Druid's cards are so disappointing, and their is very little support for the druid quest from last expansion. I don't want to play the cheap aggro token druid, but DK is just lame.
Well it's not flashy but it's looking like the best.
I got this card, but I haven't had a chance to play it. On paper, it looks terrible. Can someone explain why this is such a good value card?
Does it require Fandral in order to be good? Gnash every turn for 2 is not bad, but it doesn't seem to compare with, say, Shadowreaper Anduin. And that's only for as long as Fandral sticks.
Also, probably irrelevant, but it's the only hero without a battlecry. No using Brann with this guy in wild.
I got this card, but I haven't had a chance to play it. On paper, it looks terrible. Can someone explain why this is such a good value card?
Does it require Fandral in order to be good? Gnash every turn for 2 is not bad, but it doesn't seem to compare with, say, Shadowreaper Anduin. And that's only for as long as Fandral sticks.
Also, probably irrelevant, but it's the only hero without a battlecry. No using Brann with this guy in wild.
on paper it looked great, what do you mean, 'terrible,'?! 7 mana is a pittance to getting two (or four if Fandral Staghelm is hanging out on the board) of whichever of those beasts you need and right before you Power of the Wild or Mark of the Lotus is amazing lol. 3 damage every turn for the rest of the game is what your opponent is staring at and if it looks like it's gonna go a little long 3 armor per turn is even better. i'm finding that with the decks i'm playing Malfurion the Pestilent in, the 5 armor is already added to a bunch of armor i already had thanks to ultimate infestation or just hero powering behind a bunch of high health taunts like Crypt Lord (who has just been powered up by Spreading Plague) and i'm just hitting the opponent in the mug for 3 damage every turn. i've stuck the card in token druid, taunt druid, ramp druid, c'thun druid, you name it Malfurion the Pestilent is probably in it lol
Looking at just the hero power, I'd rather have Warlock or Priest DK. Mage and Warrior requires a little effort before I would like them better, but not a whole lot. Paladin is about the same strength, probably a tad weaker (slower, weaker, but less damage and possibly dangerous if left alone). Hunter and Rogue provide a lot more value, but also costs a lot more (they give you a card, but you still have to pay to play it), so it's hard to compare them against the Druid HP. Ditto Shaman because you don't know what you're going to get, but I'm pretty sure Druid's power beats Shaman's.
The other comparison I made was Justicar Trueheart. The upgraded HP is possibly stronger than DK Druid's. You trade 1 attack for 2 armor. Depending on your foe, that 1 attack may or may not matter against their minions, but the extra armor works out to your advantage if you're going face and helps you use the HP more often. If these two abilities are more or less on par with each other, then you wouldn't expect this to be used since the Justicar wasn't.
As for the battlecry, do you consider 2 insects better than 1 6/3? I think it depends on what you're up against. Since writing my earlier post, I've come to accept that the poison insects might actually be worth the loss in pure stats. Not every game, of course, but maybe on average. The taunt bugs are ridiculously weak at this stage of the game, but you can make them decent with that bolster guy.
In practice, the pace of the game is slower than when Justicar was in standard, so it's been working out for me. Not as well as some of the others, but it's still worth adding to your deck if you happen to get it.
This cards power creep is too ridiculous. Justicar is 6 mana make your hero power give you 2/2 stats. This card is a 7 mana, spawn 2 stupidly hard to remove taunts or 2 instant removals AND +3 atk or +3 armour and combined with fandral its give your hero 3/3 worth of stats every turn. How is this card balanced in any way? Not to mention already having ultimate infestation and so many other armour giving cards and draw cards to make jade so strong. This card can swing the game so hard just because of its ridiculous power creep. There is a difference between making a card the "best card of the set" and the most broken and unplayable against card in the set. You see druids doing things like turn 1 wild growth, turn 2 jade blossom and innervate this hero out and when that happens you just lose. Now that innervate is getting nerfed it doesn't make much of an impact on jade anyways. Basically, with druids ability to draw so much, this card usually comes out super early and when it does, you basically lose the game 90% of the time. I think blizzard ought to either nerf this to be justicar stats of just +2/+2 just because of its insane battlecry effect. Even with the innervate nerf, it isn't going to affect the meta much because jade druid can just use the coin to ramp up quickly also. The main problem is this heroes battlecry effect And/Or the jades. A nerf should hit one of these because reguardless, the meta game is stupid and it is going to continue to be stupid until blizzard does something about it. It is ridiculous to have all the tier 1 decks to be druid because as of right now, unless straight up the new hero is nerfed or jade golems are nerfed, the problem will still persist and this is definitely NOT educational or helpful to players with this deck being so ladder desstructive.
I got this card, but I haven't had a chance to play it. On paper, it looks terrible. Can someone explain why this is such a good value card?
Does it require Fandral in order to be good? Gnash every turn for 2 is not bad, but it doesn't seem to compare with, say, Shadowreaper Anduin. And that's only for as long as Fandral sticks.
Also, probably irrelevant, but it's the only hero without a battlecry. No using Brann with this guy in wild.
your battle cry is worth at least 4 mana then on top of that you get to chose based on the situation. 5 armor is worth like more than 1 mana. The hero power upgrade is insanely good because u can get it so early. It's not as good as gul'dan hero power or litterally broken like anduin but this hero is really cheap in druid it fells more like a 5-6 mana card instead of 7. Dealing 3 damage for a hero power is incredible and 3 armor lets u stay alive vs aggro and burn.
Looking at just the hero power, I'd rather have Warlock or Priest DK. Mage and Warrior requires a little effort before I would like them better, but not a whole lot. Paladin is about the same strength, probably a tad weaker (slower, weaker, but less damage and possibly dangerous if left alone). Hunter and Rogue provide a lot more value, but also costs a lot more (they give you a card, but you still have to pay to play it), so it's hard to compare them against the Druid HP. Ditto Shaman because you don't know what you're going to get, but I'm pretty sure Druid's power beats Shaman's.
The other comparison I made was Justicar Trueheart. The upgraded HP is possibly stronger than DK Druid's. You trade 1 attack for 2 armor. Depending on your foe, that 1 attack may or may not matter against their minions, but the extra armor works out to your advantage if you're going face and helps you use the HP more often. If these two abilities are more or less on par with each other, then you wouldn't expect this to be used since the Justicar wasn't.
As for the battlecry, do you consider 2 insects better than 1 6/3? I think it depends on what you're up against. Since writing my earlier post, I've come to accept that the poison insects might actually be worth the loss in pure stats. Not every game, of course, but maybe on average. The taunt bugs are ridiculously weak at this stage of the game, but you can make them decent with that bolster guy.
In practice, the pace of the game is slower than when Justicar was in standard, so it's been working out for me. Not as well as some of the others, but it's still worth adding to your deck if you happen to get it.
2x 1/5 tuants is MUCH better than a 6/3. A 6/3 dies when the wind blows and also doesn't protect you from getting it in the face. I'd say the hero power is slightly better than justicar. Sometimes you face a big taunt like lich king and what good does 2 attack do, better to take an extra armor. or any minion that requires 3 damage to kill what good is 2 armor? 4>3 sure but that's not seeing the whole picture, getting the 3 that matters is on average better. This is why cards like gnash and bite aren't that great (they're not terrible but certainly not good enough for constructed).
I actually ranked this one of the top 3 heroes along with anduin and rexar. I still stand by that rexar is a good hero (would be great in many other classes) It's just that it conflicts so much with your initial hero power and that the class just plain sucks. Anduin I thought would be the most impactful hero if the highlander priest is good enough and boy it's not just good enough it's over powered. Bottom I ranked thrall and uther. Uther is garbage as I expected, thrall turned out a little better than I thought since there's a lot of good new evolve targets like saronite chain gang.
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This is probably the best dk.
It is boring but effective.
I got this card, but I haven't had a chance to play it. On paper, it looks terrible. Can someone explain why this is such a good value card?
Does it require Fandral in order to be good? Gnash every turn for 2 is not bad, but it doesn't seem to compare with, say, Shadowreaper Anduin. And that's only for as long as Fandral sticks.
Also, probably irrelevant, but it's the only hero without a battlecry. No using Brann with this guy in wild.
Looking at just the hero power, I'd rather have Warlock or Priest DK. Mage and Warrior requires a little effort before I would like them better, but not a whole lot. Paladin is about the same strength, probably a tad weaker (slower, weaker, but less damage and possibly dangerous if left alone). Hunter and Rogue provide a lot more value, but also costs a lot more (they give you a card, but you still have to pay to play it), so it's hard to compare them against the Druid HP. Ditto Shaman because you don't know what you're going to get, but I'm pretty sure Druid's power beats Shaman's.
The other comparison I made was Justicar Trueheart. The upgraded HP is possibly stronger than DK Druid's. You trade 1 attack for 2 armor. Depending on your foe, that 1 attack may or may not matter against their minions, but the extra armor works out to your advantage if you're going face and helps you use the HP more often. If these two abilities are more or less on par with each other, then you wouldn't expect this to be used since the Justicar wasn't.
As for the battlecry, do you consider 2 insects better than 1 6/3? I think it depends on what you're up against. Since writing my earlier post, I've come to accept that the poison insects might actually be worth the loss in pure stats. Not every game, of course, but maybe on average. The taunt bugs are ridiculously weak at this stage of the game, but you can make them decent with that bolster guy.
In practice, the pace of the game is slower than when Justicar was in standard, so it's been working out for me. Not as well as some of the others, but it's still worth adding to your deck if you happen to get it.
Hero Power so good I've almost considered running Savagery.
Almost.
Anger is the punishment we give ourselves for someone else's mistake.
Much better than expected...
Problem with druids: New druid hero and jades
This cards power creep is too ridiculous. Justicar is 6 mana make your hero power give you 2/2 stats. This card is a 7 mana, spawn 2 stupidly hard to remove taunts or 2 instant removals AND +3 atk or +3 armour and combined with fandral its give your hero 3/3 worth of stats every turn. How is this card balanced in any way? Not to mention already having ultimate infestation and so many other armour giving cards and draw cards to make jade so strong. This card can swing the game so hard just because of its ridiculous power creep. There is a difference between making a card the "best card of the set" and the most broken and unplayable against card in the set. You see druids doing things like turn 1 wild growth, turn 2 jade blossom and innervate this hero out and when that happens you just lose. Now that innervate is getting nerfed it doesn't make much of an impact on jade anyways. Basically, with druids ability to draw so much, this card usually comes out super early and when it does, you basically lose the game 90% of the time. I think blizzard ought to either nerf this to be justicar stats of just +2/+2 just because of its insane battlecry effect. Even with the innervate nerf, it isn't going to affect the meta much because jade druid can just use the coin to ramp up quickly also. The main problem is this heroes battlecry effect And/Or the jades. A nerf should hit one of these because reguardless, the meta game is stupid and it is going to continue to be stupid until blizzard does something about it. It is ridiculous to have all the tier 1 decks to be druid because as of right now, unless straight up the new hero is nerfed or jade golems are nerfed, the problem will still persist and this is definitely NOT educational or helpful to players with this deck being so ladder desstructive.
pretty good card
Great Card!
Great Site.
Carpe Diem - Seize the day
Carpe Diem - Seize the day
Carpe Diem - Seize the day