When it comes to ramping, grove tender could be considered better since you gain a full mana crystal so on turn 4 you could play GT and a 2 cost card (like wild growth) on turn 4. Well grove tendor is GvG card so moot point.
Yes but Grove Tender gives your opponent a crystal too... That's a huge downside against zoo for example. Ramp isn't just about getting to ten mana fast. It's also about being ahead in mana so that you have more options than your opponent.
Nice ramp card that could be used in the late game either for card draw or split up body! Seems like a great choose card.
Amazing in arena.
You don't get card draw from this
Works like Wild Growth if you have 10 mana crystals.
no it doesn't. Since it has a body attached to you will get nothing.
If it said just "mama crystal" then it wouldn't, but it says "empty mana crystal" so it tries to give an 11th mana crystal permanently but fails so it will let you draw a card instead.
No it won't. Blizzard has already stated that mana ramp attached to bodies won't give you the spell to draw a card. Just like Darnassus aspirant.
Option 1 Whats the guy called for 5 mana that summons a 4-4 and a 2-2?, this is basically the same with 3-3 and 2-2 for 1 less mana, not terrible in the arena, but not amazing either.
It's Silver Hand Knight, and they are not really comparable the way you say, since this gives you the option to choose what you like the most for your game according to the individual circumstances. Plus, it can be played earlier while not competing for the 5 mana spot (which is very awkward in constructed, too much in fact to be given to the Knight). Plus, it passes the Yeti test (4 mana 4/5 while this is 4 5/5 if you add the stats of the summoned minion). And it should, since it is a class card.
Option 2 The ramp comes 2 turns later than wild growth, next turn youre already at turn 5 (6 with the ramp), you just wasted tempo by playing a 3-3 on turn 4.
Wild growth on turn 2 gives you 8 mana crystals total, thats amazing, especially because youre only skipping tempo of a 3-2 on avarage. 4 drops are usually very strong, they have the stats to contest an early board of 1-3 drops. Think about Yeti vs 3 drops.
This gives you 5 mana crystals total (turn 5->6, 7, 8, 9, 10) and youre skipping a 4 drop, which tends to be a very important turn. Think about Thaurissan vs Loatheb
You are looking at it strictly from the stats viewpoint, and this is wrong. It's a versatile tool that can help you either ramp further, or create extra board presence. The so called "tempo loss" is only happening if you decide to ramp, and ramping pays off very soon if you see that your hand will provide optimal mana utilisation (in which case you choose to ramp and not to summon the ooze). It is precisely due to its versatility that it guarantees that no tempo will be lost: if you get it after turn 7-8, you just summon an extra minion. If you get it earlier, use an Innervate or two and enjoy the fireworks.
As for comparing Thaurissan vs Loatheb, it's the definition of comparing apples to oranges, which is partly what's happening with the above arguments as well.
Overall, I am happy for ramp druid. I think he will make a comeback, and I particularly like the style because the game has to be fought the hard way without any shortcuts to victory a la combo, charging minions, burn etc. Some important minions for it are leaving Standard, but I am looking forward to trying Aviana once again (I was on a fool's errand for months to make her work competitively), and maybe C'Thun as well.
Shredder comparison's aren't that great, it's not a sticky minion. You can't board clear and still have something to deal with. The 3 attack vs 4 hurts it too. It might see constructed play, but it's no piloted shredder.
This card WILL NOT grant Excess Mana. There are only two cards that grant Excess Mana, Wild Growth and Astral Communion, and they do that because they are 100% useless at 10 mana otherwise. Grove Tender, Nourish, and so on do not grant Excess Mana because they offer you other options and utilities that are still perfectly useful and usable in the late game. This card is the same, therefore no Excess Mana.
Shredder comparison's aren't that great, it's not a sticky minion. You can't board clear and still have something to deal with. The 3 attack vs 4 hurts it too. It might see constructed play, but it's no piloted shredder.
Agreed, and that is a good thing in my opinion. Something strong enough to see play but not to completely skew stuff.
I think this is actually not as good as people think. If you look at raw stats it sounds good 5/5 worth of stats on turn 4, and you have the option to ramp. But both options leave you with a 3/3 on board on turn 4 which is likely to die for free to your opponent. The extra attack on shredder makes a big difference as it kills most things that attack into it. Also shredder could give you a lot of things better than a 2/2. Wild growth is a better option if you want ramp, and if you are playing for the minion I think you'd rather play a yeti on turn 4.
It's not leaving but there are signs it will be nerfed. It's awfully peculiar that keeper isn't in any of the new deck recipes in the deck selection screen
I don't see this as an auto-include card, and it certainly won't replace Keeper of the Grove (that Silence effect is too valuable).
Old, trustable rumour: nerf hammer is most likely gonna visit Keeper of the Grove.
Even if they up the cost (a 5 mana 2/4) or reduce its health (2/3), the Silence effect is part of the card's identity. Removing that would be destroying its essence. I don't understand at all the desire to nerf the silence effect. It's a vital feature for those of us who don't run control decks. The more I've played lately, the more it seems like playing midrange decks as a strategy is dying off.
I think this will be good in a ramp Druid not an auto-include. Can still run the wild growths, aspirants, and this.
On 4 mana if you have a wild growth in hand sometimes you just HP and wild growths if you have no other good play ...with this at least you have a wild growth and a 3/3 minion on the board. Which is sort of like playing a 2 mana minion with 3atk and wild growth.
Name was officially confirmed to be Mire Keeper, by Zeriyah on Reddit. Changed thread title to reflect change.
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I was hoping this would be called 'Creeper in the grove'
NO card draw when played at 10 mana with the second option. Confirmed on twitter by @Playhearthstone
Shredder comparison's aren't that great, it's not a sticky minion. You can't board clear and still have something to deal with. The 3 attack vs 4 hurts it too. It might see constructed play, but it's no piloted shredder.
Mire Keeper sounds a lot better than Keeper of the Swamp
This card WILL NOT grant Excess Mana. There are only two cards that grant Excess Mana, Wild Growth and Astral Communion, and they do that because they are 100% useless at 10 mana otherwise. Grove Tender, Nourish, and so on do not grant Excess Mana because they offer you other options and utilities that are still perfectly useful and usable in the late game. This card is the same, therefore no Excess Mana.
Inb4 all the dank memes come in claiming Druid is Shrek. (Rulerof the Swamp)
Snails make terrible shoelaces. Remember that, Bruce. Remember that.
I think this is actually not as good as people think. If you look at raw stats it sounds good 5/5 worth of stats on turn 4, and you have the option to ramp. But both options leave you with a 3/3 on board on turn 4 which is likely to die for free to your opponent. The extra attack on shredder makes a big difference as it kills most things that attack into it. Also shredder could give you a lot of things better than a 2/2. Wild growth is a better option if you want ramp, and if you are playing for the minion I think you'd rather play a yeti on turn 4.
I bet you would if you played it at ten mana. I imagine it would be the same as wild growth
It's not leaving but there are signs it will be nerfed. It's awfully peculiar that keeper isn't in any of the new deck recipes in the deck selection screen
Forgive me, friend. I have failed.
This is a very strong turn 2 play with innervate (or even turn 1 with coin). The later you play it, the weaker it becomes.
turn 2 Wild Growth, turn 3 this card, turn 4 Thaurissan.
Looks very good for me.
I think this will be good in a ramp Druid not an auto-include. Can still run the wild growths, aspirants, and this.
On 4 mana if you have a wild growth in hand sometimes you just HP and wild growths if you have no other good play ...with this at least you have a wild growth and a 3/3 minion on the board. Which is sort of like playing a 2 mana minion with 3atk and wild growth.
Seems a decent card awesome in arena for sure