Laugh at people who voted for meta defining. It has 5 durability, you don't break it any time soon. When you have 10 mana to do some gimmicky OTK with Malygos for example, opponent just has to ooze this weapon before you can pull it off.
The Medivh dream scenario is never going to happen. You have one copy of each card in your deck so its very unlikely you draw both. Everyone's thinking well Kazakus and Shadowreaper Anduin work together extremely well. They do, but you often have to wait until you get to the bottom of your deck before you have both. You wouldn't even be able to draw Medivh, play it and then play this card later, but with the priest combo you can play them in any order and you have to wait until the end of the game. You'd have to have both cards within the first 8 turns or earlier than that if you are planning on ramping. If you also have ramp in your hand you need to come to the Casino with me with that kind of luck and just forget about Hearthstone.
Yeah we get that. I said it was an obvious dream scenario. However there is one scenario that could EASILY happen and doesn't take a lot of effort. Just twig early in the game. Then medivh into just UI. Three cards, not even needed on the same turn. Just medive and UI. Not hard and still pretty solid.
I think this is okay, but very overrated. In standard, you can't Twig + Medivh on the same turn, and if this becomes strong in Big Druid, your opponent will simply save weapon removal and ruin your combo turn if you were just waiting to play Medivh on a different turn.
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Life before death. Strength before weakness. Journey before destination.
I think this is okay, but very overrated. In standard, you can't Twig + Medivh on the same turn, and if this becomes strong in Big Druid, your opponent will simply save weapon removal and ruin your combo turn if you were just waiting to play Medivh on a different turn.
You play this when you have 6 manas, usually in turn 4, if opponent don't destroy you can Innervate + Medivh and it is over, if destroy you get 3 manas ramp for 4 manas and is able to play UI in turn 5, it is over for the opponent same way.
This card only make a extreme, overtuned, unfair, broken OP deck even more consistent, like if druid can run x3 Nourish.
Druid will be the only class can challenge the GOD-TIER 0 priest.
I think this is okay, but very overrated. In standard, you can't Twig + Medivh on the same turn, and if this becomes strong in Big Druid, your opponent will simply save weapon removal and ruin your combo turn if you were just waiting to play Medivh on a different turn.
Not necessarily. Obviously it depends on when twig is played. It it's played ANY turn before turn 8 then your opponent has to decide on 8 (or 7 if they went second) if ramping you into Ultimate infestation two turns early is chance they want to take. You may not have medivh, and if you don't you still get an early UI by simply scaring them into thinking you do.
The problem being if you get twig any point after turn 7 (on turn 8 or later) then they can just remove it no muss no fuss. At most they ramp you one mana at this point and that isn't too bad since Innervate, Ultimate Infestation still happens often enough that at worst they are letting you save the now much weaker Innervate.
In any event I think it's card worth playing. Not entirely because of the combo, but because it requires removal at a very very specific time if the druid gets to play it early. And against big druid, forcing them to use mana on anything but removing your dudes is a good thing. If the weapon had 0 attack and didn't synergize well with the druid hero power I may not play it. But that 1 extra damage can mean a lot.
Consider all of the fairly statted weapon removal minions at different mana, and then consider if weapons become strong if this weapon will be any good.
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Life before death. Strength before weakness. Journey before destination.
Consider all of the fairly statted weapon removal minions at different mana, and then consider if weapons become strong if this weapon will be any good.
I have. I still think it's good. It can't be removed safely when you first play it and you can get a lot of 2 damage pings in with it. Opponents literally have to let it rock until a very specific turn where they HAVE to play weapon removal right then and there or risk you getting a huge and overwhelming board. It looses a lot of value though if you draw it late. That is my issue currently. Drawing it post turn 7 it becomes and easy call to just kill the weapon right then and there.
But Big Druid is one of the highest rated decks right now. Better win rates than the much reviled Razakus even. I think this card just makes that deck even better. It's risk vs. reward is so blatantly skewed towards the reward that it'll be worth playing.
Mind you, I don't think this is Meta Defining. Nowhere near, since Big Druid is already so good. Taking a tier one deck and making it...well...still a tier one deck isn't meta defining. I do think it's very good though.
I am interested in seeing how this meta shakes out actually. With so many of the weapons being unimpressive or just immune to removal (kingsbane) I wonder how much actual weapon removal we'll actually see.
Consider all of the fairly statted weapon removal minions at different mana, and then consider if weapons become strong if this weapon will be any good.
I have. I still think it's good. It can't be removed safely when you first play it and you can get a lot of 2 damage pings in with it. (...)
No opinion about the viability of the Twig, but do you really think you can get a lot of 2 damage pings in, when you played a 1/5 weapon for 4 mana the turn before? That is a lot of lost tempo on top of the twig by pressing hero power.
Big Druid may not be good in the KaC meta. New expansions have a tendency to spawn brand new decks and archetypes that no one saw coming. Then again, jade Druid has basically gone untouched since day 1.
If Big Druid is still strong, you have to ask yourself if this makes it stronger or simply wastes a card slot. Big Druid already can ramp quickly; the benefit of this is getting off a huge swingy turn - but Kun already can do that. Is this a 'win more' card? Does it do what Kun does, but better?
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Life before death. Strength before weakness. Journey before destination.
Consider all of the fairly statted weapon removal minions at different mana, and then consider if weapons become strong if this weapon will be any good.
I have. I still think it's good. It can't be removed safely when you first play it and you can get a lot of 2 damage pings in with it. (...)
No opinion about the viability of the Twig, but do you really think you can get a lot of 2 damage pings in, when you played a 1/5 weapon for 4 mana the turn before? That is a lot of lost tempo on top of the twig by pressing hero power.
Turn 4 is already and odd place for big druid. If you aren't swiping you don't have much to do outside of keeper. This is big druid remember, all you do is loose tempo until you explosively gain it.
Oh and just quick note, I said "a lot". That was hyperbole, I mean 2 or 3. In a perfect world not more than one actually but that is beside the point.
Big Druid may not be good in the KaC meta. New expansions have a tendency to spawn brand new decks and archetypes that no one saw coming. Then again, jade Druid has basically gone untouched since day 1.
If Big Druid is still strong, you have to ask yourself if this makes it stronger or simply wastes a card slot. Big Druid already can ramp quickly; the benefit of this is getting off a huge swingy turn - but Kun already can do that. Is this a 'win more' card? Does it do what Kun does, but better?
Twig + Mehdiv, twig + malygos, Full 20 mana swings instead of adding on a 7/7. There are some benefits for sure.
Big Druid may not be good in the KaC meta. New expansions have a tendency to spawn brand new decks and archetypes that no one saw coming. Then again, jade Druid has basically gone untouched since day 1.
If Big Druid is still strong, you have to ask yourself if this makes it stronger or simply wastes a card slot. Big Druid already can ramp quickly; the benefit of this is getting off a huge swingy turn - but Kun already can do that. Is this a 'win more' card? Does it do what Kun does, but better?
I'll admit it may not be good in the KaC meta. I am basing my opinion off data I have, not data I don't have. If it's not good in the KaC meta then it's moot point. If the archetype isn't good at the moment, it's hardly the cards fault.
If Big Druid is strong then adding another Kun type of effect is fucking good. In reality it does somethings Kun but does it better in some situations, worse in others. There a very different cards and shouldn't even be compared honestly. Early game Kun draw suck. Early game Twig Draw is good. Also...you can combo this with Kun too.
Kun limits you by forcing you to play him at a large portion of your mana gain, Twig does not. Twig can be removed by oozes, Kun cannot. They really just aren't comparable cards and only pseudo similar effects.
Laugh at people who voted for meta defining. It has 5 durability, you don't break it any time soon. When you have 10 mana to do some gimmicky OTK with Malygos for example, opponent just has to ooze this weapon before you can pull it off.
Will never see play in a weapon destroyer meta.
I think this is okay, but very overrated. In standard, you can't Twig + Medivh on the same turn, and if this becomes strong in Big Druid, your opponent will simply save weapon removal and ruin your combo turn if you were just waiting to play Medivh on a different turn.
Kaladin's RoS Set Review
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Consider all of the fairly statted weapon removal minions at different mana, and then consider if weapons become strong if this weapon will be any good.
Kaladin's RoS Set Review
Join me at Out of Cards!
Two things to consider:
Kaladin's RoS Set Review
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So in conclusion... It's bad!
I have yet to see this on ladder
This + Medivh + Ultimate Infestation anyone?
So let's see. Priests heal (Shadowform), Warriors use armor against fatigue (Dead Man's Hand), Mages boost spells (Doomed Apprentice), Shamans are slow (Murloc Tidecaller), Rogues aren't scared (Sprint), Paladins use Silver Hand Recruits (Silver Hand Murloc), Hunters are balanced (King Krush), Warlocks sacrifice their health (Sacrificial Pact), and Druids use nature (Automized Bear Cub).
Got this in a pack, havent dusted it but haven't found it useful
I use it in ramp. Every once in a while, I hit the dream:
Twig->Medivh->Kun->Ultimate Infestation
Board goes from empty to a 5/5, 7/7, 7/7, and a random 10 drop. It's fun when it works. I'll miss Medivh in the rotation.
I voted bad, and I think I had it right. It just doesn't have a place in the meta and is nowhere near reliable.
Fuck cubelock
Anyone tried it in Wild with Finley or Blingtron?