So many people like this and I don't even think it's a good card. I feel dumb that I'm missing something. Unless aggro Druid becomes really good, it's a worse one mana card than living roots. The combo with Mark of Y'Shaarj also seems very overrated when your opponent could kill the raven with Manaworm, Trogg, Backstab, Waraxe, etc. and the card draw from Mark is wasted because you're running a one mana card. Your also banking on a two card combo on exactly turn one and two, which seems pretty unlikely.
The combo isn't the only thing that makes it good. If your opponent is wasting the resources you've mentioned to clear a 1-mana card, the raven has already done a great job.
The more important point you're missing is that this card doesn't need to wait for aggro druid to become good. This card makes aggro Druid good.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Warrior doesn't really need a nerf. You have to realize that the cards that are floating Warrior and Shaman right now will be cycled out. Warrior actually has some of the weakest class cards in the entire game, which is a big part of why it's always been a weak Arena class. What Blizzard needs to do is balance the "Classic" set, by cycling useful cards into and cycling bad cards out of it. Now that Warsong Commander is a dead card, for example, it doesn't belong in Standard, and should be removed from classic, to be replaced by an interesting card, like Crush or Bouncing Blade. Likewise, let's get rid of Ancient of Lore now and bring back Tree of Life so it can synergize with Yogg. They really could take a lot more care with the game to create a more balanced and enjoyable environment. And this works in the other direction too. There are many abusive classic cards that don't help with balance. Let's take out something like Frostbolt, since Warlock can lose Darkbomb, and force mages to be more creative with damage. I wish they had done more of this with the transition to Standard format instead of nerfing cards to oblivion, so that classes could have retained more of their old identity in Wild. Why nerf Force of Nature instead of simply removing it from Standard?
You people do realize this is almost Chow? And since it's almost Chow, maybe full Ramp will make a comeback. With this and Living Roots Druid has 4 possibly playable on turn 1 cards + Innervate plays. So something slower and more greedy than C'Thun/Token may rise up in popularity.
You seem to forget Cho was also used in Secret Paladin, despite the 5 Heal thing. This is far more of an aggro card than a control one.
I hate this card. It is undeniably very strong, and it works well with Mark of Y'Shaarj. Blizzard has had so many failed attempts at constructing a beast Druid, they're finally really just forcing the issue, and it's a sad statement on the state of Druid. Druid used to be a great tempo/mid-range deck with a lot of flexibility. I made legend the first time playing Druid. I loved it. It was the most flexible class with Draw, dynamic minions that could taunt or attack, a sweet curve, lots of different tech choices, etc. Now, it's completely flat. C'Thun or token/face. This card is simply going to reinforce an abusive aggroish beast combo archetype. Ugh!
Best comment so far. This is really gonna happen! D:
Arena 1 drops, except for worgen and chow (and a winning gadgetzan jouster) have the following issue: either you play them to die to hero power, getting tempo but losing card advantage, or you hold them, or they have only 1 attack and don't kill a 2-drop.
With him, you can have your cake and it eat too. It doesn't die to hero power, and contests 3/2s.
This isn't as great as some here are proclaiming it to be. It might see some constructed play, but if it does, it's only because it's a Beast. Outside of Beast decks, Living Roots is better; 2 1/1s provide more flexibility than a single 2/2. Living Roots is also more relevant later in the game, as it also serves a 2 damage of removal. In addition, Living Roots has synergy with other midrange Druid cards like Power of the Wild and Fandral Staghelm. I don't think many Druid decks have room for both Living Roots, Raven Idol, and this card for the 1-slot.
In Arena, this will be a really solid 1-drop for Druid. However, as good as it is, I'd still rate it below Living Roots and Zombie Chow.
It's average as a 1-drop if you don't have Mark of Y'Shaarj, good against 3/2 minions and bad against 2/3 ones. If you have the Mark it's really good as a value play, but not as a tempo play. Many decks can manage better than a single 4/4 on turn 2.
But what makes this awesome is the flexibility. Whenever you have the Mark on hand it can be a 4/4 for 3, and it's a cheap card to use with Wildwalker. With just a little more synergy it could easily make Beast Druid a thing.
This isn't as great as some here are proclaiming it to be. It might see some constructed play, but if it does, it's only because it's a Beast. Outside of Beast decks, Living Roots is better; 2 1/1s provide more flexibility than a single 2/2. Living Roots is also more relevant later in the game, as it also serves a 2 damage of removal. In addition, Living Roots has synergy with other midrange Druid cards like Power of the Wild and Fandral Staghelm. I don't think many Druid decks have room for both Living Roots, Raven Idol, and this card for the 1-slot.
In Arena, this will be a really solid 1-drop for Druid. However, as good as it is, I'd still rate it below Living Roots and Zombie Chow.
Is Raven Idol used as a 1-drop? I'm not sure but I think the answer is no.
I don't think this card will be broken, it'll be a good card in the right decks. Even with the Mark of Y'Shaarj synergy I don't think it'll be that good, it'll be good against 6 classes that can't consistenly deal one damage of course (but this will all depend on the meta) ... But this will be crippled against mages, rogues and other druids, IMO this card reads as lose card advantage on turn 2 with the wombo (against the classes mentioned before), otherwise it's a solid 1 drop that will let you deal with zoo-ish decks more efficiently. This will of course let druids now deal with Totem Golem which is a really big step into making any kind of druid competitive again and will punish shaman if they dare play their Tunnel Trogg on turn 1 when you go first, I still have lots of thoughts about it tho, we need to see how this card plays out, if the 2nd druid card is as good as this one druid might return into competitive play again (: .
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Warrior doesn't really need a nerf. You have to realize that the cards that are floating Warrior and Shaman right now will be cycled out. Warrior actually has some of the weakest class cards in the entire game, which is a big part of why it's always been a weak Arena class. What Blizzard needs to do is balance the "Classic" set, by cycling useful cards into and cycling bad cards out of it. Now that Warsong Commander is a dead card, for example, it doesn't belong in Standard, and should be removed from classic, to be replaced by an interesting card, like Crush or Bouncing Blade. Likewise, let's get rid of Ancient of Lore now and bring back Tree of Life so it can synergize with Yogg. They really could take a lot more care with the game to create a more balanced and enjoyable environment. And this works in the other direction too. There are many abusive classic cards that don't help with balance. Let's take out something like Frostbolt, since Warlock can lose Darkbomb, and force mages to be more creative with damage. I wish they had done more of this with the transition to Standard format instead of nerfing cards to oblivion, so that classes could have retained more of their old identity in Wild. Why nerf Force of Nature instead of simply removing it from Standard?
Great card in arena. It also could see some play in beast druid.
RIP yogg-saron good things don't last forever :(
Well, there are many 1 mana 4 stat minions that even have an effect. Seems legit
Thought this would be a neutral minion down the line. Since it's a class minion, it gets the beast tag on top.
This card is fantastic in arena.
Arena 1 drops, except for worgen and chow (and a winning gadgetzan jouster) have the following issue: either you play them to die to hero power, getting tempo but losing card advantage, or you hold them, or they have only 1 attack and don't kill a 2-drop.
With him, you can have your cake and it eat too. It doesn't die to hero power, and contests 3/2s.
do you know the wonderful part of this card? That it doesn't grow out of control on it's own if you don't delete it instantly :D
Why does this remind me of something. Oh yes it's basically this card from MTG.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
This isn't as great as some here are proclaiming it to be. It might see some constructed play, but if it does, it's only because it's a Beast. Outside of Beast decks, Living Roots is better; 2 1/1s provide more flexibility than a single 2/2. Living Roots is also more relevant later in the game, as it also serves a 2 damage of removal. In addition, Living Roots has synergy with other midrange Druid cards like Power of the Wild and Fandral Staghelm. I don't think many Druid decks have room for both Living Roots, Raven Idol, and this card for the 1-slot.
In Arena, this will be a really solid 1-drop for Druid. However, as good as it is, I'd still rate it below Living Roots and Zombie Chow.
but, living roots isn't a beast so you lose. And theres no reason to play raven idol over this card.
It's average as a 1-drop if you don't have Mark of Y'Shaarj, good against 3/2 minions and bad against 2/3 ones. If you have the Mark it's really good as a value play, but not as a tempo play. Many decks can manage better than a single 4/4 on turn 2.
But what makes this awesome is the flexibility. Whenever you have the Mark on hand it can be a 4/4 for 3, and it's a cheap card to use with Wildwalker. With just a little more synergy it could easily make Beast Druid a thing.
upgrade for aggro druid ?
I don't think this card will be broken, it'll be a good card in the right decks. Even with the Mark of Y'Shaarj synergy I don't think it'll be that good, it'll be good against 6 classes that can't consistenly deal one damage of course (but this will all depend on the meta) ... But this will be crippled against mages, rogues and other druids, IMO this card reads as lose card advantage on turn 2 with the wombo (against the classes mentioned before), otherwise it's a solid 1 drop that will let you deal with zoo-ish decks more efficiently. This will of course let druids now deal with Totem Golem which is a really big step into making any kind of druid competitive again and will punish shaman if they dare play their Tunnel Trogg on turn 1 when you go first, I still have lots of thoughts about it tho, we need to see how this card plays out, if the 2nd druid card is as good as this one druid might return into competitive play again (: .
It's no tunnel trogg or mana wyrm, which have the much beefier 3 health and often buff their attack to at least 2 and many times more.
Mark and this card...You spend 2 cards and you have a 4/4 and you draw a card. Tunnel trogg into Totem golem, you have a 2/3 and 3/4 to deal with.
It is a good solid card, but there are already substantially better 1 cost class drops so let's not go crazy.
It really feels like blizzard is saying 'Look...JUST PLAY BEAST DRUID OKAY?'