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Curse of Naxxramas - Poison Seeds Card
A new card from the Curse of Naxxramas Adventure has appeared on the PlayHearthstone Twitter account and it's a Druid spell! You can find more information about Curse of Naxxramas here.
Quote from @PlayHearthstone"Nature will rise against you!” Poison Seeds! This new Druid card is coming to Curse of Naxxramas this summer!
It isn't really played. Turned out it is only playable in some of the Adventures. No love for Druid in the BRM too ;P
Yay, new tink!
Seeds may even end up being too expensive mana-wise.
I wrote some words: Poison Seeds Is Not Overpowered
This card is very very.......very interesting.. can't wait to see more!
this+wild pyro and 2 cheap spells
oh man i can see such potencial with this deck especially with the new death rattle cards.
scenario....you have few minions on the feild. Your opponent has big threats/legendaries. you summon nerubian egg...you play seeds....grats your weakened monsters are a 2/2, you get a shiny 4/4 and the egg that was 0/2 is now a 2/2 trent. your oponent's threats are 2/2 crap. Even if they trade out for your 2/2's it is still epic removal.
This is definitely one very strange card. If you are winning you won't play it *to keep your large nice minions alive*
If you are losing, you probably won't play it. Unless you have a huge amount of extra mana to play something after. Since you blew four mana to play it you lose a huge amount of tempo. *They don't have charge, your opponent will wipe your side with even trades and come out ahead.*
The only situation I can see this being good, is when they play a few really huge minions you can't deal with and it "tinkmasters" them down to 2/2's. And even then some have strong deathrattles and it is still a bad play. The rest of the time it's a dead card in your hand.
However, it does trigger deathrattle. That's the only real "crazy combos" I see. Since all the other combo minions like juggler are dead. So I can see this being used in a new deathrattle type constructed deck, provided there are enough cards to make a good one. The idea of it being a board wipe you can actually count on happening is just silly. But deathrattle combo-er, sure! I guess we will have to wait and see if they provide enough good cards to pair with it to make it playable.
I believe it's mainly for Token Druid. That combo with Force of Nature is pretty good when you 2/2 tree chargers come back to life. Also trigger Soul of Forest death rattle so you have a board full of 2/2.
Like I said, deathrattle combos. But one consecrate and poof it all goes away.
Now one question I thought of that I hope gets clarification at sometime *even though I think I know the answer* Is if there is an abomination in play and I play this. Is it a full and total board wipe? I kind of think the explosion will happen before they spawn. But it's hard to say since everything is dying at exactly the same time
Even worse is if there are other things with deathrattles in play. Who goes first? That has always been a serious issue they need to address.
I like this card a lot. It feels like a new and pretty exciting take on board clear and removal. There's some sick plays to be done with Soul of the Forest. There are still some unanswered questions like if the spawned guys can attack right away or not though.
I'm not sure how I feel about the mana cost however. I think it maybe should be 5-6.
It's not a hard removal. Unless you combo it with Starfall. And that's 9 mana turn. Which is fine by me. It will not be a great idea to use against a Unleash the Hounds on the board. And not a good choice against Zoo decks, will not remove all the board prescience. Very bad to use vs Shamans.
Will trigger death rattles.
I'm interested, this will be a "desperet move" card. Sense it destorys your minions in the progress. And that's something Druid never wants(big minions, taunt etc.)
I hope that the other classes does not get removals. There are more than enough in the game as it is right now.
At first sight this card is OP, hard removal for druid etc, but at second not. Why?
- it replaces minons, not removes them, so if enemy has board control, after cast he still has it
- board wipe need 2 (seeds+starfall, 9 mana) or 3 (seeds+geomancer/bloodmage+swipe, 10 mana) cards, so Twisting Nether is still better
- it still triggers deathrattle and this adventure uses many deathrattle cards (riddle: does combo deathrattle+rivendare+seeds trigger deathrattle twice?)
So the best way to use this card is against big or/and buffed minions.
I am very curious to see the new priest class card if it gives them a way to deal with 4 powered creatures I reckon priest will make a good comeback
Seems like no one will use this card.
"omg blizzard pls card too broken will nuurf." This is one of many guys... Pretty sure the other classes will get some cool shit too so don't pull out the pitchforks just yet.
This card is seriously broken. It does so much for a 4 mana card and it's only a common card. This makes Twisting Nether pales in comparison. Such unfairness.
This is some pretty damned hard removal for a Druid...I am loving it! Plus it will be a nice combo with Starfall for total enemy wipe.
This actually seems fairly balanced. Note the card doesn't specify that it summons friendly treants but replaces [b]all[/b] minions with them. It's great for removal to reset the board if the enemy has too strong of a control with their minions but comes with the risky draw back of presenting your opponent with a bunch of 2/2s which they can use on their next turn and changing your side into 2/2s as well. Combo it with Bloodmage + Swipe though and you could have some interesting plays going on.
Mana cost will need to be increased. This card is too strong solo and crazy amazing with combos. Just my initial opinion.