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.
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.
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!