What I find interesting is this weapon interacting with stuff like Feral Rage and Savagery. Savagery's main problem is being unable to unreliably buff your attack to make it useful. Throw in a weapon with the deathknight attack, and suddenly it becomes a lot better.
I don't think you justify running Savagery because it'll gain +1 attack from a single card in your deck.
Savagery actually synergizes decently well with Malfurion the Pestilent's Plague Lord. Thing is, I'm not sure how good 1 mana 3/4 damage to a minion really is, especially since you also need to spend 2 mana for the hero power (or another card).
Savagery synergizes with quite a lot of recent Druid cards, for sure. This is not one of them.
Well, I was looking into a certain traibe... but Blackwater Pirate can't tempo this thing out faster, so I'm not sure there's synergy there... however...
Almost completely sure the weapon will refresh your mana crystals. Similar to the effect of nourish and Kun rather than wild growth. Basically a staple in something like Big Druid but useless in agro druid decks. Could work in a greedy version of Jade Druid but only if the meta is slow enough which it almost never is.
This is obviously a buff to quest mage. Cabal courrier into tought steal into stealing this. Hit a few times and then play your apprentice hit antonidas and gg. Can also be done in wild with the mech that gives you a random weapon.
This is really interesting. As everyone had said, it opens the door to some crazy late-game turns. It's also possible for it to get hot by an ooze at 1 or 2 durability around turn 9 or 8. That would give the druid Mana crystals on their opponent's turn and only be one or two. In that worst-case scenario you're paying 4 Mana for a 1/5 weapon and a delayed Wild Growth.
Not as meta-defining at second look, point being is that the opponent can remove your weapon should you decide to equip it on turn 7 hoping for a huge swing at turn 8 with medivh. Well I could be wrong but we will have to see how the mechanic works out when your opponent destroy the weapon at their turn. My guess is that you just gain 10 empty crystal, leaving you with 10 mana crystal next turn.
It's good and definitely playable, but I don't think it's meta-defining and some of the OP combos as mentioned earlier with medivh + UI might not work out as expected.
Hm. But then they (probably) have no weapon hate left for Medivh - so that seems good anyway?
I believe most deck if possible will run at least one copy of Harrison Jones and a copy of Acidic Swamp Ooze (non-highlander deck might run 2), given the fact that this expansion shaped out to be a weapon expansion.
However I do hope that they tweak Ooze wording, maybe to mention something like cannot destroy legendary weapon, which only leave Harrison Jones with the ability to destroy any weapon.
Terrible. Druid is the class that needs mana the least with all the ramp. Then you have to lose 4 mana to play a 1 mana-at-best weapon. You don't get anything back till at least turn 9. Kun is just so much better u get the same mana crystals and a much better 7/7 body vs a worthless 1/5 weapon. If druid were a weapon class this would be good since you can destroy this with another weapon. Playing this then playing Mideve the turn after would be good but two legendaries in a specific order is not very reliable at all.
Noobs that think this weapon is playable sees the shiny reward where you get to play like kun + 10 mana + UI fail to see how hard it is to activate this weapon outside of mideve.
It's strong if you can pull it off. You spend the last durability at 8 mana and you get 18 mana to spend on that turn. Especially if you ramp up to the weapon itself / use coin for it, it becomes really strong. Another thing to note is that Druid gets to have 2 attack with hero power which makes the weapon itself quite a bit better.
Being able to play Medivh -> Ultimate Infestation after this just wins you the game outright, also.
That's true. The downside is that if it dies on your opponent's turn you get very little. It's also a very to weak weapon for the Mana cost.
If this sees enough play, this could devalue all of the legendary weapons by forcing now people to tech in oozes and other weapon removal. I'm not sure that it's worth a deck slot to get rid of the new mage draw engine or the potential of a miracle-dragon-priest turn. I know it's not worth it to counter the Shaman spear of random effects. It very well may be worth it to avoid turns that go like Medihv -- Kun -- UI. That summonss two 7/7 minions, a 5/5, and whatever random 10 drop Atiesh gives you. It also fills your hand and gives you five armor. That's pretty game-breaking.
What should be noted is that taunt, especially with high attack like lich king is a soft counter against this card, if druid cannot remove or slilence it (in time).
This card isn't about ramping to 10, this card is about having an extra 10 mana crystals that you can use as you want. Once you get this card to have 1 durability, next turn you can go Malygos, hit with the weapon to have 10 mana, faceless your malygos and then go swipe double moonfire for 36 damage to the player and 12 to the enemy board in a single turn. You can't do that with Kun.
Also a class that has UI can never have too much ramp, let's not forget that in the expansion after this one, mire keepers and jade blossoms are rotating out. Also playing this forces your opponent to either remove it when you'd have 8 mana (effectively making this card a 4 mana nourish that also allows you to smack things) or risk that you can go medivh into Kun if you run him into UI for a massive power play.
I think there's a good chance that this card won't be game breaking as a 4 mana legendary gain 2 mana crystals should be manageable, but if your opponent doesn't hit the weapon removal, this card can be game winning. And let's not forget the fact that until people learn to play around this card there will probably be a lot of people who either ramp the druid to 10 on their turn 4, or they either get OTK'd by leaving it up.
This card isn't about ramping to 10, this card is about having an extra 10 mana crystals that you can use as you want. Once you get this card to have 1 durability, next turn you can go Malygos, hit with the weapon to have 10 mana, faceless your malygos and then go swipe double moonfire for 36 damage to the player and 12 to the enemy board in a single turn. You can't do that with Kun.
Also a class that has UI can never have too much ramp, let's not forget that in the expansion after this one, mire keepers and jade blossoms are rotating out. Also playing this forces your opponent to either remove it when you'd have 8 mana (effectively making this card a 4 mana nourish that also allows you to smack things) or risk that you can go medivh into Kun if you run him into UI for a massive power play.
I think there's a good chance that this card won't be game breaking as a 4 mana legendary gain 2 mana crystals should be manageable, but if your opponent doesn't hit the weapon removal, this card can be game winning. And let's not forget the fact that until people learn to play around this card there will probably be a lot of people who either ramp the druid to 10 on their turn 4, or they either get OTK'd by leaving it up.
Remember, playing a 4 mana 1-5 weapon can be game LOSING too, as the impact of is low, and the ramp is very slow. You could easily get overrun by aggro and midrange decks before turn 8. If you play Nourish afterwards, you speed up a little bit, but you get 2 very weak turns in a row, and probably autolose to Harrison Jones.
Looking at this, I'm thinking Hadronox might actually be playable. This can be used with Moat Lurker on the same turn, and if you summon The Lich King, Ironbark Protector, or some other fat taunts, and the second Hadronox will summon two of each. Then, with your remaining four mana, use a Strongshell Scavenger for a fabulous board and potential for a second one.
I realize this is a far-fetched dream, but there's a chance this massive board will simply overwhelm any deck (bar the one stated above). Druid is getting some armor gain, so hopefully it will allow a deck with this goal to prosper.
(But, still not better than Jade Druid.)
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WHY DID I DUSTED MY MEDIVH? WHYYY?
Well, I was looking into a certain traibe... but Blackwater Pirate can't tempo this thing out faster, so I'm not sure there's synergy there... however...
Naga Corsair, Captain Greenskin, andSpiteful Smith can help buff up Twig of the World Tree into maybe being a branch, which would have synergy with Bloodsail Raider, Southsea Deckhand, and Phantom Freebooter perhaps.
Not sure if something reliable can be built from that mass o' cards, but it does provide a different way of looking at the weapon.
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Almost completely sure the weapon will refresh your mana crystals. Similar to the effect of nourish and Kun rather than wild growth. Basically a staple in something like Big Druid but useless in agro druid decks. Could work in a greedy version of Jade Druid but only if the meta is slow enough which it almost never is.
Eat grass, Smoke A$$
Welcome back to druidstone guys...... Just look at that shaman weapon compared to this..
T2 Wild growth
T3 This
T4 Blingtron into UI into Legendary shaman weapon into second UI... oh jesus
This is obviously a buff to quest mage. Cabal courrier into tought steal into stealing this. Hit a few times and then play your apprentice hit antonidas and gg. Can also be done in wild with the mech that gives you a random weapon.
"Mana crystals" are full ones.
This is really interesting. As everyone had said, it opens the door to some crazy late-game turns. It's also possible for it to get hot by an ooze at 1 or 2 durability around turn 9 or 8. That would give the druid Mana crystals on their opponent's turn and only be one or two. In that worst-case scenario you're paying 4 Mana for a 1/5 weapon and a delayed Wild Growth.
Medivh will roll out of standart next year
RNGesus#2678 , 20x+ legend EU, control warrior ftw
I suppose it is a refresh mechanic, I think it's pretty powerful.
My magic will tear you apart!
Why is there no mention that it is a Druid card in the title? You are confusing people.
Terrible. Druid is the class that needs mana the least with all the ramp. Then you have to lose 4 mana to play a 1 mana-at-best weapon. You don't get anything back till at least turn 9. Kun is just so much better u get the same mana crystals and a much better 7/7 body vs a worthless 1/5 weapon. If druid were a weapon class this would be good since you can destroy this with another weapon. Playing this then playing Mideve the turn after would be good but two legendaries in a specific order is not very reliable at all.
Noobs that think this weapon is playable sees the shiny reward where you get to play like kun + 10 mana + UI fail to see how hard it is to activate this weapon outside of mideve.
Carpe Diem - Seize the day
What should be noted is that taunt, especially with high attack like lich king is a soft counter against this card, if druid cannot remove or slilence it (in time).
This card isn't about ramping to 10, this card is about having an extra 10 mana crystals that you can use as you want. Once you get this card to have 1 durability, next turn you can go Malygos, hit with the weapon to have 10 mana, faceless your malygos and then go swipe double moonfire for 36 damage to the player and 12 to the enemy board in a single turn. You can't do that with Kun.
Also a class that has UI can never have too much ramp, let's not forget that in the expansion after this one, mire keepers and jade blossoms are rotating out. Also playing this forces your opponent to either remove it when you'd have 8 mana (effectively making this card a 4 mana nourish that also allows you to smack things) or risk that you can go medivh into Kun if you run him into UI for a massive power play.
I think there's a good chance that this card won't be game breaking as a 4 mana legendary gain 2 mana crystals should be manageable, but if your opponent doesn't hit the weapon removal, this card can be game winning. And let's not forget the fact that until people learn to play around this card there will probably be a lot of people who either ramp the druid to 10 on their turn 4, or they either get OTK'd by leaving it up.
This is a great combo card, if you can keep it around.
Imagine Turn 9 Malygos - Deathrattle Twig + Swipe X 2 & Moonfire X 2. 30 Damage. Takes good timing but I can see it being used for combo decks.
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Looking at this, I'm thinking Hadronox might actually be playable. This can be used with Moat Lurker on the same turn, and if you summon The Lich King, Ironbark Protector, or some other fat taunts, and the second Hadronox will summon two of each. Then, with your remaining four mana, use a Strongshell Scavenger for a fabulous board and potential for a second one.
Then your opponent plays Shadowreaper Anduin alongside a Silence.
I realize this is a far-fetched dream, but there's a chance this massive board will simply overwhelm any deck (bar the one stated above). Druid is getting some armor gain, so hopefully it will allow a deck with this goal to prosper.
(But, still not better than Jade Druid.)