This card looks actually really lovely for my wild Beast Druid.
Playing the deck, I learned that doing efficient trades and boosting my beast minion's health so that they can survive potential board clears my opponent class could have is what make me win most of the time.
Basically what I see here is playing it much like I already do with Mark of Y'Shaarj : I play a stealth beast, and then the turn after I boost it so that it do efficient trade that keep me on the track and doing the pressur.
On the other hand, it could be bad for the consistency of the hand, and there is time you definitly don't want to draw it when it could have been a powerfull beast instead..
Seems to me like the armor gain is not really relevant, and it's deceving people making them look at the card with a Taunt Druid filter.
i honestly think this card may be heavily underrated. sure, in the late game it becomes a worse Earthen Scales, but in the early game it can be incredibly strong to give certain minions 3 extra health. this may be one of the strongest tools for druid to gain tempo and early boardcontrol and could make new midrange archtypes possible.
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"Knowledge, or verbal facility, is no proof that you know what you're talking about." -Terence Mckenna
If a minion costs 1 mana more, then it usually has at best 2 more stats. 2 mana 2/3, 3 mana 3/4, 4 mana 3/6, etc. This card adds 3 stats for 1 more mana, and the effect can have charge, and it adds some armor. Just imagine playing this on your Fandral or Auctioneer, or this into the spellstone for a massive tempo swing.
The downside is that it costs a card, which would probably be a big deal in most other classes, but certainly not in Druid. On the contrary, Druid is often looking for cheap cards that it can toss away to make room in their hand for Ultimate Infestation.