let's try another way of thinking..... we have talk about comparing this to shredder. and this is not a shredder.
in fact, we have all used shredder as a baseline, but with the standard format, there were never shredder and there is no base line. so how do we judge a card using another card for a format yet to exist? let's pretend for a second here that GvG doesn't exist, where would this fall power level wise? what card can we compare it to?
after shredder, the best card in the 4 drop slot for druid would be keeper of the grove, savage combatant and yeti. so stat wise, its not at yeti's level of stat but closer to savage combatant when it starts out, so it's alright stat wise. the fact that it can't trade on its own with a reactive keeper of the grove means in a mirror match, you are less likely to play this on turn 4 if you are going first stat wise.
the ability is where it really shines. Yes, you can compare to silver knight that makes a 2/2 squire or a more pricey grove tender. but those are two separate cards. The two ability individually does offer some value and what this card offers is either 6/6 worth of stat for 4 mana over two creatures or a chance to put yourself slightly ahead of the curve even more. in a perfect world, getting wild growth on turn 2, then playing this on turn 3 means your turn 4 is now your turn 6, allowing you to emperor up. in a not so perfect world, this will more likely to make a 6/6 stat for 4 over 2 creatures.
now the question you ask yourself is, if you were never spoiled by piloted shredder, would you consider playing this card as a 4 drop?
perhaps that is the question you need to ask instead of comparing it to a card that never exists in a format yet to exist yet.
Turn 1 coin plus wild growth, turn 2 Grove tender, turn 3 nourish and your Opponent might concede instantly. It would also be possible to run an ramp astral communion deck without since the ramp Cards are all very flexible.
It's good, but let's not forget that Silver Hand Knight basically doesn't get run in constructed, which is what this is (the 4 mana version of that card). Having said that, the ability to play this on 4 mana, and either get a decent board presence (it's not like Silver Hand Knight is actually a bad card even if it doesn't get run - it's just not 'great' enough to warrant inclusion), or get to curve into a 6 drop on the next turn, which could be potentially amazing.
I'll be curious to see how much play it sees in standard. I think it'll make the cut in dedicated ramp decks, but am curious if it would be good enough for anything else.
There's no way this does not get run in Ramp Druid. You'd pick it over Yeti etc. every time and what else are you going to play on 4 mana? Turn 2 Wild Growth into this is absolute insanity.
Really strong. Excited to play Druid again for the first time in ages.
To add : People need to stop comparing this to Shredder etc. Blizzard are clearly aware that they need to reduce the power curve of Hearthstone and with GvG and Naxx both leaving that'll be a big hit to it. All of the 'not as strong as Shredder' cards from the last few expansions are now potentially Tier 1 given Shredder ceases to exist in Standard.
Choose one : worse Silver Hand Knight, or worse Grove Tender. What's with all the hype ? Am I missing something there ? Serious question. Looks like the worst card i've ever seen from TOG, not even mentionning how boring it is. I'm sick of all those "2/2 slime" effects.
Keeper of the Grove is a choose one: worse Spellbreaker or one mana less Stormpike Commando and it is a staple in every druid deck. The fact you can choose makes this type of cards cards amazing. I'm betting this card will see a lot of play.
What I agree with you is the 2/2 slime effects stupid and very boring...
the ability is where it really shines. Yes, you can compare to silver knight that makes a 2/2 squire or a more pricey grove tender. but those are two separate cards. The two ability individually does offer some value and what this card offers is either 6/6 worth of stat for 4 mana over two creatures or a chance to put yourself slightly ahead of the curve even more. in a perfect world, getting wild growth on turn 2, then playing this on turn 3 means your turn 4 is now your turn 6, allowing you to emperor up. in a not so perfect world, this will more likely to make a 6/6 stat for 4 over 2 creatures.
You mean 5/5 stat...
Rollback Post to RevisionRollBack
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
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...
And behind by two cards the rest of the game (realistically the 3/3 does less than a 1 for 1 trade). Ramp doesn't work without Lore. I hope they know what they're doing if they really plan on nerfing it.
Choose one : worse Silver Hand Knight, or worse Grove Tender. What's with all the hype ? Am I missing something there ? Serious question. Looks like the worst card i've ever seen from TOG, not even mentionning how boring it is. I'm sick of all those "2/2 slime" effects.
?! did you read the card - it is not a worse grove tender, the ramp effect is only for you and not symmetrical, making the card a lot better ... and to the other possibilty, options make cards extremely strong! Sure Silver hand knight doesn't see play but as an option it is very strong. Just look at keeper of the grove. The silence half is a strictly worse spellbreaker (2/4 instead of 4/3), still the versatility makes the card super strong ... Additionally, it is a slightly better silver hand knight and not worse: 4 mana is a better spot than five mana for a minion that essentially is played to deal with aggro critters ...
P.S. Oh, and now I am realizing who you are - the guy banning me because I didn't agree how "op" mysterious challenger is ... still, maybe this time my evaluation of a card might actually get into you head
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...
And behind by two cards the rest of the game (realistically the 3/3 does less than a 1 for 1 trade). Ramp doesn't work without Lore. I hope they know what they're doing if they really plan on nerfing it.
if they nerf the draw it will be problematic, yes, but I doubt they will ... and even in that case, you make up for the card disadvantage by putting more high impact minions into your deck. Innervate is unanimously considered one of the best cards in the game among players that actually have a clue about HS...
Choose one : worse Silver Hand Knight, or worse Grove Tender. What's with all the hype ? Am I missing something there ? Serious question. Looks like the worst card i've ever seen from TOG, not even mentionning how boring it is. I'm sick of all those "2/2 slime" effects.
?! did you read the card - it is not a worse grove tender, the ramp effect is only for you and not symmetrical, making the card a lot better ... and to the other possibilty, options make cards extremely strong! Sure Silver hand knight doesn't see play but as an option it is very strong. Just look at keeper of the grove. The silence half is a strictly worse spellbreaker (2/4 instead of 4/3), still the versatility makes the card super strong ... Additionally, it is a slightly better silver hand knight and not worse: 4 mana is a better spot than five mana for a minion that essentially is played to deal with aggro critters ...
P.S. Oh, and now I am realizing who you are - the guy banning me because I didn't agree how "op" mysterious challenger is ... still, maybe this time my evaluation of a card might actually get into you head
Man you're so late. Did you read the thread ? That's exactaly what happen, i didn't read the card correctly. Now you going straight to my banlist again, thanks for that. Didn't read your evaluation btw, nor do I care.
no probs, once again, both halfs of your "evaluation" show that you are not only horrible at reading but also horrible at evaluating hearthstone cards ... in a month you are probably opening a threat where you cry for a druid nerf because of this very card ...
Choose one : worse Silver Hand Knight, or worse Grove Tender. What's with all the hype ? Am I missing something there ? Serious question. Looks like the worst card i've ever seen from TOG, not even mentionning how boring it is. I'm sick of all those "2/2 slime" effects.
?! did you read the card - it is not a worse grove tender, the ramp effect is only for you and not symmetrical, making the card a lot better ... and to the other possibilty, options make cards extremely strong! Sure Silver hand knight doesn't see play but as an option it is very strong. Just look at keeper of the grove. The silence half is a strictly worse spellbreaker (2/4 instead of 4/3), still the versatility makes the card super strong ... Additionally, it is a slightly better silver hand knight and not worse: 4 mana is a better spot than five mana for a minion that essentially is played to deal with aggro critters ...
P.S. Oh, and now I am realizing who you are - the guy banning me because I didn't agree how "op" mysterious challenger is ... still, maybe this time my evaluation of a card might actually get into you head
Man you're so late. Did you read the thread ? That's exactaly what happen, i didn't read the card correctly. Now you going straight to my banlist again, thanks for that. Didn't read your evaluation btw, nor do I care.
Choose one : worse Silver Hand Knight, or worse Grove Tender. What's with all the hype ? Am I missing something there ? Serious question. Looks like the worst card i've ever seen from TOG, not even mentionning how boring it is. I'm sick of all those "2/2 slime" effects.
?! did you read the card - it is not a worse grove tender, the ramp effect is only for you and not symmetrical, making the card a lot better ... and to the other possibilty, options make cards extremely strong! Sure Silver hand knight doesn't see play but as an option it is very strong. Just look at keeper of the grove. The silence half is a strictly worse spellbreaker (2/4 instead of 4/3), still the versatility makes the card super strong ... Additionally, it is a slightly better silver hand knight and not worse: 4 mana is a better spot than five mana for a minion that essentially is played to deal with aggro critters ...
P.S. Oh, and now I am realizing who you are - the guy banning me because I didn't agree how "op" mysterious challenger is ... still, maybe this time my evaluation of a card might actually get into you head
Man you're so late. Did you read the thread ? That's exactaly what happen, i didn't read the card correctly. Now you going straight to my banlist again, thanks for that. Didn't read your evaluation btw, nor do I care.
Damn, don't cut yourself on your edginess.
This place is worse than facebook.. So toxic. Grow up.
The irony is fun!!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
let's try another way of thinking..... we have talk about comparing this to shredder. and this is not a shredder.
in fact, we have all used shredder as a baseline, but with the standard format, there were never shredder and there is no base line. so how do we judge a card using another card for a format yet to exist? let's pretend for a second here that GvG doesn't exist, where would this fall power level wise? what card can we compare it to?
after shredder, the best card in the 4 drop slot for druid would be keeper of the grove, savage combatant and yeti. so stat wise, its not at yeti's level of stat but closer to savage combatant when it starts out, so it's alright stat wise. the fact that it can't trade on its own with a reactive keeper of the grove means in a mirror match, you are less likely to play this on turn 4 if you are going first stat wise.
the ability is where it really shines. Yes, you can compare to silver knight that makes a 2/2 squire or a more pricey grove tender. but those are two separate cards. The two ability individually does offer some value and what this card offers is either 6/6 worth of stat for 4 mana over two creatures or a chance to put yourself slightly ahead of the curve even more. in a perfect world, getting wild growth on turn 2, then playing this on turn 3 means your turn 4 is now your turn 6, allowing you to emperor up. in a not so perfect world, this will more likely to make a 6/6 stat for 4 over 2 creatures.
now the question you ask yourself is, if you were never spoiled by piloted shredder, would you consider playing this card as a 4 drop?
perhaps that is the question you need to ask instead of comparing it to a card that never exists in a format yet to exist yet.
Wow, I just love this card
Roses are red,
violets are blue,
I'm not good at poetry
microwaves
Turn 1 coin plus wild growth, turn 2 Grove tender, turn 3 nourish and your Opponent might concede instantly. It would also be possible to run an ramp astral communion deck without since the ramp Cards are all very flexible.
_____________________________________________________________________________________________________________________________________________
#JeSuisFieryWarAxe!
It's good, but let's not forget that Silver Hand Knight basically doesn't get run in constructed, which is what this is (the 4 mana version of that card). Having said that, the ability to play this on 4 mana, and either get a decent board presence (it's not like Silver Hand Knight is actually a bad card even if it doesn't get run - it's just not 'great' enough to warrant inclusion), or get to curve into a 6 drop on the next turn, which could be potentially amazing.
I'll be curious to see how much play it sees in standard. I think it'll make the cut in dedicated ramp decks, but am curious if it would be good enough for anything else.
Just saying, the 3/3 and 2/2 will both end up dead to Spider Tank. Oh wait.
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
There's no way this does not get run in Ramp Druid. You'd pick it over Yeti etc. every time and what else are you going to play on 4 mana? Turn 2 Wild Growth into this is absolute insanity.
Really strong. Excited to play Druid again for the first time in ages.
To add : People need to stop comparing this to Shredder etc. Blizzard are clearly aware that they need to reduce the power curve of Hearthstone and with GvG and Naxx both leaving that'll be a big hit to it. All of the 'not as strong as Shredder' cards from the last few expansions are now potentially Tier 1 given Shredder ceases to exist in Standard.
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
A good card. Ramp or 2/2
its like a 4 mana 5/5
Lion King: Alternate Ending ;3
I'm surprised they haven't had a "choose one" deathrattle style yet.
Overpowered
I mean at this point I'm almost worried druid ramp will be too strong if they can start dropping these new 10 drops on turn 6 or 7.