I like playing ramp/taunt druid, but would like to see a few more early game options and ways to augment other "forms" of their gameplay like casters and healers. General things I hope to see from Druid soon include:
More Early Taunts that are best of breed for the cost
More synergies for the Hero Power, including weapons, which would help enable cards like Savagery
Native spell power boosters and a few more damage/board control cards
More consistency for ramping out early, ideally a 1 drop option
Better ways to heal your own creatures
ideas:
Truffle Finder -1 cost, minion beast, 2/1, death rattle: you have an extra mana crystal to use on your next turn
Wall of Thorns - 1 cost, minion 0/3 taunt, death rattle: search your deck for a "wild growth" and put it in your hand
Mend - spell, 1 cost, heal a friendly minion for 2. draw a card if you have any armor.
Cat's Mace - 1 cost 0 attack 2 durability, inspire: +2 attack this turn and 30% chance to gain windfury
truffle finder is a bit OP, combine with moonfire and wrath or even suicide into a random thing early game.
wall of thorn is too slow, would work better as a battlecry
mend is a bit restrictive in usage
cat's mace, well, for one a better name (like actually look up weapons use by druids in world of warcraft because most of them are from the game itself) and the set up is iffy even for token druids or mech druids which has better cards on turn two.
chanter's staff, again, research the name, too much durability for a caster item, too hybrid to be good, not aggro enough for aggressive deck in all honesty.
rejuvenator suffers the same problem as garrison dood, fast early drop with a slow ability
Den Keeper, the second ability looks good, stat is a bit high, and the first ability is too dependent on having surviving good neutral beast
fungal bloom, i can see this happening.....
wild stag, again, read rejuvenator
druid of the cave, pretty sure you are looking at bats or bear, favor is good, but again, research the lore to find a more suitable name.
rootfolk...... there's just better four drops.....
i don't care about lore or names really, just gameplay that is class appropriate, as i don't play WoW myself. I like card development and want to to see other angles of druid open up new ways to play. spellpower heavy druid casters, attack boosting feral druid synergies, and minion healing/rejuvenation to rival priest minion control would be nice to see aside from just ramp/combo styles.
I think the spellpower drops could be part of a more control spell-based druid. i think druid sort of deserves a few creatures that are right above the stat curve as the fatty boom boom faction. i think the weapons are flavorful in that they require using your hero power to work to balance the cost or durability, and the tension between attacking and keeping spellpower boost that is hard to remove. i think wall of thorns might be too consistent if it was a battelcry, and the tension for opponent to break it early is cool. considering it draws a card lategadme effectively, and mend cycles easily provided you use your hero power that turn for only 1 mana, i think both are solid deck "air". i think you are likely underestimating inspire, and i really like the idea of some hero having a mini priest ability to heal minions every turn, and could see a different method to enable that ability to play a minion control game, like a "choose" spell for forms that changes your hero power directly to add some targeted healing to it like the inspire dude effectively does.
I like playing ramp/taunt druid, but would like to see a few more early game options and ways to augment other "forms" of their gameplay like casters and healers. General things I hope to see from Druid soon include:
ideas:
Truffle Finder -1 cost, minion beast, 2/1, death rattle: you have an extra mana crystal to use on your next turn
Wall of Thorns - 1 cost, minion 0/3 taunt, death rattle: search your deck for a "wild growth" and put it in your hand
Mend - spell, 1 cost, heal a friendly minion for 2. draw a card if you have any armor.
Cat's Mace - 1 cost 0 attack 2 durability, inspire: +2 attack this turn and 30% chance to gain windfury
Chanter's Staff - 2 cost - 0 attack 3 durability , spellpower +1, inspire: +1 attack this turn
Rejuvenator - 2 cost minion, 2/3, inspire: heal 1 damage from a friendly minion
DenKeeper - 2 cost minion - 1/3, choose one: +2 spellpower if you control a beast or put a 1/1 beast into play
Fungal Bloom - 2 cost spell - choose: heal all friendly characters for 3 or deal 1 damage to all enemy characters
Wild Stag - 2 cost - minion beast - 2/2 battlecry and death rattle: heal a random friendly character for 2
Druid of the Cave - 3 cost minion beast - 3/4 choose one: gains taunt or stealth
Lunar Lance 3 cost spell - choose one - deal 4 damage to an enemy minion or heal a friendly minion for 4
RootFolk - 2/6 minion 4 cost - Taunt, spellpower +1
Big Bear Bartok - legendary minion beast - 4 cost - 4/5, inspire: gains taunt
truffle finder is a bit OP, combine with moonfire and wrath or even suicide into a random thing early game.
wall of thorn is too slow, would work better as a battlecry
mend is a bit restrictive in usage
cat's mace, well, for one a better name (like actually look up weapons use by druids in world of warcraft because most of them are from the game itself) and the set up is iffy even for token druids or mech druids which has better cards on turn two.
chanter's staff, again, research the name, too much durability for a caster item, too hybrid to be good, not aggro enough for aggressive deck in all honesty.
rejuvenator suffers the same problem as garrison dood, fast early drop with a slow ability
Den Keeper, the second ability looks good, stat is a bit high, and the first ability is too dependent on having surviving good neutral beast
fungal bloom, i can see this happening.....
wild stag, again, read rejuvenator
druid of the cave, pretty sure you are looking at bats or bear, favor is good, but again, research the lore to find a more suitable name.
rootfolk...... there's just better four drops.....
i don't care about lore or names really, just gameplay that is class appropriate, as i don't play WoW myself. I like card development and want to to see other angles of druid open up new ways to play. spellpower heavy druid casters, attack boosting feral druid synergies, and minion healing/rejuvenation to rival priest minion control would be nice to see aside from just ramp/combo styles.
I think the spellpower drops could be part of a more control spell-based druid. i think druid sort of deserves a few creatures that are right above the stat curve as the fatty boom boom faction. i think the weapons are flavorful in that they require using your hero power to work to balance the cost or durability, and the tension between attacking and keeping spellpower boost that is hard to remove. i think wall of thorns might be too consistent if it was a battelcry, and the tension for opponent to break it early is cool. considering it draws a card lategadme effectively, and mend cycles easily provided you use your hero power that turn for only 1 mana, i think both are solid deck "air". i think you are likely underestimating inspire, and i really like the idea of some hero having a mini priest ability to heal minions every turn, and could see a different method to enable that ability to play a minion control game, like a "choose" spell for forms that changes your hero power directly to add some targeted healing to it like the inspire dude effectively does.