Well it definitely helps with the quest. Feels hard to evaluate. It's a similar power level to acolyte of pain except it's easier to guarantee the first draw
On turn 2 it's a vanilla 1/4 and even if your opponent is unlikely to remove it before the end of your next turn, you'd just draw one card. On the following turns it requires you to make awkward plays if you want to draw additional cards and did I mention it needs to survive until then? Seems like a worse Acolyte of Pain/Mana Tide Totem to me, unless they introduce a TON of support for the quest.
On turn 2 it's a vanilla 1/4 and even if your opponent is unlikely to remove it before the end of your next turn, you'd just draw one card. On the following turns it requires you to make awkward plays if you want to draw additional cards and did I mention it needs to survive until then? Seems like a worse Acolyte of Pain/Mana Tide Totem to me, unless they introduce a TON of support for the quest.
Well, first, there is a ton of support for the quest. But even without the quest, this card is bonkers.
Since it has vanilla stats, you can think of the effect as "spend 1 mana to draw a card" -- in what universe would that not be amazing? And if doing so is really so painful and awkward at some point, you can always choose not to activate it. But realistically, if your Hero Power were to draw a card for 1 mana, you'd push that button a LOT.
Acolyte, when played on turn 3, has worse stats and often draws zero or one card before it dies, yet it has always seen a lot of play.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
For arena this card is realy good for card drawing. The 4 health for 2 mana is realy good. Play a solid 2 drop for example a 2/3, 3/2 and om turn this one, then its a " acolite of pain" but still keeping its health. This minion is also perfectly good after turn 10 with each of you having only a few cards in hand. Just have atleast 1 mana unspent to draw a card, that way you get the uper hand. For me its only real purpose is card drawing and thats good so i rate it 4/5.
Less then 15% of the player base can see this is a meta defining card lol.
Staple in every single druid deck. Agro, mid range and combo. Mana Tide Totem cost 1 more and see lots of play. My prediction is that it will be one of the most hated cards in the next 2 years.
Blizzard never learns from past mistakes. Nat Pagle was nerfed because it could snowball the game out of control and Nat was a legendarywith worse effect and stats. No spells can trade into it, which means if the oponnent loses the board, HE IS DONE.
Smorc druid will reign supreme again.
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Objection!!!
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Well it definitely helps with the quest. Feels hard to evaluate. It's a similar power level to acolyte of pain except it's easier to guarantee the first draw
Insane with the quest and maybe the card that will make the archetype for druid.
Maybe... nah nah nah nah
This card is OP as f*ck why would any druid not run this card?
In the lategame this just draws cards. I think this becomes a Druid staple.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
Druid already has a ton of draw with nourish and flod. While this is reasonable i think it wont see much play.
On turn 2 it's a vanilla 1/4 and even if your opponent is unlikely to remove it before the end of your next turn, you'd just draw one card. On the following turns it requires you to make awkward plays if you want to draw additional cards and did I mention it needs to survive until then? Seems like a worse Acolyte of Pain/Mana Tide Totem to me, unless they introduce a TON of support for the quest.
Well, first, there is a ton of support for the quest. But even without the quest, this card is bonkers.
Since it has vanilla stats, you can think of the effect as "spend 1 mana to draw a card" -- in what universe would that not be amazing? And if doing so is really so painful and awkward at some point, you can always choose not to activate it. But realistically, if your Hero Power were to draw a card for 1 mana, you'd push that button a LOT.
Acolyte, when played on turn 3, has worse stats and often draws zero or one card before it dies, yet it has always seen a lot of play.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
great card imo
1 drop on 1 into quest on 2 into this on 3 sounds pretty good to me
I can see this being a druid staple over Acolyte of Pain (if any even use it), defiantly helps with untapped potential and it is perfectly balanced.
seems like a good draw engine, a conditional better mana tide is how I view it.
sick 3 drop
3 mana 1/4 draw a card isn't bad and it's a must remove.
Best comparison is mana tide and now you see why this card is very good.
Carpe Diem - Seize the day
For arena this card is realy good for card drawing. The 4 health for 2 mana is realy good. Play a solid 2 drop for example a 2/3, 3/2 and om turn this one, then its a " acolite of pain" but still keeping its health. This minion is also perfectly good after turn 10 with each of you having only a few cards in hand. Just have atleast 1 mana unspent to draw a card, that way you get the uper hand. For me its only real purpose is card drawing and thats good so i rate it 4/5.
Less then 15% of the player base can see this is a meta defining card lol.
Staple in every single druid deck. Agro, mid range and combo. Mana Tide Totem cost 1 more and see lots of play.
My prediction is that it will be one of the most hated cards in the next 2 years.
Blizzard never learns from past mistakes. Nat Pagle was nerfed because it could snowball the game out of control and Nat was a legendary with worse effect and stats.
No spells can trade into it, which means if the oponnent loses the board, HE IS DONE.
Smorc druid will reign supreme again.
Objection!!!