The Boomsday Project Guide
Battlecry: If you have a Beast, transform this minion into a 7/7.
The Druids of the Fang live in the Wailing Caverns. They wear cool snake shirts and tell snake jokes and say "bro" a lot.
i swear this card is fake i cant remember ever playing it or seeing it played
Druid's had a five mana 7/7 WAAAY before 4 mana 7/7s came into fashion!
5 mana 7/7 LUL
This card is great and im very tempted to use it... While brainstorming the deck , I made a list of cards that can be synergised with DoF to reach it's potential and i will share it with you. I hope someone will find it helpful.First of all , the point of Druid of the Fang is to have a 7/7 on the board at turn 5 max. If you can play him sooner with innervate etc. all the better but for each turn after the fifth , his value downgrades because there are much better choices to field and your opponent will propably deal with him easier. He is an amazing card to press your opponent. He can trade 1:2 or even 1:3 , plus he may soak up a hard removal , one less to worry about later on when you start playing your legendaries and ancients. So , DoF is an early-mid game pressure card , not someone you depend your deck upon but someone you use to ensure your late game is safer.To evolve , he needs a beast on your side of the board. But wait , only hunters use beasts right? Wrong. There are actually some pretty neat neutral beasts to fill your early game slots , even as a druid. Sure , you could go for something better but remember , the point is synergy with DoF. Let's take a look at the beasts available.1 Mana Options:Angry Chicken , Hungry Crab , Young Dragonhawk , Stonetusk Boar . Personally i dont think any of them are useful to us. Playing a 1 mana minion beyond turn one aint a big deal. Casting them on the same turn with DoF may sound tempting but , a turn 6 DoF aint so valuable and an innervate/coin is better saved for other , more meaningful plays. Plus neither of them is useful for druid anyways. You may think of buffing an angry chicken but honestly i think its a waste of the spell.2 Mana Options: Bloodfen Raptor , Captain's Parrot , Dire Wolf Alpha , Haunted Creeper , Ironbeak Owl , River Crocolisk. It get's better but still nothing really shines here. Ironbeak Owls are great cards but using it as a stepping stone for DoF propably means you will have to waste the silence on something irrelevant. Bloodfen and Croc aint so great imo , they are trader cards and not the best you can get either. Certainly not something that will survive to turn five , unless your opponent's hand sucks big time. Dire Wolf has "kill me" written on his forehead too. Haunted creeper is not too shabby though. I wish his tokens were beasts as well but either way , people usually tend to play around token generating deathrattles until they can deal with the token. This means that if you are lucky the little guy might actually make it. Also giving him a mark of the wild aint too bad either. So , for two mana lets say Ironbeak Owl and Haunted Creeper.3 Mana Options: Emperor Cobra , Ironfur Grizzly , Jungle Panther , King Mukla,Silverback Patriarch. Very , very interesting choices here. Emperor cobra is awesome. It's a mini maexxna on turn three. It's effect guarantees that your opponent will think twice before trading with it so , it has a good chance of staying on the board long enough for DoF. For example if he has a minion , instead of trading , he will go for face or attack something else because this way he gets more value out of it , considering the cobra will kill it anyways. Her worst enemy is spells but that's not horrible because spells on early game means less removal later on. As a bonus , you might be able to use the cobra later in the game for her effect , sneak her in behind one of ur taunts and use her removal to kill something big without harming the lifepools of your big guys. Also good to take down a taunt and open the way for your tokenfest. Ironfur aint so great bcause it usually gets killed the next turn it gets played and doesnt offer much. Same goes for Silverback Patriarch. Now , Jungle Panther is perhaps the best card to follow up with DoF. Honestly this card on it's own sucks. Two health dies to almost everything and it wont do anything at all besides helping your druid. BUT! It has stealth. This means that this little guy has the best chance to live enough for your druid. Sure , it's weak to aoe but unless you have flooded your board , the opponent is not likely to waste an aoe for 1-2 creatures. This ofcourse is not a safe bet , especially when playing vs someone who might realise your little trick. You see , a stealth minion's greatest weakness is ironically , the fact that it gives away your plans. When i see my opponent using stealth , i know he is up to something and i start preparing my hand to deal with it. Still its a win-win scenario. If he aoe's your panther he wasted a good spell on something that aint that great. If he doesnt , next turn you have 11/9 on the board. As for king mukla , he seems like a great card in paper and im thinking that a mukla followed by a 7/7 can snowball the hell out of the game but i dont own him and i rarely see him played so im not sure. Usually his bananas deal with him on the next turn since he is too dangerous to ignore.4 Mana Option: Lost Tallstrider. Meh. 4 health is too tempting to attack and he brings nothing to the board other than his stats. Perhaps if the board is in your favor or empty you can go for tallstrider , then your opponent plays something better or trades with something more urgent and then you follow up with your DoF and trade the tallstrider. It's not horrible , mostly because it only has to survive the next turn but im a bit biased vs creatures with soft health and no effect.To conclude , i wont list any beasts that cost more bcause the point was to offer a combo for DoF as an early game threat. As you can see , there are several interesting beasts too. I think i would go for something like Ironbeak Owl x1 , Tallstrider x1 , Jungle Panther x2 and emperor cobra x2. Maybe i would trade something with haunted creepers too , im not sure which one since i'd have to test the deck and see what works best. After all this is just theorycrafting. Anyways , i hope you found it interesting , i think ill try it tonight :D
Savage Combatant ;)
Haha , yeah , i hope there will be more beasts for druid in this new expansion. I love my FoN druid deck but i'd like to be able to become a little bit more innovative. Savage Combatant makes me hopeful :D
Also any of the Choose One Druids are beasts upon transformation.
Because Druid has so many big scary minions (Volcanic Lumberer, Mech-Bear-Cat, Ironbark Protector, Ancient of War), playing this early actually makes a lot of sense. If it get's Big Game Huntered, that's one less BGH for the other more expensive minions to worry about. Same with Polymorph, Shadow Word: Death or Hex. Druid of the Fang is a great way of baiting out the use of hard removal early. Also, Druid of the Fang can't be silenced.
Luckily Druid of the Claw and Druid of the Flame become beasts when they transform, so this should help with finding adequate beasts.
4 + 4 = 8 /2 = 4 < 5
By itself, this card is UP by the vanilla test, however if you have a Beast, the card becomes a 7/7.
7 + 7 = 14 / 2 = 7 < 5
If you have a Beast, the card becomes a very good value, worth 7 mana but only requiring 5.
I honestly don't know why nobody plays this card. Even if the only beast in your deck are the the druid of the claws it's still worth it (at least it usually works for me, but I also have a stampeding kodo in my deck, so whatever). I think it's a bit underrated. Not an insane card, it's sill a common, but definitely usable
probably because bgh is a thing, but the tempo swing is definitely worth it imo. Also keeps your other big minions from being targets. :3
this is mediocre card
The sheep from Polymorph and the frog from Hex are Beasts. Hence sometimes the 7/7 can be a decent comeback.
This card is like a 5-drop giants for Druid, although it's hard for a construct Druid deck to have enough beasts. One major downside is that Beast cards in this game usually have high attack and low health, so they can't live long enough for playing Druid of the Fang.
First impressions - very positive.
In arena this guy activates pretty easily. You need to draft some good quality beasts like an owl, stampeding kodo, druid of the claw. Kodo could be very deceitful. Usually after his battle cry he is not perceived as a great threat but is quite hard to remove, so usually it stays for at least a turn. And next turn you can activate big snake :)
Also as someone mentioned, after the first snake (which is a beast) you cant pump out other snakes for 5 mana.
"Girlfriend, you know I'm fabulous." :D
I think Jungle Panther might be interesting with this card. Being stealth, it can more easily combo with Druid of the Fang. It can also combo well with savage roar, and can trade favourably in many situations.
Man this guy was unexpectedly good in arena. The transformation is a beast itself so once you get one out it is easy to just continue pumping out 7/7s for 5 mana. Transformation looks awesome and has funny Indiana Jones quote when summoned. Willing to try this card in constructed now.
Very strong follow up to druid of the claw
Well, it was pretty much necessary. =)