I think this will be a staple in a lot of Druid decks. Having options by itself is important, and to have 3 is really stellar. It's not a game-breaking card, but the utility is undeniable. Draw 2 cards when your hand is depleted, permanent buffs for that lethal push, armor gaining when you need to stall, and any combination of those to boot. This card really has got it going on. Blizzard is really throwing Druid a ton of bones lately. No complaints from this Druid main.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
I swear it feels like people always forget about how much value the flexibility of a card has. I feel like this card will see play simply because of how many different uses it can have.
Fandral Staghelm says your choose one things have both effect combined, we should see if blizz is going to change Fandral again
They better leave it as is, this card is already going to make aggro druid viable again, and getting 2 cards, 12 armor, and 2 permanent attack for all minions for 4 would be too much.
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
+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.)
Don't thing it's fair to compare to Savage Roar like it's strictly worse. One's a temp buff and one's a perm buff.
As with many choose effects, this card seems pretty under-costed for its flexibility. Its cost and effect is equivalent to Greater Healing Potion when you need to heal, it's just about double Power of the Wild when you want to buff your minions in aggro decks, and it's pretty reasonably priced for card draw relative to Nourish. Flexibility is king in a CCG, and this card should be more expensive to tax a player for the flexibility of having one card do so much. That's especially true in Druid considering the amount of ramp they have.
I would compare this to shield block but more flexible, the +1 mana is a significant drawback and no class synergy so...idk maybe if Druid is just 100% hard up for a heal spell that isn't a dead draw in the control mirror? The middle ability feels worthless overall but who knows, maybe I'm underestimating a situational Roar and that brings it all together. After all, you could synergize it with Spreading Plague in a pinch. Reminds me of MTG's charm spells in a good way.
It's better than healing as you can always stack armor, but you can't always stack healing. Further, this thing will allow you to buff the new Druid stone on the same turn you draw it all while allowing you to play the stone for a 6 damage removal. The flexibility in this card is amazing.
Versatility, and especially the option to draw, make this a pretty great card in an aggressive Druid deck. Tech slots there are pretty limited, though, so not sure how it works out in practice, but definitely worth trying.
Allows for massive versatility and survivability so you can safely drop that nasty UI on turn 10, catch up and reck the opponent. Pretty much Nourish on roids, if you ask me. Very good at the very least.
Okay, now that I realize that you can stack 2 of the same effects on top of each other, I'm realizing more potential for this card. In Aggro Druid decks it has to compete with Evolving Spores for power, but the permanent +2 attack for all of your minions isn't half bad. Of course, you could still get that same amount and higher from combos with Mark of the Lotus and Power of the Wild plus minions that are harder to kill, but you have to use more cards with that. Drawing a card and giving your minions +1 attack isn't bad either in that light, but somewhat worse imo. Jade and Ramp Druid can use the 12 armor/draw a card and get 6 armor very well for sustain, with a bit of extra help on the part of ramping. And hey, who wouldn't get good use out of drawing 2 cards for 4 mana even if it is a weaker version of Arcane Intellect in Druid? When it comes to giving your board +1 attack and gaining 6 armor, I'd just imagine a Ramp Druid doing it to either make their Spreading Plague wall stronger while having sustain or give their Jades some extra attack power while sustaining damage. And Aggro Druid would do something similar with that, only not on Jades or a Spreading Plague most likely.
How does the Armor gain on this work with Lesser Jasper Spellstone. If you choose Armor twice do you gain 6 twice or just 12 once. This is important as if it works in the former then it'll automatically max upgrade your spellstones
I think this will be a staple in a lot of Druid decks. Having options by itself is important, and to have 3 is really stellar. It's not a game-breaking card, but the utility is undeniable. Draw 2 cards when your hand is depleted, permanent buffs for that lethal push, armor gaining when you need to stall, and any combination of those to boot. This card really has got it going on. Blizzard is really throwing Druid a ton of bones lately. No complaints from this Druid main.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I swear it feels like people always forget about how much value the flexibility of a card has. I feel like this card will see play simply because of how many different uses it can have.
Very powerful card for Aggro druids.
As with many choose effects, this card seems pretty under-costed for its flexibility. Its cost and effect is equivalent to Greater Healing Potion when you need to heal, it's just about double Power of the Wild when you want to buff your minions in aggro decks, and it's pretty reasonably priced for card draw relative to Nourish. Flexibility is king in a CCG, and this card should be more expensive to tax a player for the flexibility of having one card do so much. That's especially true in Druid considering the amount of ramp they have.
Fendral indeed says "your choose one", but the choose twice mechanic is kind of choose one.... should be the best if you get all the effects once
This is great, they also need to remove the druid restriction on choose one no real reason for that mechanic to be class specific.....
MTG has the "command" cycle and it does allow for interesting and varied gameplay that's not RNG based
I would compare this to shield block but more flexible, the +1 mana is a significant drawback and no class synergy so...idk maybe if Druid is just 100% hard up for a heal spell that isn't a dead draw in the control mirror? The middle ability feels worthless overall but who knows, maybe I'm underestimating a situational Roar and that brings it all together. After all, you could synergize it with Spreading Plague in a pinch. Reminds me of MTG's charm spells in a good way.
Optimistic/10.
It's better than healing as you can always stack armor, but you can't always stack healing. Further, this thing will allow you to buff the new Druid stone on the same turn you draw it all while allowing you to play the stone for a 6 damage removal. The flexibility in this card is amazing.
Versatility, and especially the option to draw, make this a pretty great card in an aggressive Druid deck. Tech slots there are pretty limited, though, so not sure how it works out in practice, but definitely worth trying.
Allows for massive versatility and survivability so you can safely drop that nasty UI on turn 10, catch up and reck the opponent.
Pretty much Nourish on roids, if you ask me.
Very good at the very least.
I want to like it, but, I can't. Just doesn't do anything new or better than Druid already can.
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Okay, now that I realize that you can stack 2 of the same effects on top of each other, I'm realizing more potential for this card. In Aggro Druid decks it has to compete with Evolving Spores for power, but the permanent +2 attack for all of your minions isn't half bad. Of course, you could still get that same amount and higher from combos with Mark of the Lotus and Power of the Wild plus minions that are harder to kill, but you have to use more cards with that. Drawing a card and giving your minions +1 attack isn't bad either in that light, but somewhat worse imo. Jade and Ramp Druid can use the 12 armor/draw a card and get 6 armor very well for sustain, with a bit of extra help on the part of ramping. And hey, who wouldn't get good use out of drawing 2 cards for 4 mana even if it is a weaker version of Arcane Intellect in Druid? When it comes to giving your board +1 attack and gaining 6 armor, I'd just imagine a Ramp Druid doing it to either make their Spreading Plague wall stronger while having sustain or give their Jades some extra attack power while sustaining damage. And Aggro Druid would do something similar with that, only not on Jades or a Spreading Plague most likely.
How does the Armor gain on this work with Lesser Jasper Spellstone. If you choose Armor twice do you gain 6 twice or just 12 once. This is important as if it works in the former then it'll automatically max upgrade your spellstones
This is going to become a standard card in most druid decks.