Super synergy with Fandral Staghelm. 4 mana Draw 2 cards, give your minions +2 Attack and get 12 Armor, it's like Ultimate Infestation's little brother.
Except Fandral reads Your Choose one cards so it will most likely not work Fandral Staghelm
I think it's a nice card. Not too powerful nor weak. Just fine.
You might not be thinking that when this gives aggro druid hand refilling and board buffing...Unless it gets more to help it, it will not be cancer, but this is a scary start....
Not great for token decks, card draw is not great for the mana... the only real upside is the armour gain... 12 for 4 mana. Not that good of a card in my opinion. That is in part due to my dislike of token decks.
TBH every option by itself is mediocre but even the combination of 2 effects aren't really good but the flexibility of this card is really really good.
if you calculate all the options it's 2.5 mana or 3 mana worth of stuff
+2 attack - worse than Savage RoarEDIT: It's a worse savage roar if you are using as finisher but better if you have a board that survives trades or just gone face.
+12 armor - actually one of the best- healing potion from priest. 3.5 mana
draw 2 cards Arcane Intellect. BUT it's more card draw in druid.
+1 attack and 6 armor maybe 1.5 mana - worse one but situationally good with the spellstone card (specially if it upgrades twice, but I believe it won't be.)
I wouldn't exactly say any of these cards are mediocre. Arcane Intellect and Greater Healing Potion both see heavy play in their respective classes, and this is slightly worse AI but substantially better GHP. Shield Block sees play from time to time and this is also a slightly worse version of that. The fact that it's a Mark of the Lotus + another effect OR just the buff component of Wisps of the Old Gods is what imo puts this into very good/meta defining category. When your board and hand are empty you can draw 2 to refill. When you're racing an opponent the armor might be important. When you have the board a double anthem is likely going to win the game. And then being able to mix-and-match as needed is just so crazy. I feel like the card shouldn't allow the same mode to be selected 2x.
You might not be thinking that when this gives aggro druid hand refilling and board buffing...Unless it gets more to help it, it will not be cancer, but this is a scary start....
Meh, 4 mana is a lot to pay. If you think it will be scary in aggro dudu, then which cards should be replaced in your opinion? Which minions don't feel quite right in that deck?
I'm not saying, that the deck is perfectly refined, but I don't think that druid needs more buff board spells. And I'm not even drunk - because if I were an aggro dudu player, then I would add more cheap and sticky minions, which would have some sort of synergy with the board - either buffing it or getting buffed by it. And another board buff spell is not really necessary imho, mainly because it's somewhat expensive (for the standard of aggressive decks). Look, if you have a board, then you cast a medium, permanent Savage Roar. If you don't have enough minions however, then spending the whole turn getting more fuel will allow your opponent to find a way to stabilize. Of course, everything depends on the state of the game, but despite that in an aggro deck I would primarily search for cheap and aggressive tools. Branching Paths is a flexible card, no doubt, but nowhere near being oppressive or scary. Aggro dudu in its peak (before the nerfs) was strong mainly because of its explosive starts - Innervate contributed a lot for it. The aggro player could cheat out big minions or a wide buffed board pretty early. This was what made aggro dudu exceptionally strong, not the buff spells on their own.
* I would cut the penguins, maybe the wolf too (but I would search for more appropriate substitutes). I would personally add more cards, which will get a hit from the board buff spells - like e.g. another Living Mana.
Mainly, you're paying 1 mana for flexibility. Is that worth it? Decks these days know what they want to do and rather take the card that fits into their deck without the extra mana cost. Aggro decks rather take Mark of the Lotus and Savage Roar. Decks that want card draw will take Nourish and Ultimate Infestation. The healing is clearly better than anything Druid has at the moment, but can a healing spell be meta-defining?
It's playable? I can maybe see it in a token deck, which at times may want attack or card draw, depending on board state. But Evolving Spores didn't see play, at all. The +1 attack option is weak, in my opinion. Druids have better card draw option. Is it really worth it for the healing? I was surprised it wasn't +1/+1, and because it's not, I don't think it will see play, personally. I could be wrong, don't play enough Druid to know how it plays, but when you look at the decks the Druid has, what card would you take out to put this in there? I don't see it, seems weaker.
druid already has about 7 cards that do all of these things better. would have been a crazy good card in like, rogue or hunter though :P
There is no druid card that increases your life total more efficiently than this. Only Earthen Scales can contest it, but it takes 2 cards and more mana to get there.
feral rage's 8 for 3 is close, can double as useful removal or face damage, and it has fandral synergy. earthen scales gives you armor while building a (probably quite strong) board. as the post right above noted, nourish and UI are way better for draw, roar/lotus/wild better for buffs. after feral rotates, maybe this will be good in some kind of big or mill druid, though, where you need as much staying power as possible.
Ummmmm not really it is a "choose twice" card not a "choose one" so Fandral wont affect it.
If cards like Wild Pyromancer and Unlicensed Apothecary have shown us anytthing, it is that consistency is not a strong suit of Blizzard. Do not base it totally on the wording. We will have to play the card out or see it being played out to know for sure.
First off, I like the design of this card and I think the cost is probably fair given the extra value that the flexibility gives you.
However, what I find so infuriating about this card is the implications for Ultimate Infestation. SO many people on forums suggested a good way to fix UI would be to reduce the cost but make it so you can only pick two of the 4 possible effects. It was a great idea, and literally the only argument against it was that it didn't fit with the 'choose one' class identity mechanic - which I could just about buy into as an excuse (just). But then literally in the very next expansion (which would have already been designed when they released KFT) they release this??!
WHY didn't they make UI a choose 2 for, say, 7 mana?!?!?
It's a fine card, well balanced, maybe too balanced to see play? Don't see where this fits into decks or in place of what. Token is the only option really, but 4 mana is pretty expensive and you're going to prefer Savage Roar and running both is overkill.
Love the design though. I imagine Druid is going to have a fairly weak expansion in response to what we've seen this year, but we'll see.
Not great for token decks, card draw is not great for the mana... the only real upside is the armour gain... 12 for 4 mana. Not that good of a card in my opinion. That is in part due to my dislike of token decks.
Balancing busted cards version 1.0.
I voted Playable. Seems solid, but not OP. The only worrying element is giving Druid even more card draw options.
druid already has about 7 cards that do all of these things better. would have been a crazy good card in like, rogue or hunter though :P
tldr past page 1 .... here's my 2 cents .... its flexible so being flexible comes with an extra cost so i think this will see play
New Druid Legendary incoming!: "Your Choose Twice cards and powers have all effects combined" !
Draw two cards: Arcane Intellect 3 mana
+2 attack: 1-3 mana depending on how you compare (Mark of the Lotus/Savage Roar)
+14 Armor: 4 mana (Greater Healing Potion)
Mainly, you're paying 1 mana for flexibility. Is that worth it? Decks these days know what they want to do and rather take the card that fits into their deck without the extra mana cost. Aggro decks rather take Mark of the Lotus and Savage Roar. Decks that want card draw will take Nourish and Ultimate Infestation. The healing is clearly better than anything Druid has at the moment, but can a healing spell be meta-defining?
It's playable? I can maybe see it in a token deck, which at times may want attack or card draw, depending on board state. But Evolving Spores didn't see play, at all. The +1 attack option is weak, in my opinion. Druids have better card draw option. Is it really worth it for the healing? I was surprised it wasn't +1/+1, and because it's not, I don't think it will see play, personally. I could be wrong, don't play enough Druid to know how it plays, but when you look at the decks the Druid has, what card would you take out to put this in there? I don't see it, seems weaker.
Surely the options should all be shifted 1 to the left? eat a mushroom for armor buff, find a weapon for attack buff, and explore for card draw?
4-mana +12 armor or 4-mana +2 cards seems legit for druid. Also options for aggro
without seeing the rest of the cards. this one will be in top 3 of the entire set for sure.
Draw one card = 2 mana
6 armor = 1 mana
+1 attack to minions 1 mana
This is called a balanced card, not a not enough card... Ui is just way OP do not compare to that. (does too much for its cost)
First off, I like the design of this card and I think the cost is probably fair given the extra value that the flexibility gives you.
However, what I find so infuriating about this card is the implications for Ultimate Infestation. SO many people on forums suggested a good way to fix UI would be to reduce the cost but make it so you can only pick two of the 4 possible effects. It was a great idea, and literally the only argument against it was that it didn't fit with the 'choose one' class identity mechanic - which I could just about buy into as an excuse (just). But then literally in the very next expansion (which would have already been designed when they released KFT) they release this??!
WHY didn't they make UI a choose 2 for, say, 7 mana?!?!?
It's a fine card, well balanced, maybe too balanced to see play? Don't see where this fits into decks or in place of what. Token is the only option really, but 4 mana is pretty expensive and you're going to prefer Savage Roar and running both is overkill.
Love the design though. I imagine Druid is going to have a fairly weak expansion in response to what we've seen this year, but we'll see.
Trash 4 mana spot belongs to the swipe.
It's very fair, which normally = unplayable
But draw or damage is hard to come by. It may replace savage roar or a flex spot in token.