United in Stormwind Cards List & Guide
Restore all characters to full Health.
Healing: It grows on trees!
This card shows great strength in a pure mill Druid deck. It is quite surprising that it brings on the use of Poison Seeds as well. You just mill minions into your foe's hand, lure them out and cut them down with Naturalize or Poison Seeds. The problem of Poison seed has always been that the Druid takes too much damage from the spawned treant. Well, you can afford to take the damage now!
I find poison seeds work better with token druid decks. Poision seeds is more of a zerg card where it sets the game down to who has the most minions on the board.
As for mills well for one mill is still weak in Hearthstone. The Rouge can do it pretty good, the Druid only has one card that allows him to mill and the rest you have to depend on coldlight brewmaster plays. Sure it maxes your health so when the inevitable fatigue comes along but it also heals your opponent too. You would need something like Alexstrasia to knock them down to 15 health. That is assuming you did not have to use it on yourself.
Can you afford it ? Say you kill 4 creatures with PS. He gets back 4 2/2. That still kicks for 8 next turn. You then play Tree of Life, nothing else I presume .... then the 4 2/2 kick again for 8 .... if you don't have more answers, the opponent will still have the upper hand. An opponent that you just healed to the max as well, I might add.
I seriously don't see this card as usable, it's only a turn respite. Even a medium taunter is better to keep the treants at bay and you don't heal up your opponent to full ....
- ok I see ONE SINGLE argument for this card further on in the discussion: handlock (and now medic mage) to prevent them from dropping giants for free .... but we are talking turn 8-9 and I guess by then handlock will have a giant or 2 out anyway. But ok :-)
I can see it now: In a major tournament, a player adds this to their Druid deck as a tech one-of, and it saves their bacon in the final match. This won't make too much of an impact in constructed, but it's amazing nonetheless.
yeah lol a priest .... final game, opponent has him almost down, priest has only a few half-dead taunters against a mage, the priest drops a few lightbringers and drops this bomb next turn to do lethal with 2 Rambo lightbringers :-)
Very interesting card that has saved me so many times. Kind of takes the pressure off early game as well vs aggro as you know any face damage is irrelevant. Keep the board clear, however possible, then drop this followed by Malorne. Oh and btw this works well against handlock too. Works well if you play control at all really.
I'll give this card a try! I think it could work when agrros burn their burst cards en they run out of these cards and you could play Tree of Life to gain al your life back while your oponent doesn't have enough burst anymore.
Played with this card in a ramp deck last night. Only good versus aggro. Determined to make this card work in a deck somehow.
i just take it into my arena deck.. let the fun times begin^^
it is good card when you play Ramp druid vs Aggro and combo decks :)
This card + Auchenai means obliteration!!
It would be awesome to see a Priest thoughtsteal this card.
eh you lose then ... game construction issue .... I tried to get a game into a draw before, active player loses. So that wont help at ALL although it would be epic to watch that game lol
Could be a nice counter to the upcoming Iron Juggernaut.
All you have to do is wait until you draw the Mine, and then play Tree of Life as your magic undo button.
I can make this card viable!
6 mana Restore all characters to full health. Put two innervate cards in your hand
I don't know why it's symmetrical effect is even a mana value above two, seems like it should give you a 6/6 taunt at least. Do blizzard like having totally not usable cards? Like seriously.
Auchenai Soulpriest + Tree of Life = Everything dies.
Unless the druid has 30 hp + 1 armor, then the druid wins.
see my post above, active player loses so no cigar.
If they've already tapped half-way through their deck, why not let them keep tapping to fatigue? It's not ideal against warlocks, but not the worst thing either. It's not for everyone, but it does have a very specific place in Control decks, where it basically resets the game once aggro decks have burned most of their early aggression. Or against a combo deck like Freeze Mage or Miracle Rogue where they can burn out if you heal up too much and they don't have the damage potential left to kill you.
Against warlock this is a weaker card because by the time even with druid ramping you get to 9 mana they would have life taped at least twice. Still against agro this is a good card for turning a losing game into a winning game. Healing them for 10 is well worth the price if you are healing yourself for 20+. It is a late game card so without ramping it is not that useful as we all know zoo/agro can kill you before you can reach turn 7.