It's funny how everyone asks if a slime has taunt any time a card says slime on it now. Seems Sludge Belcher is not completely dead--he will continue to live on in our hearts.
Glad Druid is getting some love now that Savage Roar is supposedly getting nerfed. This seems to be a powerful card in constructed and arena.
Unlike Darnassus Aspirant, it isn't absolutely horrible if you draw it later since you can just choose the Slime instead for a 5/5 body split across two minions.
Great card. I'm guessing this is going to be at least an 80 in arena. 4/5
This isn't a 5/5, like the squire attend me dude isn't a 6/6. That being said I think it is good enough in ramp druid, which will probably (and hopefully) be the main Druid archetype unless a Fel Reaver replacement appears for aggro
It's funny how everyone asks if a slime has taunt any time a card says slime on it now. Seems Sludge Belcher is not completely dead--he will continue to live on in our hearts.
Yeah maybe blizzard can come up with some other minion summons than "slime".
If token druid makes a comeback this could be a good inclusion for the deck. It has potential, but definitely doesn't fit into the current druid decks. Even with shredder gone Savage Combatant seems like a better choice for the current druids. But! And this a big but (bigger than tracer's), we don't know how druid basic cards will be changed. So what is and isn't viable as a Druid class card could change hugely once the reworks are announced.
I think that this card is great. In a world where some Druid decks play Wild Growth, a 4 mana 3/3 with an added bonus of a 2 mana effect seems really good. The one problem with this is that it may be 'too slow', considering the fact that Wild Growth sees play because it is a great card to play on turn 2, but getting a 3/3 on turn 4 will not be good enough in some situations. Adding the fact that this card can't present card draw on turn 10 plus removes some of the value that Wild Growth had. On the flip side, this card can be a 4 mana 5/5 split among two minions, so if playing a 4 mana 3/3 on turn 4 isn't good enough, then you can go with this effect instead, or do that on turn 10 plus.
Final Thought: This card will definitely see play in alot of the Standard druid decks. Not only does it represent a great ramp card, it also represents a great board presence if needed.
I definitely think this is the new Piloted Shredder for druids. And it is far better at ramping than the Darnassus Aspirant which is not being run in heavy duty ramp decks any more for a reason-- it kind of sucks, and it almost never actually ramps anything.
Good for token too. Token druids hardly need much mana in the mid to late turns. If you draw it later than you get the creature. Draw it on curve and it's probably better for the crystal.
It's funny how everyone asks if a slime has taunt any time a card says slime on it now. Seems Sludge Belcher is not completely dead--he will continue to live on in our hearts.
I don't understand why people ask that again and again. Sludge Belcher explicitly says the slime has taunt, why would it be implicit in this other cards?
now, this is a card ... I honestly thought about this card before and without the "chose" option... I was not sure if it wouldn't be flat out op!!!
Given innervate and wild growth stay unnerfed, the ramp package of druid in standard (and in wild) gets insane: especially the "combos" this card enables are insane. Just imagine innervating this out on turn 2 and follow it up with another 4 drop... This means a 3/3 on turn 2 and a 4 drop on turn 3 and being ahead by 1 mana for the rest of the game...
Even in less optimal scenarios where you just chain a wild growth into this you go to 6 mana (thaurissan, cairne, savage combatant + hero power) on turn 4 without an extreme tempo loss because of the 3/3 body...
And with all this I haven't even talked about the possibility of just dropping 5/5 of stats on 4, handily split to take out 2 aggro critters...
Together with the recombobulator yeti of shaman this is by far the most insane card revealed so far!
T2 WG gives you an advantage that last 7 turns at a small downside, which is no T2 drop. This gives you an advantage that last 4 turns with the big downside of dropping a 3/3 T4.
By itself I don't like it much. An early Innervate into this, whatever is your choice, seems super strong though. Mostly like Innervate, Piloted Shredder. Later it is meh...
Seems decent, nothing super exciting but a solid 4 drop. Will definitely be at least a decent pick in arena, but not sure about constructed.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
no taunt
It's funny how everyone asks if a slime has taunt any time a card says slime on it now. Seems Sludge Belcher is not completely dead--he will continue to live on in our hearts.
Glad Druid is getting some love now that Savage Roar is supposedly getting nerfed. This seems to be a powerful card in constructed and arena.
Unlike Darnassus Aspirant, it isn't absolutely horrible if you draw it later since you can just choose the Slime instead for a 5/5 body split across two minions.
Great card. I'm guessing this is going to be at least an 80 in arena. 4/5
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wont see play, isnt a strong enough 4 drop and with wild growth and aspiriant, this is just overkill
This isn't a 5/5, like the squire attend me dude isn't a 6/6. That being said I think it is good enough in ramp druid, which will probably (and hopefully) be the main Druid archetype unless a Fel Reaver replacement appears for aggro
If token druid makes a comeback this could be a good inclusion for the deck. It has potential, but definitely doesn't fit into the current druid decks. Even with shredder gone Savage Combatant seems like a better choice for the current druids. But! And this a big but (bigger than tracer's), we don't know how druid basic cards will be changed. So what is and isn't viable as a Druid class card could change hugely once the reworks are announced.
For those wondering, the mana doesn't work like wild growth, you just waste your mana if you choose that option on turn ten
I think that this card is great. In a world where some Druid decks play Wild Growth, a 4 mana 3/3 with an added bonus of a 2 mana effect seems really good. The one problem with this is that it may be 'too slow', considering the fact that Wild Growth sees play because it is a great card to play on turn 2, but getting a 3/3 on turn 4 will not be good enough in some situations. Adding the fact that this card can't present card draw on turn 10 plus removes some of the value that Wild Growth had. On the flip side, this card can be a 4 mana 5/5 split among two minions, so if playing a 4 mana 3/3 on turn 4 isn't good enough, then you can go with this effect instead, or do that on turn 10 plus.
Final Thought: This card will definitely see play in alot of the Standard druid decks. Not only does it represent a great ramp card, it also represents a great board presence if needed.
Insane value card in arena. Good ramp choice in constructed.
Seems really strong. Ramp or two bodies for Savage Roar. This seems like it's good enough for wild.
You are not prepared!
I definitely think this is the new Piloted Shredder for druids. And it is far better at ramping than the Darnassus Aspirant which is not being run in heavy duty ramp decks any more for a reason-- it kind of sucks, and it almost never actually ramps anything.
New mode incoming...
That's pretty cool, I bet the golden art will be neat.
Good for token too. Token druids hardly need much mana in the mid to late turns. If you draw it later than you get the creature. Draw it on curve and it's probably better for the crystal.
now, this is a card ... I honestly thought about this card before and without the "chose" option... I was not sure if it wouldn't be flat out op!!!
Given innervate and wild growth stay unnerfed, the ramp package of druid in standard (and in wild) gets insane: especially the "combos" this card enables are insane. Just imagine innervating this out on turn 2 and follow it up with another 4 drop... This means a 3/3 on turn 2 and a 4 drop on turn 3 and being ahead by 1 mana for the rest of the game...
Even in less optimal scenarios where you just chain a wild growth into this you go to 6 mana (thaurissan, cairne, savage combatant + hero power) on turn 4 without an extreme tempo loss because of the 3/3 body...
And with all this I haven't even talked about the possibility of just dropping 5/5 of stats on 4, handily split to take out 2 aggro critters...
Together with the recombobulator yeti of shaman this is by far the most insane card revealed so far!
well this is way weaker than Wild Growth itself.
T2 WG gives you an advantage that last 7 turns at a small downside, which is no T2 drop.
This gives you an advantage that last 4 turns with the big downside of dropping a 3/3 T4.
By itself I don't like it much. An early Innervate into this, whatever is your choice, seems super strong though. Mostly like Innervate, Piloted Shredder. Later it is meh...