Absolutely rubbish. I would rather have it cost 4 mana, with options of 2/5 taunt or 5/2 charge, this is simply intolerable. You also have to take into consideration that when this card is special summon(e.g. by deathlord ) it's just a 2/3 piece of shit.
this card imho will place better than expected. It's a 3 drop 2/5 creature in early game draws and a good removal in late game. Can remove (or help to) almost all the big creatures in the game. You'll see...
What sort of deck would you play it in though? If you're playing Ramp you either have way better 3 drops to Coin or Innervate into (like Shade of Naxx) and if you actually have 3 mana then you can jump to 5 drops. Druid doesn't need better early game minions. "early game" Druid isn't really a thing. You either play Tempo or Ramp and this card doesn't really play into either mindset.
I don't think this is strictly worse than any other 3-Drop.
A 2/5 doesn't seem too spectacular, but isn't that bad, either. I can trade with Knifejuggler / Sorcerer's Apprentice and the like and is still out of pinging range.
In addition, it is still a decent-ish late game draw. Where Blackwing Technician, Spider Tank or any other 3-drop gets just eaten by a 5-drop or 6-drop, a 5/2 might more often than not still trade 1:1.
A missed change :D Way better, for me, if this card can trasform in something like Druid of the Claw... So we can choose: a 4/2 with charge (same cost of Arcane Golem, a bit better) and 2/4 with taunt...
what else it has is 1st keepr is 4 drop so no idea why u even mention it in this post? 2nd - grove tender has symetrical effect.. u are giving both you and your enemy a bonus which isnt a good thing most of the time 3rd - Blackwing technician works only in dragon decks 4th- Deathlord has awful drawback if killed
I like how Blackwing Technician, a neutral card, is better than this class card. Assuming you have a dragon, which you will, if you play the Technician. Compared to other class cards, it really sucks, too. Img Gang Bang can possibly spawn 4 more minions, while this is just a worse Spider Tank or Shade. *sigh* Here I was, hoping for a Dragon-Transformer.
Did Blizzard ever buff cards? Or is all hope lost?
The last time I remember they did buff a card,they almost broke the game (Hi 2 mana Unleash the Hounds)
I think the reason Druids get fairly crappy class cards compared to the other classes is that druids interact with cards in a way no other class can. Between wild growth and innervate a druid can get Dr. Boom out on turn 2 (coin + wild growth = 3 mana turn two + 2 innervates = 7 mana). So as a result druid cards end up being niche or tech oriented and druids tend to play a lot of neutral minions.
Could you imagine druids getting a 4 mana drop like Fireguard Destroyer? They could drop a potential 7/6 on turn 1 and another 7/6 on turn 2 (assuming the card didn't have overload since that's only a shaman mechanic). Thus I think you guys are gonna be relegated to niche and tech cards in all future expansion and end up getting more use outta neutrals.
Has anyone been able to make this work? It doesn't really seem like it does anything. There's just such a huge difference between having 2 attack and 3 attack in the current meta. I put it in my Druid, but it's yet to actually accomplish a whole lot. I guess Druids just have to stick to Force of Nature + Savage Roar every single expansion, which is pretty good admittedly, but it would be nice to have some more options.
Has anyone been able to make this work? It doesn't really seem like it does anything. There's just such a huge difference between having 2 attack and 3 attack in the current meta. I put it in my Druid, but it's yet to actually accomplish a whole lot. I guess Druids just have to stick to Force of Nature + Savage Roar every single expansion, which is pretty good admittedly, but it would be nice to have some more options.
The only way I see achieving it's full value is if Beasts were actually more vital for druids. Right now we only have 2 exclusive-beast card. The more beast-synergy druids have, the more this card will gain in value but then again I'm not sure if I want druid to become majorly beast-eccentric.
I think the reason Druids get fairly crappy class cards compared to the other classes is that druids interact with cards in a way no other class can. Between wild growth and innervate a druid can get Dr. Boom out on turn 2 (coin + wild growth = 3 mana turn two + 2 innervates = 7 mana). So as a result druid cards end up being niche or tech oriented and druids tend to play a lot of neutral minions.
Could you imagine druids getting a 4 mana drop like Fireguard Destroyer? They could drop a potential 7/6 on turn 1 and another 7/6 on turn 2 (assuming the card didn't have overload since that's only a shaman mechanic). Thus I think you guys are gonna be relegated to niche and tech cards in all future expansion and end up getting more use outta neutrals.
This has pretty much been my thinking on it, and the main reason I don't like Innervate. It really limits their design space when every card they make for the class has to come with the consideration, "how busted is this 1-4 turns ahead of schedule?" They can't print super good stuff because Druids can abuse mana like no one else.
Rollback Post to RevisionRollBack
Nothing doing, traveler.
To post a comment, please login or register a new account.
WHAT??????? WHERE????? WHAT YEAR IS IT NOW???
tell me more about great cards for druids. I think Great cards in every expansion is main reason why druids plays same cards as year ago.
Sarcasm my friend ;)
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
Yo bro I heard you like sarcasm so I put sarcasm in your sarcasm so you can sarcasm while you sarcasm~
Absolutely rubbish. I would rather have it cost 4 mana, with options of 2/5 taunt or 5/2 charge, this is simply intolerable. You also have to take into consideration that when this card is special summon(e.g. by deathlord ) it's just a 2/3 piece of shit.
What sort of deck would you play it in though? If you're playing Ramp you either have way better 3 drops to Coin or Innervate into (like Shade of Naxx) and if you actually have 3 mana then you can jump to 5 drops. Druid doesn't need better early game minions. "early game" Druid isn't really a thing. You either play Tempo or Ramp and this card doesn't really play into either mindset.
Next Expansion:
4 Mana Choose One - Transform into a 7/2 minion; or a 2/7 minion
In a few expansions, we can build a deck solely from 2/2 baseline minions with transformation effects. Can't wait for the 2-2-Drood.
I don't think this is strictly worse than any other 3-Drop.
A 2/5 doesn't seem too spectacular, but isn't that bad, either. I can trade with Knifejuggler / Sorcerer's Apprentice and the like and is still out of pinging range.
In addition, it is still a decent-ish late game draw. Where Blackwing Technician, Spider Tank or any other 3-drop gets just eaten by a 5-drop or 6-drop, a 5/2 might more often than not still trade 1:1.
Probably not as good as shade but it will replace it in my druid deck.
A missed change :D
Way better, for me, if this card can trasform in something like Druid of the Claw...
So we can choose: a 4/2 with charge (same cost of Arcane Golem, a bit better) and 2/4 with taunt...
Apparently not as nicely as a mug of hot chocolate.
Why would you get good cards? Your class has dominated the meta since the inception of the game. Your class haven't been nerfed as hard as Mage.
I like it, except Keeper of the Grove and Grove Tender and Blackwing Technician and Deathlord are more popular for the 3 mana slot. The only thing that this has over the others is it can be a 5/2.
(yes I know keeper of the grove is a 4 mana card)
Not sure if hyped yet.
what else it has is
1st keepr is 4 drop so no idea why u even mention it in this post?
2nd - grove tender has symetrical effect.. u are giving both you and your enemy a bonus which isnt a good thing most of the time
3rd - Blackwing technician works only in dragon decks
4th- Deathlord has awful drawback if killed
what is the drawback of druid of the flame? none
Time is money, friend.
The last time I remember they did buff a card,they almost broke the game (Hi 2 mana Unleash the Hounds)
I love scrubs
I think the reason Druids get fairly crappy class cards compared to the other classes is that druids interact with cards in a way no other class can. Between wild growth and innervate a druid can get Dr. Boom out on turn 2 (coin + wild growth = 3 mana turn two + 2 innervates = 7 mana). So as a result druid cards end up being niche or tech oriented and druids tend to play a lot of neutral minions.
Could you imagine druids getting a 4 mana drop like Fireguard Destroyer? They could drop a potential 7/6 on turn 1 and another 7/6 on turn 2 (assuming the card didn't have overload since that's only a shaman mechanic). Thus I think you guys are gonna be relegated to niche and tech cards in all future expansion and end up getting more use outta neutrals.
I liked it vs a face hunter.
... then again, I got it for free from an unstable portal, so I'm not a druid using it. :p
Has anyone been able to make this work? It doesn't really seem like it does anything. There's just such a huge difference between having 2 attack and 3 attack in the current meta. I put it in my Druid, but it's yet to actually accomplish a whole lot. I guess Druids just have to stick to Force of Nature + Savage Roar every single expansion, which is pretty good admittedly, but it would be nice to have some more options.
It can replace Zombie Chow, and gave me a bit more threats to rush hunter's face. Play it as a 5/2 to send a message, "I'll kill you!!"
The only way I see achieving it's full value is if Beasts were actually more vital for druids. Right now we only have 2 exclusive-beast card. The more beast-synergy druids have, the more this card will gain in value but then again I'm not sure if I want druid to become majorly beast-eccentric.
This has pretty much been my thinking on it, and the main reason I don't like Innervate. It really limits their design space when every card they make for the class has to come with the consideration, "how busted is this 1-4 turns ahead of schedule?" They can't print super good stuff because Druids can abuse mana like no one else.
Nothing doing, traveler.