming point is that the cost reduction can be valuable for combos, for example if you want to save up some minions and drop many on the same turn. However, Druid has poor board clears so spending 5 mana on zero tempo for that turn doesn't seem very good.
I'm thinking that the perfect deck for this would be a variant of Astral Druid, as a draw option that doesn't prevent you from immediately playing any 7-or-lower-cost minion that you draw from it. You would have to remove many (removal) spells from such a deck though, which might make it not worth.
Can't wait to add 2 to my astral communion deck
2 of these and 2 Nourish ohhh yesss
I don't know if it will see any play, but the concept is nice, will try it in some kind of Astral Druid deck.
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
Since it has to be played in a minion-heavy deck, I think Beast Druid would be a best fit? also Beast Druid is lacked of card draw, this fills in the gap. Technically you dont have to just play big minions, average minions of 4-6 cost that costs 2 mana less already has so much value.