Are we back in the 80s or do people actually still not understand the importance of tempo in 2016?
It seems so. Also a reason why i cut Kodo in my Paladin list is that he doesnt have enough targets to hit (almost nothing vs Dragon Warrior Druid Hunter Rouge and so on )
But this card is much more reliably and can kill some high value cards that you have to remove NOW, or you lose . Like Fendral ,Councilman, Violet Teacher,TwilightDrake, and so on. So yes, it is conditional but i can not imagine how this card isnt good.
Turn 6 Tempo? There's a reason Shamans stopped running Fire Elemental. I would be on board if it had Taunt, but it doesn't, and there's no guarantee that you can get any value out of it, like Sylvanas.
Ramp Druid only works if it's Druid with Innervate. Every other Ramp option outside of those plucked from Raven's Idol is way too slow, you get trampled by Aggro Shaman, Tempo Mage and Zoolock. I've had more success running Doomsayers and gradually controlling Tempo until you get to your big stuff. Its also the class that gets destroyed the most by Sylvanus.
Well, the effect is obviously different, but it's not necessarily better. For cards like Wrath, Raven Idol, Power of the Wild etc. it's clearly better than a brann effect. However for minions it's not. For say Druid of the Claw I would even say that it's slightly worse than what you'd expect from a double battlecry on a 5 mana minion. If it's better than brann, then I would say it's only slightly so. Of course I could also be wrong, but it's my evaluation of the card.
In a token deck I would imagine that this will be pretty good though.
How does Brann affect Druid of the claw? "Choose one" effects do not count as battlecries.
It doesn't and I haven't stated that it does. I'm comparing brann to fandral staghelm in terms of power. The effect fandral has on druid of the claw is slightly worse than what you'd expect in a similar situation with brann on a 5 mana minion. In short, the fandral effect is clearly better on spells and on par, or worse, than brann on minions.
Ah, okay. There I can agree, although I see it mostly on par with brann. Simply because it enables options you can't get with brann and are therefore not really comparable. A 4/6 Charge for example might end easily end up as a 4/2 after trading, but costs only 5 mana (in comparison to Argent Commander ). And a 10/10 taunt is crazy if you think that a 8/8 taunt costs 8 (although I don't think you will be able to Play an AoW very often with Fandral still on board). But in any case, the spell synergy is crazy with Fandral. Even Starfall , Nourish and Mark of Nature could suddenly become really competetive spells.
That's still not how it works. No one runs Bomb Lobber because Brann makes it competitive. You run cards that you already would play without Brann. Same with Fandral, running cards like Starfall is just bad.
This card is best when combo'ed with cheap spells like raven idol and wrath. You can't play this card with AoL or AoW without innervate, and in order to combo it with DotC you need 9 mana. Works ok with druid of the flame turn 7 but that value isn't blowing anyone away. Many here are WAY overrating this card, it's a good card, but to be meta-defining the effect would have to be permanent.
Pretty much this. Raven's Idol, Wrath, and maybe Power of the Wild depending on how this works. The rest should be cards you normally would run regardless of Fandral.
Good card. I don't know why people are saying this is good with Nourish like this will be online at T5. Like Brann being online at T4, it just wont happen. What it IS good with is Raven's Idol, that will be what truly replaces AoL card draw nerf.
Not looking good, in fact I think the class is BL dead. I don't see how Ramp can get by with the Lore nerf. Ramp is naturally a card advantage loss, the card draw has to be there or Ramp doesn't work. Nourish is an absolutely terrible option for a class that has no clears and terrible removal, especially without Combo and even Poison Seeds.You cant give up the board playing Nourish.
FON nerf was expected, Keeper will probably not be ran, but its not the end of the world. I dont think a class that depends on a single card to function more than Lore for Druid. Well except that T4 Egg Druid deck.
People dont run Savage Combatant because a 4 mana minion with 4 health that does nothing is a tempo loss in this meta.
Beast Druid is going to need alot more than this to be viable. Especially with the main reason to run the deck, Druid of the Fang, leaving next month.
People didn't run Savage Combatant because the 4 slot was already crowded for druids it got destroyed by Piloted Shredder which was and is in every other deck.
In reality, Savage Combatant is one of the most powerful class 4-drops in the game.
Because it scales well. But a naked 4 drop is a Flamestrike/Implosion/Eviscerate target thats weak to weapons. Its just bad against decks youre already weak to unless you coin innervate it out.
I don't think you can build your deck around this. If you weren't running the battlecry minions before, this shouldn't be changing anything. But its good to have if you happen to be running alot of battlecry stuff anyway like Dragon decks.
Is there any way of dealing with Mysterious Challenger -> Dr. Boom -> Tirion? I can handle 2/3 but all of them is just too much value. It's frustrating since it's extremely difficult to deal with while Secret Paladin just facerolls their way to victory.
The only problems are Mysterious Challenger and Tirion. Every other deck can run Dr Boom so you just have to deal with it the same way as how you deal with Boom in other decks.
Now, the easiest way to deal with Mysterious Challenger is Flare, or keep his board clear before turn 6 and then trigger his avenge onto Mysterious Challenger and remove it by means of BGH, SW:D, or other hard removals. Aldor works too.
As for Tirion, you can also use SW:D or any hard removal followed by Harrison Jones or Acidic Ooze. Silence works too, as well as polymorph, polymorh:bear, and hex.
I mean all of them at once T6 Mysterious Challenger, Turn 7 Dr. Boom, Turn 8 Tirion has happened to me multiple times, while I have to keep their board clear on Turns 1-6. It's like I'm doing all this work trying to stop them, and all they do is drop the biggest threat in their hand.
Is there any way of dealing with Mysterious Challenger -> Dr. Boom -> Tirion? I can handle 2/3 but all of them is just too much value. It's frustrating since it's extremely difficult to deal with while Secret Paladin just facerolls their way to victory.
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It's 1 mana too expensive . A more expensive Kodo is a bad Kodo, especially when Kodo itself is barely fast enough anyway.
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Ramp Druid only works if it's Druid with Innervate. Every other Ramp option outside of those plucked from Raven's Idol is way too slow, you get trampled by Aggro Shaman, Tempo Mage and Zoolock. I've had more success running Doomsayers and gradually controlling Tempo until you get to your big stuff. Its also the class that gets destroyed the most by Sylvanus.
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Good card. I don't know why people are saying this is good with Nourish like this will be online at T5. Like Brann being online at T4, it just wont happen. What it IS good with is Raven's Idol, that will be what truly replaces AoL card draw nerf.
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Makes no sense that AoL got nerfed in all modes, but Divine favor, one of the worst designed cards in the game, remains untouched.
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Not looking good, in fact I think the class is BL dead. I don't see how Ramp can get by with the Lore nerf. Ramp is naturally a card advantage loss, the card draw has to be there or Ramp doesn't work. Nourish is an absolutely terrible option for a class that has no clears and terrible removal, especially without Combo and even Poison Seeds.You cant give up the board playing Nourish.
FON nerf was expected, Keeper will probably not be ran, but its not the end of the world. I dont think a class that depends on a single card to function more than Lore for Druid. Well except that T4 Egg Druid deck.
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If nothing else, it's a Raven's Idol nerf. Which is relevant for me.
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People dont run Savage Combatant because a 4 mana minion with 4 health that does nothing is a tempo loss in this meta.
Beast Druid is going to need alot more than this to be viable. Especially with the main reason to run the deck, Druid of the Fang, leaving next month.
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I don't think you can build your deck around this. If you weren't running the battlecry minions before, this shouldn't be changing anything. But its good to have if you happen to be running alot of battlecry stuff anyway like Dragon decks.
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