Mire Keeper
Choose One - Summon a
2/2 Slime; or Gain an
empty Mana Crystal.
Texto do card
"Hey.... Is that Mire for sale?" "No. I'm keeping it."
Card Sounds
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Chaos Strike | Ability | Demon Hunter | 2 | 0 | 0 |
Blessing of Might | Ability | Paladin | 1 | 0 | 0 |
Secretkeeper | Minion | 1 | 1 | 2 | |
Young Rokara | Hero | Warrior | 0 | 0 | 30 |
Recruit Rokara | Hero | Warrior | 0 | 0 | 30 |
Rokara of the Horde | Hero | Warrior | 0 | 0 | 30 |
Venthyr Liadrin | Hero | Paladin | 0 | 0 | 30 |
Initiate Kurtrus | Hero | Demon Hunter | 0 | 0 | 30 |
Adept Kurtrus | Hero | Demon Hunter | 0 | 0 | 30 |
Trainer Kurtrus | Hero | Demon Hunter | 0 | 0 | 30 |
Continue | Ability | 0 | 0 | 0 | |
Goblin Auto-Barber | Minion | Rogue | 2 | 3 | 2 |
Junkbot | Minion | 5 | 1 | 5 | |
Enhance-o Mechano | Minion | 4 | 3 | 2 | |
Lava Shock | Ability | Shaman | 2 | 0 | 0 |
Undercity Valiant | Minion | Rogue | 2 | 3 | 2 |
Dreadscale | Minion | Hunter | 3 | 4 | 2 |
Mysterious Challenger | Minion | Paladin | 5 | 5 | 5 |
Injured Kvaldir | Minion | 1 | 2 | 4 | |
Dart Trap | Ability | Hunter | 2 | 0 | 0 |
Sacred Trial | Ability | Paladin | 1 | 0 | 0 |
Mastiff | Minion | Hunter | 1 | 1 | 1 |
Faceless Behemoth | Minion | 10 | 10 | 10 | |
Mire Keeper | Minion | Druid | 4 | 3 | 4 |
Ancient Harbinger | Minion | 6 | 4 | 6 | |
On the Hunt | Ability | Hunter | 1 | 0 | 0 |
Journey Below | Ability | Rogue | 1 | 0 | 0 |
A Light in the Darkness | Ability | Paladin | 2 | 0 | 0 |
White King | Hero | 0 | 0 | 20 | |
Ivory Knight | Minion | Paladin | 4 | 4 | 4 |
Swashburglar | Minion | Rogue | 1 | 1 | 2 |
White Pawn | Minion | 1 | 1 | 6 | |
White Rook | Minion | 3 | 2 | 6 | |
Black Bishop | Minion | 3 | 0 | 6 | |
White Queen | Minion | 7 | 4 | 6 | |
Grimestreet Protector | Minion | Paladin | 7 | 6 | 6 |
Jade Behemoth | Minion | Druid | 5 | 3 | 6 |
Drakonid Operative | Minion | Priest | 4 | 4 | 5 |
Doppelgangster | Minion | 5 | 2 | 2 | |
Doppelgangster | Minion | 5 | 2 | 2 |
He is talking about the Tavern Brawl Fallout Slime. But I really doubt it, probably it will be the normal one.
Just noticed that this card is just a palette swap of Sludge Belcher's Slime btw.
This card is amazing. Sure ramp isn't that great by turn 4, but, you can still get a 5/5 worth of stats for 4 if you don't want the ramp. Sounds good to me, especially if they nerf FoN+SR, which would make druid a lot closer to the "green deck" in MtG.
This card isn't quite as good as it seems. You really want to ramp up to a good 4 drop, ramping on turn 4 is a bit late, especially since it's killed by a 2 drop.
It's better than it seems since you can play it right after you play wild growt, ramping becomes insane with this card
Ramping on turn 4 is not ideal from tempo prespective, but skipping the 5 mana drop is really powerful!
The 5 drops are not known for their crazy strength spike, 6 mana has much more impactful cards, and ramping into it is really outstanding.
This card by the things he give alone is seriously valueable: you get a wild groth [2 mana] and a 2 mana drop with one extra stat! Not to mention that putting two cards into one makes it even more valueable. And it's more flexable as it has the option of just giving you a 2/2 if you think you will have nothing to ramp into.
All in all a very solid 4 drop for druids, much needed after the loss of shredder.
Seems the word "Keeper" in a card name is good indication of a card worth keeping, at least from the trend so far.
This is a Silver Hand Knight with -1/-1, worth 1 less mana, and with a powerful 'or' effect. All in al, a solid card and replacement for shredder in ramp/combo druid (if combo is still a thing) in Standard.
+1 Blizzard for a powerful, yet manageable, card.
That one was a bit of a stretch.
YEEEES I miss ramp druid so much! Got a golden hero with that archetype - my only golden hero - and it was around naxxramas/gvg... so long ago! Only handlock gives me as much fun as ramp druid. I still like to play it... a few times a week - it can't bring me far and it's not as fun as it was after so much time without new cards... I hope that this card won't be the only new tool. It's great - with another one mana-crystal-card it is virtually guaranteed to ramp up in every game : ) But we also need some nice big guy worth rushing for, especially since AoL is going to be nerfed (most propably) and will go out of the picture.
Only some stuff to make fatigue druid competetive would be better :3
if you love ramp druid that much you must try this deck i try it and didn't lose and so much people like it its egg druid check this link try watch his videos http://www.hearthpwn.com/decks/383714-1st-day-legend-egg-druid-v10
I know this deck. What does it have to do with ramp though? O_o
seriously? i mean theyre gonna nerf force of nature savage roar combo FOR SURE. turn 4 was pretty much THE turn for druids. playing yeti/shredder after skipping turn 3 because of ramp. now being able to skip turn3 AND 5 is awesome and makes druid the rampy class it was before naxx again :D
3 Mana Cost clearly a replacement for Shade of Naxxramas slot. Nothing fits that slot in druid right? Savage Roar? 4 mana 3/3s could lose your tempo though. Dunno. I always liked Tomb Spider and played it anyway.
oh whoops. mis read
Keeper of the Ramp
many of you think this card is realy good but it actually isnt since the card doesnt realy fit in druid it is a realy weak card for druid to play on turn 4 and stats are not as good as you think card is simply in yeti level and because bodies are seperated against aggro decks which will be meta in standard most probably this card will suck and the mana choise is not realy good enough i mean if it was giving a mana cristal rather than empty mana cristal this card would be some what ok as a 6th or 7th turn card combined with another minion to play bigger creater in next turn but because it gived empty cristal playing this card means wastin 3 mana investment for a next turn while you are behind when the cards come into play you will see what i am saying
Lol the separated bodies is exactly what you want vs aggro. Because huge single body play can be locked by Noble Sac or Freezing Trap easily and cost you game. The total worth of stats is 10 for 4 mana which is better than premium single body drops (like 9 for yeti for 4 mana or 7 for spider tank for 3 mana, etc.)
However i see the real strength in ramp augment.the 2 turn wild growth is already a big advantage. With this i afraid it could go out of control.
Why do u think that Aggro will dominate Standard? Many of the aggro Cards rotate out and it seems like the new Cards are more Control-, Midrange-, Zoo-type of Cards. So why should aggro be the dominating playstyle in Standard?
I don't know if you've noticed, but aggro is the meta right now.
Implementing Standard + adding WotOG - which has, at least for now, almost only control cards - at the same time will turn the game upside down as no event has done before.
So how did you come into your conclusions? ;x