I think we're evaluating this card wrong. We shouldn't look at it in the context of current decks (does it fit into token druid? not really...does it fit into mill druid? eh...coldight oracle is rotating out), but evaluate it in terms of 'if this card was relevant, what would that look like? what other cards would need to exist first?'
maybe there will be cards that care about your opponent's hand size. maybe druid will get cards that benefit from high health minions. who knows.
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Life before death. Strength before weakness. Journey before destination.
Druid has to have a legendary supporting this Hand-Druid mechanic or it's obviously dead in the water. It's a pretty viable idea, filling your hand, and it's an interesting mechanical idea in my opinion (as a Druid main) but man it still needs that extra support.
I don't like people comparing this to howling mine...the benefit of howling mine is much greater than this card. Drawing at end of turn is terrible compared to start of turn when it's symmetrical. It is almost ALWAYS an advantage for your opponent. ESPECIALLY in HS when you can't do anything on your opponents turn...
This argument is bad. Howling Mine gives the opponent a card first, this doesn't. The fact that you always get a draw makes it less risky than Howling Mine.
I don't like people comparing this to howling mine...the benefit of howling mine is much greater than this card. Drawing at end of turn is terrible compared to start of turn when it's symmetrical. It is almost ALWAYS an advantage for your opponent. ESPECIALLY in HS when you can't do anything on your opponents turn...
This argument is bad. Howling Mine gives the opponent a card first, this doesn't. The fact that you always get a draw makes it less risky than Howling Mine.
Actually, Forest Guide gives your opponent a card first. You get a card as well, but your opponent can use his before you yours.
As to howling mine, MTG has much more complex synergies than hearthstone and I am so long away from MTG that I have no clue about the game. But I agree that a howling mine in hearthstone would be even worse than forest guide.
If hand druid is a thing it might see a little play, but then playing that against aggro seems like suicide and control will just take the cards and laugh at the 1 damage. There needs to be a huge hand cards coming for druids to even be worth consideration.
If you buff it and it lives for more than 2 ticks of card draw, it's pretty annoying, because eventually it forces the opponent to play a game they may not want to be playing, where they either mill cards or play suboptimally. Which is a sharp contrast to a card like Coldlight Oracle, which is only annoying for a single turn, dies easily, and requires a little setup to mill cards.
I think we're evaluating this card wrong. We shouldn't look at it in the context of current decks (does it fit into token druid? not really...does it fit into mill druid? eh...coldight oracle is rotating out), but evaluate it in terms of 'if this card was relevant, what would that look like? what other cards would need to exist first?'
maybe there will be cards that care about your opponent's hand size. maybe druid will get cards that benefit from high health minions. who knows.
Kaladin's RoS Set Review
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Maybe the payoff for hand druid is good.
Right now, hand druid does not look good.
Druid has to have a legendary supporting this Hand-Druid mechanic or it's obviously dead in the water. It's a pretty viable idea, filling your hand, and it's an interesting mechanical idea in my opinion (as a Druid main) but man it still needs that extra support.
Unplayable.
Even with cool effect, stats are killing this card.
If hand druid is a thing it might see a little play, but then playing that against aggro seems like suicide and control will just take the cards and laugh at the 1 damage. There needs to be a huge hand cards coming for druids to even be worth consideration.
1/6 for 4 mana... decent effect but the body is not competitive. why I play this instead of ironbark golem ?
What kind of direction take druid in this expansion?
Play this on turn 3 then buff it with one of Druid's many buffs (Power of the Wild, Mark of the Wild, Mark of Nature, Evolving Spores, Branching Paths) and this is kind of a pain in the ass to deal with.
If you buff it and it lives for more than 2 ticks of card draw, it's pretty annoying, because eventually it forces the opponent to play a game they may not want to be playing, where they either mill cards or play suboptimally. Which is a sharp contrast to a card like Coldlight Oracle, which is only annoying for a single turn, dies easily, and requires a little setup to mill cards.
Kaladin's RoS Set Review
Join me at Out of Cards!
Uhm....I know blizzard needs to print some bad cards, but this is too much.
different version of Jeeves