Druid Card Revealed - Overflow
Inven just revealed a new Saviors of Uldum Druid card: Overflow
Saviors of Uldum Cards List & Expansion Guide
Learn more and see all the cards in our dedicated expansion guide.
Inven just revealed a new Saviors of Uldum Druid card: Overflow
Learn more and see all the cards in our dedicated expansion guide.
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Bad card it dous not summon a 5-5 and no 5 dmg
Druid can use pirate with "overkill: you draw to cards" + 4 1/1 bees = 8 card per 8 Mana
Use 2 cards, have 0 board pressure, spend more mana. How often do you have space for 8 more cards in your hand
This won't see play if there aren't new standard ramp cards. Druid design seems kind of confused ever since they nerfed Wild Growth and Nourish. Outside of the obvious token decks, it feels like the designers can't really find a new identity for druid. I don't miss old crazy druid ramp, but I wish they could find something new to replace it instead of just printing cards that would be good if those cards were still good.
I feel like using water for healing is more of a Shaman thing than a Druid thing
That's because you lack imagination.
The Water actually heals in the case of the Shaman, yeah. But here, the Water brings something. Mainly Cards. But hey. there will be dead fish and stuff aswell. :)
It is if you think of it like that, but the card is meant to represent the idea of flood plains, as in the real world analogue to Uldum, Egypt, and the flood plains of the river nile. It's not meant to strictly be healing water, it's meant to be the prospering of nature through a river flooding flood plains.
Watersource also a part of nature. So I dont see any problem.
This can also see as ability enhance the current that could backfire user. Not skillfully controll water like shaman.
because god forbid a rare card from an expansion have a stronger effect than a basic card from a different class. Besides, remember Ultimate Infestation?
EDIT: this is a response to everyone comparing this to Sprint, not a complaint about the card's quality.
Beautiful artwork. Really like that water.
Sprint: hello?
This might cause problems, combo/otk druids will love this.
Yo dog, i heard Druid needs more card draw.
Blizzard - Nerfs several draw cards for Druid.
Also Blizzard - Keeps replenishing their card draw ability.
To be fair, Druid does need more card draw. Druids haven't had good class card draw for a while now, which is a big part of why the only deck Druid has at the moment is token (and that is far from a top tier deck anyway).
In my opinion (and many others think the same), the nerfs to Wild Growth and Nourish destroyed both the identity of Druid and two of the essential pieces that kept the class from falling to pieces. It was an awful mistake to nerf them, which they made at a time when Druid was too powerful, admittedly, but the real culprits were cards like Ultimate Infestation and Branching Paths. It was those in combination with Druid's pre-nerfed ramp cards which made Druid a problem, not the ramp cards themselves.
Now Druid is too weak at a base level to do what Druids are supposed to do (ramp up, draw cards, play big things and combos/also alternatively play token, board-flood decks + savage roar), and finally we're seeing the problem swinging back in the other direction: druid is too weak at a base level to do Druid things, so Blizzard have forced themselves into a situation where they have to print overpowered expansion cards to balance the class, and oh look - we're right back at the exact same problem of Druid having overpowered draw tools.
It's funny how Blizzard's "solution" to previous overpowered cards has (arguably) been what caused this overpowered card to be printed.
Does the transformation happen if it is dormant? Not making an argument against you saying Plague of Murlocs will kill Lucentbark decks, just a clarifying question.
I doubt it, but often then not, they'd wait till the entire group is up if they didn't draw it until late. Remember that they don't have rush, so when you rez them, it's a dead turn. The archetype right now is really good against control because it makes the enemy run out of resources. Only problems it has to control is it's vulnerability to silence and poly.
Right now if Lucentbark gets morphed or silenced when you first play him, then you're pretty much finished. Archetype already struggles since you have to get to have both lucentbark and gloop by turn 8 (7 with coin) and be able to get your grizzlies out early. Often times I've drew both Witching Hour without drawing a grizzly or Predatory Instincts
Ultimate Infestation
1.5 mana = 1 card
7.5 mana = 5 card
1 mana for large draw in 1 card (this is why sprint only draw 4 card and cost 7 mana instead of costing 6 mana)
This should cost 8.5 mana
And since you're gonna be using this in a control/combo druid the healing is really good too, tack on an Iron Hide to your calculations and it should cost at least 9 if not 10 mana
edit: I suppose Radiance is more apt but it still seems that 9 mana would be fair for this
Mana is not linear e.g. +1/+1 for 1 mana is fair for 1-5 mana apply to highmane, boom
Also you pattern doesn't work for nourish or devour mind
This is what happens when someone overwaters the Tree of Life.