this is auto include in jade druid and ez big druid.
People really seem to not understand Big Druid. This might see play in Quest Druid, but I really doubt you play it in Ramp Druid. Since you have a lot of 9 and 10 mana plays you can't Hero Power as often so what's the point of sacrificing the turn when you have 7 mana to get a Hero Power you can't play every turn in a gameplan that requires you get ahead and stay ahead on the board all game long and where the expensive minions (9 and 10 mana) are so important to put pressure on your opponent. If the Hero Power generated impactful board or resources, this would make sense, but as it is right now I don't think this improves Ramp Druid at all.
the 2 taunts is actually worth at least 3 mana I'd say 4. The hero power is I'd say better than justicar warrior hero power since it gives u flexibility. Justicar was a great card and the battle cry costed 2 1/2 mana (6/3 body is worth about 3 1/2). 4 + 3 1/2 = 7 1/2 so this card is quite good. Oh and did I mention you also get 5 armor as a bonous?
So far I think the weakest hero by far deathseer thrall, then probably frostlich jaina.
Except that both weakest DK (according to you) beat Druid's. I mean Water Elemental completely nullifies your Hero Power, whereas the big board generated by Thrall can be very hard for Druid to fight off with 1/5s with Taunt. Let's not forget that the 1/2 Poisonous minions aren't even that good because so many cards in the meta can deal 2 damage or 2 damage AoE so the threat level of that choose one is considerably lower. I like how people think that your opponent has no counterplay options against Druid's weak 1/2s and 1/5s.
Keep in mind I am not saying this is terrible, it just seems so much weaker than the other ones and only seems very likely to see play in Jade Druid and perhaps some form of Midrange token Druid that can increase the value of the tokens with board-wide buffs. Far from the flexible auto-include I hear a lot of people say it is.
CW used to lose with 1k armor vs Handlock in the past anyway, armor dont save you from infinite board value. So this hero power is very weak, it is very reactive. You will chose +3 attack most of the time because atleast it can affect board state (or go face? Lolz)
It's about worth the mana when you play it, and the hero power is really good. Not sure what deck this fits into yet, some kind of control/midrange deck, but we haven't seen any actual finisher for such a deck yet so... yeah.
I think that DK its good because you gain a top hero power early and the game, but the battlecry its so poor, doesn't have enough impact on the board.
Except the hero power is arguably worse or barely better than Justicar's 2/2 hero power and that was never used. So it's hard to see how this one will be.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
That's the biggest problem. It seems more likely you'll just slot this in Jade Druid for the matchups where you need some stall until you set up your Jades to stomp your opponent. They could, if they had wanted, have pushed a different Hero Card that wouldn't fit Jade Druid, but apparently they can't see what the cards they design will be used for.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
That's the biggest problem. It seems more likely you'll just slot this in Jade Druid for the matchups where you need some stall until you set up your Jades to stomp your opponent. They could, if they had wanted, pushed a different Hero Card that wouldn't fit Jade Druid, but apparently they can't see what the cards they design will be used for.
I wonder if this even earns a spot in Jade Druid?
Maybe it does just enough to help stabilize.That's something I guess we'd have to learn through testing. Or maybe Starfall is better.
This card is sneaky good. While other DKs have huge, flashy effects, Druid gets the most consistent one. This is the first DK that is good from behind and ahead. Certainly wont break the meta, no one will ever complain about this guy being too powerful. But I cant really see a reason not to play this card.
Justicar not being played in Druid would give me pause. Sure it might be consistent, but the battle cry isn't worth its mana cost and the hero power is just a bit better and not game changing like, say, the Mage or hunter one.
I actually played Justicar in Druid back then at the start of GvG ( Justicar was the only card of an expansion I instacrafted ) and the effect was very good; sometimes meta dictates that very good card are not playable, but I stand up with those who thinks that this card is very good and consistent, and I'll try it in my Jade Druid. I love the versatility offered, great +3 armor VS aggro decks, nice +3 attack VS control decks.
Not a meta defining card with the potential of Paladin and Rogue DKs, but a very playable card.
Druids can't be control when they have crap board clear still and they also have no hard removal. People keep saying the hero power is good? 3 att or 3 armor but not both, yes 3 attack each turn is ok but the druid is taking face damage when hitting minions, not so good now is it? Whilst warriors can do that + armor up. The choose one is a joke zero thought went into making this DK. It gets crapped on by all the others so far.
People have to remember that when Justicar was around, Druid was practically unplayable due to the nerfs on its OTK and the huge amount of tempo based aggro running around. We saw Maly druid when Yogg strolled in, but in that deck running a Justicar was pointless. I see this hero power as more of a mini Feral Rage which is in almost every druid deck outside of aggro, and the battlecry is sort of like a strange cenarious and people would play him with his 2 treants quite often, and this 1/5 scarab seems like a flat out upgrade to that. We also need to remember that Fandral has some scary synergy with this card's hero power, and an 11 mana combo with the DK isnt that big an issue in druid. I feel we dont really understand how good this card can be.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
That's the biggest problem. It seems more likely you'll just slot this in Jade Druid for the matchups where you need some stall until you set up your Jades to stomp your opponent. They could, if they had wanted, pushed a different Hero Card that wouldn't fit Jade Druid, but apparently they can't see what the cards they design will be used for.
I wonder if this even earns a spot in Jade Druid? Jade Druid isn't really hurting for armor gain.
Is the 3 damage board control aspect enough to help stabilize against Aggro? I think it probably comes too slowly, even though it does come with two taunts. Maybe it doesn't though because of your ramp. That's something I guess we'd have to learn through testing.
I mean there is no way they make a stronger Control Druid until Jade rotates, and, any good control card can just be run in Jade if they do. I think this card can improve the aggressive matchup and since that is the one you are least favored against, as Jade Druid, you play it. Sure people can tech with Geist against your idols, but if you have 10/10, 11/11 golems you can probably win most times the control matchup anyway. This is a Control Card for a deck that can't control big boards and 1/2 Poisonous minions aren't good enough for the control matchup (from a lot of AoE that deal 2 damage across classes and even Primordial Drake they don't seem that effective in forcing trades). The only option left is you use the card for stall against aggro and win with your Jades.
People have to remember that when Justicar was around, Druid was practically unplayable due to the nerfs on its OTK and the huge amount of tempo based aggro running around. We saw Maly druid when Yogg strolled in, but in that deck running a Justicar was pointless. I see this hero power as more of a mini Feral Rage which is in almost every druid deck outside of aggro, and the battlecry is sort of like a strange cenarious and people would play him with his 2 treants quite often, and this 1/5 scarab seems like a flat out upgrade to that. We also need to remember that Fandral has some scary synergy with this card's hero power, and an 11 mana combo with the DK isnt that big an issue in druid. I feel we dont really understand how good this card can be.
First off, you don't evaluate a card with effects like Fandral Staghelm in mind (since that is the exception not the rule). I know Nourish or Wrath have two good Choose One options and with Fandral Staghelm they become insane. Starfall on the other hand punishes you for the Choose One and we all know how playable that is (although it is seeing more play of late due to how bad the 1 AoE of Swipe is right now).
This is the crux of the matter, I feel like the two Choose One effects have pushed the devs towards making this card too weak on an individual effect's basis, but if you had good Control cards like say Warrior you could leverage the on hand Armor and Removal, whereas for Druid to play the Control class it needs stronger effects than Armor up 3 or Attack for 3. I even hear the argument "well you can summon this very early" to which I say: First that is what Druid does so no reason to punish them because they can Ramp faster (that is the core mechanic of the class and Druid's Mana Crystals shouldn't suddenly have less value than those of other classes) and Second why did they not make the DK 10 mana, which would make sense because Druid is the Ramp class of Hearhstone, that way it could also be more powerful and Finally if you do summon this on 4 you will probably have depleted a lot of cards to ramp to 7 (in essence losing a lot of card advantage), which the Hero Power doesn't allow you to recover so what good is having this Hero Power when you have no cards to complement that. On the other hand if you do summon this around 7 (either because you got no ramp or because you didn't draw this early etc.) then you are at a disadvantage against most playable DK in the set (in fact even Hunter's DK, which I suspect won't see play since Hunters card pool doesn't allow for a lot of Control can outright outvalue what you can do).
I am not saying this card is unplayable, but I don't think its very good or an auto-include in Druid decks as people say and a lot of cards will have to be printed before that changes. Finally, let's not forget how bland and boring this card is. As a Druid main I was so hyped for the DKs of this expansion and especially for Druid and ironically enough I only look forward to playing all other DKs and not this one, now that it has been revealed. And this is coming off the disappointment of a legendary slot that Tyrantus was last expansion. I don't even mind about cards like Hadronox, which many claim its too weak / slow to get going, because I can see a lot of potential, but this DK is so disappointing regardless of whether or not it is strong enough to see widespread play.
Yeah I'm not even understanding how a control druid... works. And I don't think this is especially good in Ramp druid. Though I think it's definitely usable in ramp druid.
I think this card will see play in Jades for sure, I think the hero power is fun and pretty useful. And if they ever add more cards that affect 'choose one' mechanics, then that's also pretty cool.
But as it is, I'm just going to have to see how it winds up being used.
I think it is a strong card, though. And Druid didn't really have great 7 drops before or anything. In general I think all the DKs are good if only because they're so card-efficient and pretty much all of them were designed to fill a mana slot where nothing really existed in the class before. 3 powerful effects from playing a single card that apply to pretty much all aspects of the game (battlecry is usually a decent tempo effect, hero power is usually a great late-game effect) just makes... pretty much all of them pretty playable and in a wide variety of decks.
It's actually one of the best heroes so far, Spreading plague will give you more locust for sure but it won't give u 5 armor and the hero power upgrade is pretty huge. being able to choos between 3 damage and 3 armor is crazy.
Shaman hero power is just awful random +1 cost minion is often times worse than your current constructed minion. There's a lot of cards with battle cries that have terible stat lines. Unless you build around the hero power with cards such as big time racketeer it's actually a hero power downgrade from totems.
Frost Lich jaina can be decent only it doesn't really fit any of the mage archetypes and killing a minion with your hero power past turn 10 isn't THAT easy and the cost is extremely high at 9 mana.
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I feel like a lot of people are underrating this card.
Why Rogue is my favourite class:
My submission for this week's card design competition.
CW used to lose with 1k armor vs Handlock in the past anyway, armor dont save you from infinite board value. So this hero power is very weak, it is very reactive. You will chose +3 attack most of the time because atleast it can affect board state (or go face? Lolz)
by dar the worst DK.
It's about worth the mana when you play it, and the hero power is really good. Not sure what deck this fits into yet, some kind of control/midrange deck, but we haven't seen any actual finisher for such a deck yet so... yeah.
Looks like Druid continues to get punished for having Jade. The Hero Power is ok I guess, not great...
Compared to the other DeathKnights, the Battlecry is just disappointing - and so is Webweave.
I think that DK its good because you gain a top hero power early and the game, but the battlecry its so poor, doesn't have enough impact on the board.
My magic will tear you apart!
This card has a Jade problem.
I think it's good. People didn't realize how good 4 Armor a turn was. I think 3 Armor or optional War Axe is really strong. (If you remember Savage Beast, that card was actually legit).
I am struggling, however, to see how a control druid isn't simply worse than Jade Druid.
Druids can't be control when they have crap board clear still and they also have no hard removal. People keep saying the hero power is good? 3 att or 3 armor but not both, yes 3 attack each turn is ok but the druid is taking face damage when hitting minions, not so good now is it? Whilst warriors can do that + armor up. The choose one is a joke zero thought went into making this DK. It gets crapped on by all the others so far.
People have to remember that when Justicar was around, Druid was practically unplayable due to the nerfs on its OTK and the huge amount of tempo based aggro running around. We saw Maly druid when Yogg strolled in, but in that deck running a Justicar was pointless. I see this hero power as more of a mini Feral Rage which is in almost every druid deck outside of aggro, and the battlecry is sort of like a strange cenarious and people would play him with his 2 treants quite often, and this 1/5 scarab seems like a flat out upgrade to that. We also need to remember that Fandral has some scary synergy with this card's hero power, and an 11 mana combo with the DK isnt that big an issue in druid. I feel we dont really understand how good this card can be.
Yeah I'm not even understanding how a control druid... works. And I don't think this is especially good in Ramp druid. Though I think it's definitely usable in ramp druid.
I think this card will see play in Jades for sure, I think the hero power is fun and pretty useful. And if they ever add more cards that affect 'choose one' mechanics, then that's also pretty cool.
But as it is, I'm just going to have to see how it winds up being used.
I think it is a strong card, though. And Druid didn't really have great 7 drops before or anything. In general I think all the DKs are good if only because they're so card-efficient and pretty much all of them were designed to fill a mana slot where nothing really existed in the class before. 3 powerful effects from playing a single card that apply to pretty much all aspects of the game (battlecry is usually a decent tempo effect, hero power is usually a great late-game effect) just makes... pretty much all of them pretty playable and in a wide variety of decks.
It's actually one of the best heroes so far, Spreading plague will give you more locust for sure but it won't give u 5 armor and the hero power upgrade is pretty huge. being able to choos between 3 damage and 3 armor is crazy.
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Shaman hero power is just awful random +1 cost minion is often times worse than your current constructed minion. There's a lot of cards with battle cries that have terible stat lines. Unless you build around the hero power with cards such as big time racketeer it's actually a hero power downgrade from totems.
Frost Lich jaina can be decent only it doesn't really fit any of the mage archetypes and killing a minion with your hero power past turn 10 isn't THAT easy and the cost is extremely high at 9 mana.
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