Rhythm and Roots
Card Text
Choose One (Secretly) -
Summon three 5/5
Ancients in 2 turns; or
8/8 Giants in 4 turns.
Flavor Text
For Zok's latest song, he decided to go back to his roots. Like the ones on a tree. Tree roots.
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Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Illidari Initiate | Minion | Demon Hunter | 1 | 1 | 1 |
Coordinated Strike | Ability | Demon Hunter | 3 | 0 | 0 |
Forge-wrought Garrosh | Hero | Warrior | 0 | 0 | 30 |
Mechaconduit Thrall | Hero | Shaman | 0 | 0 | 30 |
Titanblade Valeera | Hero | Rogue | 0 | 0 | 30 |
Star Ascendant Uther | Hero | Paladin | 0 | 0 | 30 |
Wanderer Rexxar | Hero | Hunter | 0 | 0 | 30 |
Iron Hunter Rexxar | Hero | Hunter | 0 | 0 | 30 |
Fel Colossus Gul'dan | Hero | Warlock | 0 | 0 | 30 |
Arcane Sentinel Jaina | Hero | Mage | 0 | 0 | 30 |
Holy Leviathan Anduin | Hero | Priest | 0 | 0 | 30 |
IMPENDING DOOM!!! | Ability | Warlock | 10 | 0 | 0 |
Dragonflight | Hero Power | Paladin | 2 | 0 | 0 |
Twisting Nether | Hero Power | Warlock | 3 | 0 | 0 |
Kabal Crystal Runner | Minion | Mage | 6 | 6 | 5 |
Crackling Razormaw | Minion | Hunter | 2 | 3 | 2 |
Molten Reflection | Ability | Mage | 4 | 0 | 0 |
Crackling Shield | Ability | 0 | 0 | 0 | |
Abominable Bowman | Minion | Hunter | 7 | 6 | 7 |
Dead Man's Hand | Ability | Warrior | 2 | 0 | 0 |
Doomerang | Ability | Rogue | 1 | 0 | 0 |
The Darkness | Hero | Priest | 0 | 0 | 70 |
Ironwood Golem | Minion | Druid | 4 | 3 | 6 |
Greedy Sprite | Minion | Druid | 3 | 3 | 1 |
Master Chest | Minion | 3 | 0 | 8 | |
The Darkness | Minion | 4 | 20 | 20 | |
The Darkness | Minion | 4 | 20 | 20 | |
Gather Your Party | Ability | Warrior | 6 | 0 | 0 |
Cataclysm | Ability | Warlock | 5 | 0 | 0 |
Rakanishu | Ability | 0 | 0 | 0 | |
Magic Candle | Hero Power | 3 | 0 | 0 | |
Brushwood Centurion | Hero | Warrior | 0 | 0 | 60 |
Dire Panther Form | Minion | Druid | 3 | 4 | 2 |
Dire Wolf Form | Minion | Druid | 3 | 2 | 4 |
Druid of the Scythe | Minion | Druid | 3 | 4 | 2 |
Druid of the Scythe | Minion | Druid | 3 | 2 | 4 |
Druid of the Scythe | Minion | Druid | 3 | 4 | 4 |
Bewitched Guardian | Minion | Druid | 5 | 4 | 1 |
Expedite | Ability | 0 | 0 | 0 | |
Hack | Ability | 3 | 0 | 0 |
Honestly if the tokens had like taunt or rush I could argue for its worth but as its stands, insanely slow. a true 4 mana do nothing this turn.
For just being one card the tempo is brutal. Even if your opponent is waiting with twisting nether, you still only lost a 4 mana card, given that you can use your turn on other things than board development. Overgrowth was also "4 mana do nothing" that gave the benefit of 2x4+1 mana split over time, which may still be better against some decks but not a potential killer card like this and one may argue that 15/15 is better than the 4 mana you would have gotten from a ramp card on that turn.
how many class can easily deal with 3x 10/12 with taunt in turn 8 with cards that you would play normally against any other classes? priest (sw: ruin), paladin (eq) and?
Death Knight (five ways)
There are metas where this is awful, but there are also metas where this will just straight up win the game. I don't think it's unplayable, but very niche.
Insanely slow. The concept is interesting at the least, they have to be prepared for the short term minions. But good lord is this slow.
I mean, does it matter if your opponent doesn't know if you are going to summon minions in 2 turns or 4 turns?
Your opponent will keep his board clear option ready as soon as they see it active
24 stats for 4 mana already considered not strong enough
4 mana do nothing do five turns is not strong enough, no.
Nobody is forcing you to do nothing for 5 turns. A lot of locations generally aren't used instantly either. And three 8/8s is not something every deck can easily deal with.
A location never sits idle for five turns.
Any deck that expects to last until turn 10 can deal with 8/8s. Any deck that can't has ended the game by turn 10.
So damn bad unless they have taunt.. If you play it on curve of course can be strong
Man if only Druid doesn't already have cards that are only good on curves. If only they have a 0 mana card that can dredge or a 2 mana spell that can discover from their deck. It isn't like this class has mana cheat or other survival tools either to use delayed value, like the idea of delayed value is so bad that a 2 mana spell to give extra mana crystal sounds bad. 4 mana for 48 stat isn't good enough. Druid doesn't have enough armor gain either, they don't have a spell that can give them armor equal to a minion attack, and they don't have good taunt minions either.
Druid losing Scale of Onyxia is a kneecap to any control decks. That card was single handedly propping up the class for over a year now. Almost every single win where you spend early game ramping or low tempo plays was won by using that card to stabilize. Without it, you cannot get away with cards like this against aggro or mid range.
You can cheat this out on turn 1/2 for a bunch of quick 5/5 or a bunch of 8/8 to stabilize if you need more value. The amount of value this gives and synergy is enough to stabilize.
It was a core card of what Druids needed for their craft, and Druids have enough tools to make this work. The decks will look different. Even if it fails this expansion, this will eventually become a core card Druid decks will build around moving forward.
Don't just look at what decks we have and how they will fit in. This is an extremely good midrange tool.
I play wild dude.. This is worthless in wild.. Just good on courve for putting pressure on what? Some sort of slow deck that they will have anyway a board clear by turn 6.. This is probably good for standard but not for wild.
Also try to be less sarcastic.. You would be more cool and smart
"Bunch of quick 5/5"
I don't think you truly understand how slow this card is. If you manage to cheat this out on turn 1, you cannot attack with those 5/5s until turn 4.