I mean... you could play it after Force of nature but... that's supposed to finish the game. Not sure about this card... not a fan.
Interesting to note that it helps Force of nature not be a dead card, especially if you run 2 of them. Force used to clear is always a rotten feeling, but if you can kill 2 things with it, at least you can play lumberer with it on turn 10. Really only strong when you're falling behind and you're resorting to using Force defensively. I don't know about this though. It's really hard to make Druid cards good, due to Innervate and Roar/Force to begin with.
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In the deep glens where they lived all things were older than man and they hummed of mystery.
If this was a 6/8 I would call it borderline playable since you can do savage combo, trade a bunch of creatures and play this really cheap but at BGH range there's just no reason to waste a slot for this guy.
Even in some Token druid deck with a lot of critters floating the board Sea Giant is a better slot anyway.
"There are going to be times when you're really low on health, the hunter has no cards in hand and you just pray he doesn't draw direct damage and he's gonna draw Quick Shot into Quick Shot into Kill Command + Hero Power and you're gonna lose your Sh$t! ...I hate hunters"- Kriparrian, 2015.