similar text to Astral Communion so the mana bit will function like that did it'll either be good for 20 mana in a turn late game, or a way to ramp up like astral did without the hand discard penalty if they introduce ways to remove our own weapons.
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
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Just fill your deck with one drops, that is creative deck design, right?
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
The issue isn't the combo, it's how easy it is to break the weapon ruining the combo. OTK combos shouldn't guaranteed to be thwarted by one card in the opponent's deck. That's a real vulnerable deck.
Basically, the logic is this: If this card is really good and Druid decks are built around it (likely an OTK deck), then people will run Oozes and Harrison to counter it. Since it is so easily countered by oozes, there's no way the meta will settle out with this card in a tier 1 deck. It might exist in a tier 3-ish deck if all these weapons don't pan out and Oozes are rare in the meta, but if it is tier-3, it sure isn't meta-defining.
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
The issue isn't the combo, it's how easy it is to break the weapon ruining the combo. OTK combos shouldn't guaranteed to be thwarted by one card in the opponent's deck. That's a real vulnerable deck.
Basically, the logic is this: If this card is really good and Druid decks are built around it (likely an OTK deck), then people will run Oozes and Harrison to counter it. Since it is so easily countered by oozes, there's no way the meta will settle out with this card in a tier 1 deck. It might exist in a tier 3-ish deck if all these weapons don't pan out and Oozes are rare in the meta, but if it is tier-3, it sure isn't meta-defining.
It could exist in a low tier 1 or even tier two spot without the entire meta defaulting to weapon destruction. I think there will be a lot of weapon destruction however. Really it depends on how many decks we see at the top spots that are NOT countered by weapon removal. If you have 5 decks at tier 1 but only 1 actually runs weapons, you may not see a LOT of weapon removal.
I'm not gonna vote on this card for now, because it seems bad, BUT mana manipulating effects have the potential to be desastrous, and it is 10 FREAKING MANA!
......but it does seem to SUCK
There are more applications to break this card than can be mentioned even if your playing it out of curve the swing just using it is strong you get your hero power +1 damage from the weapon so thats a potential 2 damage. You can pop it with medivh into infestion and basically end the game. You can drop any big minion refresh and play another big minion. Pop into malgyos and go off same turn. Play big 30 mana turns you could nourish nourish pop drop kun the forgotten king drop Ysaarj, there are just alot of ridiculous applications for this card. The card is pretty broken powerful. Like not just like its a good application buts its a 1 turn clock application to clear a dangerous board that can come back the very next turn. Also you have the kobolds that return the weapon to your hand so you could do it alot more than once. Possibly as well if well thought out it will make big druid which is already tier 1 even more dangerous by a large amount.
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
The issue isn't the combo, it's how easy it is to break the weapon ruining the combo. OTK combos shouldn't guaranteed to be thwarted by one card in the opponent's deck. That's a real vulnerable deck.
Basically, the logic is this: If this card is really good and Druid decks are built around it (likely an OTK deck), then people will run Oozes and Harrison to counter it. Since it is so easily countered by oozes, there's no way the meta will settle out with this card in a tier 1 deck. It might exist in a tier 3-ish deck if all these weapons don't pan out and Oozes are rare in the meta, but if it is tier-3, it sure isn't meta-defining.
It could exist in a low tier 1 or even tier two spot without the entire meta defaulting to weapon destruction. I think there will be a lot of weapon destruction however. Really it depends on how many decks we see at the top spots that are NOT countered by weapon removal. If you have 5 decks at tier 1 but only 1 actually runs weapons, you may not see a LOT of weapon removal.
If this deck turns out to be tier 2 or better, you will see it often on ladder. And then people will tech against it. There are two issues. Firstly, twig and malygos is slooooow. You need 4 turns to break the weapon. And unlike malygos with Ariana +kun or Emperor Thaurissan this needs an interruptible preparation. Equip the weapon on turn 4, you lose tempo and might die. If not, people might brake the weapon before druids 9 mana. And there are no 1 mana weapons at present to combo with malygos to break the weapon earlier.
the more promising approach seems to be the 20 mana tempo swing since if that doesn’t work out, it doesn’t kill your win condition. But I am still not convinced this will be easy to pull off. 4 mana for a shitty statted weapon is an issue. In particular if you were ramping before, because you already lost tempo.
Card is 4 mana wild growth into it on turn 3 means that it will go off on turn 7 at latest in that situation unless your diliberately waiting.
Turn 3 you get it with 4 durability cause your going to attack with it. turn 5 you can turn it into 2 damage with hero power or play whatever else. turn 4 3 durability turn 5 2 durability ect. With wild growth Innervate or coin your talking going off as early as turn 6 or on average turn 7. Theres medivh into ultimate infestation its just really strong for big druid and might even see a slot opened for it Jade just to pop it after ultimate infestation and still have that 10 mana to play with. Its just a very combo heavy potential card to setup crazy things in alot of different ways. While i think the priest dragon is extremely strong as well. I think this card has more potential to be broken if played slightly ahead of curve.
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
The issue isn't the combo, it's how easy it is to break the weapon ruining the combo. OTK combos shouldn't guaranteed to be thwarted by one card in the opponent's deck. That's a real vulnerable deck.
Basically, the logic is this: If this card is really good and Druid decks are built around it (likely an OTK deck), then people will run Oozes and Harrison to counter it. Since it is so easily countered by oozes, there's no way the meta will settle out with this card in a tier 1 deck. It might exist in a tier 3-ish deck if all these weapons don't pan out and Oozes are rare in the meta, but if it is tier-3, it sure isn't meta-defining.
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
The issue isn't the combo, it's how easy it is to break the weapon ruining the combo. OTK combos shouldn't guaranteed to be thwarted by one card in the opponent's deck. That's a real vulnerable deck.
Basically, the logic is this: If this card is really good and Druid decks are built around it (likely an OTK deck), then people will run Oozes and Harrison to counter it. Since it is so easily countered by oozes, there's no way the meta will settle out with this card in a tier 1 deck. It might exist in a tier 3-ish deck if all these weapons don't pan out and Oozes are rare in the meta, but if it is tier-3, it sure isn't meta-defining.
If you destroy druids weapon on turn5 (say with harrison), you can easily get UI, and next turn Malygos+spellstone+Moonfire+trade with ghoul. So you will see Malygos on board but will not have proper answers on your t7. Yea, you can brake combo, but maly druid will have another winconditions, like Medivh, DK or even Yogg.
Basically I want to say, that this card may give Malygos-druid archetype chance to exist. Yes, it wouldn't be such "endgame king", like jade druid, but say against aggro it can be even more efficient, as it doesn't have to play weak jades early game and can place some more strong minions instead.
if there is a way to refresh crystals and get an extra turn, this could be great.
I only just started playing druid tonight as it's one of the classes I'd never bothered with before. It has a ton of cool tricks right now, I'm really hoping it gets stronger in K&C.
I only just started playing druid tonight as it's one of the classes I'd never bothered with before. It has a ton of cool tricks right now, I'm really hoping it gets stronger in K&C.
lol, plz no
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Always wanted to play 2 Ultimate Infestations in a turn.
similar text to Astral Communion so the mana bit will function like that did it'll either be good for 20 mana in a turn late game, or a way to ramp up like astral did without the hand discard penalty if they introduce ways to remove our own weapons.
Nourish also says gain two mana which ups your total mana pool, while giving you two more usable mana that turn. I think this card does the same thing
so you play this on turn 4 in a deck with a combo that costs 19 or 20 mana. then if your opponent removes it they just gave you 10 mana early and you win with that advantage. or if they don't you combo off a win. I am sure someone can find a combo with 20 mana in druid so I think this card is good.
Just fill your deck with one drops, that is creative deck design, right?
Card is 4 mana wild growth into it on turn 3 means that it will go off on turn 7 at latest in that situation unless your diliberately waiting.
Turn 3 you get it with 4 durability cause your going to attack with it. turn 5 you can turn it into 2 damage with hero power or play whatever else. turn 4 3 durability turn 5 2 durability ect. With wild growth Innervate or coin your talking going off as early as turn 6 or on average turn 7. Theres medivh into ultimate infestation its just really strong for big druid and might even see a slot opened for it Jade just to pop it after ultimate infestation and still have that 10 mana to play with. Its just a very combo heavy potential card to setup crazy things in alot of different ways. While i think the priest dragon is extremely strong as well. I think this card has more potential to be broken if played slightly ahead of curve.
Very very slow, and doesn't reward you quickly at all. Aggro wouldn't run this and Jades probably wouldn't either.
they'll never end druidstone.
Between this and the spellstone, they're begging us to bring back Malygos druid.
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Pirate Druid anyone?
It's like playing 10 coins or innervates
if there is a way to refresh crystals and get an extra turn, this could be great.
I only just started playing druid tonight as it's one of the classes I'd never bothered with before. It has a ton of cool tricks right now, I'm really hoping it gets stronger in K&C.