It is better then Nourish if you hit the minions. If you hit the minions your getting two turns essentially of two additional mana, the mana cost reduction is actually more value then Nourish in one sense because it the effect is still valuable in later turns. You also always getting a Fandraled Nourish since your getting the cost reduction with the draw. Since Fandral Nourish is strong AF and this is practically that in its best case scenario this card could be the nuts. It pushes Ramp Druid is borderline viable, but borderline viable is still far from viable when the top tier is high as Midrange Shaman.
Obviously this doesn't replace Nourish in current spell heavy Druid lists.
To those that say it's going to be insane in ramp druid, I disagree. A lot of cards in the actual ramp druid archetype are spells, which greatly limits the use of this new card. There's Nourish, Wrath, Wild Growth, Raven Idol... That's a lot of cards that potentially won't get the discount.
However, I could imagine that card seeing use in an Astral Communion deck, could be quite fun actually.
To those that say it's going to be insane in ramp druid, I disagree. A lot of cards in the actual ramp druid archetype are spells, which greatly limits the use of this new card. There's Nourish, Wrath, Wild Growth, Raven Idol... That's a lot of cards that potentially won't get the discount.
However, I could imagine that card seeing use in an Astral Communion deck, could be quite fun actually.
You are right, but this also introduces a new trade-off to make. Now Ramp Druid players will ask themselves do I really need some of these spells? If not, then I can just play my Lunar Visions and cut back a bit on the spells, something that stimulates more creative deck design. As far as I am concerned in the right deck this card would be very good (and this is why I think this card is designed well. You need to carefully plan out what you put in your deck and not add spells just because they are good), even though if the game doesn't slow down a bit the loss of tempo on the turn you cast this could kill it.
It would also work well in Astral Druid in addition to Nourish for more reliable card draw.
Druid has access to some of the best spells in the game and typical druid decks consist of 50/50 spells and minions. Which is why arcane giants are so good in that class.
Therefore this card will not see any competitive play.
First I thought this card is quite good and than I realized the effect only applies for minions. I can't imagine a viable druid deck which doesn't use about 1/3 of the deck as spells. Even beast druid decks (which are quite minion heavy) use a lot of spells. Maybe some shenanigans can be found for certain decks but no way this card sees competitive play over nourish.
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Who can take your trash out? Stomp it down for you? Shake the plastic bag and do the twisty thingy, too?
This card makes me think of something like 1 mana 1/3 beast: "Whenever you play a Choose one card, gain +1 attack". Might we see something like that now? Because druid didn't get his 1/3 minion yet
Interesting card, fits a theme that's still not that explored in Druid; a minion centric deck. The archetype I can see this fit right now is C'Thun Druid - which actually doesn't see play.
However, I believe it could be an interesting combo tool: it's another "draw x cards" card, that costs a lot, but if you're good at controlling the board, even the minimal chance to gain a cost reduction on your Malygos is something huge. And a 4 mana Emperor is nothing to scoff at.
It has potential. We'll see.
Grade: B.
That's actually a pretty good point. Haven't seen c'thun druid in quite a while and didn't consider it.
I always felt that nourish was out of place in c'thun druid and you could play this instead.
SInce I usually have more minions then spells, I like this card. My only complaint is that Druids usually have higher mana than thier opponents so I don't think they need mana reduction on thier minions.
I don't see this ever seeing play in constructed. At least not past say Rank 15 or so. Druid has too many evergreen spells that are must picks in nearly every Druid deck. Every druid deck runs with Swipe and Innervate. Most druid decks will run Wild Growth and several run Nourish (this card would probably take it's spot). While it's still around, Raven Idol. Druids just have so many excellent spells that it's hard to justify running this card in constructed.
This card really needs to draw 2 minions consistently for it to actually be worth it and in constructed, that's just not going to happen.
This will be a great card for Beast druid. The problem with Nourish in beast druid is that you lose a lot of tempo to get that draw but with this card you gain the tempo right back by playing 2-3 beasts instead of 1-2. I would not be surprised to see beast druids running 2x of these.
It is better then Nourish if you hit the minions. If you hit the minions your getting two turns essentially of two additional mana, the mana cost reduction is actually more value then Nourish in one sense because it the effect is still valuable in later turns. You also always getting a Fandraled Nourish since your getting the cost reduction with the draw. Since Fandral Nourish is strong AF and this is practically that in its best case scenario this card could be the nuts. It pushes Ramp Druid is borderline viable, but borderline viable is still far from viable when the top tier is high as Midrange Shaman.
Obviously this doesn't replace Nourish in current spell heavy Druid lists.
This could actually Help to Push a creature heavy druid deck like beasts.
Good way to push Ramp into the foreground and discount those 8- and 9-drops. Not bad, should see play.
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To those that say it's going to be insane in ramp druid, I disagree. A lot of cards in the actual ramp druid archetype are spells, which greatly limits the use of this new card. There's Nourish, Wrath, Wild Growth, Raven Idol... That's a lot of cards that potentially won't get the discount.
However, I could imagine that card seeing use in an Astral Communion deck, could be quite fun actually.
Druid has access to some of the best spells in the game and typical druid decks consist of 50/50 spells and minions. Which is why arcane giants are so good in that class.
Therefore this card will not see any competitive play.
First I thought this card is quite good and than I realized the effect only applies for minions. I can't imagine a viable druid deck which doesn't use about 1/3 of the deck as spells. Even beast druid decks (which are quite minion heavy) use a lot of spells. Maybe some shenanigans can be found for certain decks but no way this card sees competitive play over nourish.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
Totally going to play this in a Y'Shaarj, Rage Unbound deck.
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
This card makes me think of something like 1 mana 1/3 beast: "Whenever you play a Choose one card, gain +1 attack". Might we see something like that now? Because druid didn't get his 1/3 minion yet
Just remember the good times!
it would be 6 mana for draw two minion and they cost 2 less it would be a very good card.
SInce I usually have more minions then spells, I like this card. My only complaint is that Druids usually have higher mana than thier opponents so I don't think they need mana reduction on thier minions.
I don't see this ever seeing play in constructed. At least not past say Rank 15 or so. Druid has too many evergreen spells that are must picks in nearly every Druid deck. Every druid deck runs with Swipe and Innervate. Most druid decks will run Wild Growth and several run Nourish (this card would probably take it's spot). While it's still around, Raven Idol. Druids just have so many excellent spells that it's hard to justify running this card in constructed.
This card really needs to draw 2 minions consistently for it to actually be worth it and in constructed, that's just not going to happen.
This will be a great card for Beast druid. The problem with Nourish in beast druid is that you lose a lot of tempo to get that draw but with this card you gain the tempo right back by playing 2-3 beasts instead of 1-2. I would not be surprised to see beast druids running 2x of these.
It should be:
5 Mana draw 2 spells. Making it always worse than nourish.
Because you will NEVER draw minions with this card, it's a proven fact Call Pet proved it.
Egg druud is the only archetype that could see play this card
Bad.
Be prepared to fail a lot of times, pulling 1-2 spell cards and getting less value.
You can reduce the chances of fails, but it's still not worth it imo.