I wouldn't be surprised if this card turned to be common to see around. It's a 7/7 do nothing the turn you play it yeah, but the problem with druid is the ramp, so they can drop it early and if you aren't an aggro player you need to kill it ASAP or it can really get out of hand, and that means that you need to use hard removal that could be needed for bigger threats later or trade with it giving breathing room to druids to reach late game where they can be really powerful. Even if it doesn't make the cut for constructed it can be a nightmare in arena where it's harder to remove those kind of threats. Also it's really op for it's rarity. I would expect a rare card to have that effect instead of a common but that's not so relevant.
I wouldn't be surprised if this card turned to be common to see around. It's a 7/7 do nothing the turn you play it yeah, but the problem with druid is the ramp, so they can drop it early and if you aren't an aggro player you need to kill it ASAP or it can really get out of hand, and that means that you need to use hard removal that could be needed for bigger threats later or trade with it giving breathing room to druids to reach late game where they can be really powerful. Even if it doesn't make the cut for constructed it can be a nightmare in arena where it's harder to remove those kind of threats. Also it's really op for it's rarity. I would expect a rare card to have that effect instead of a common but that's not so relevant.
Without seeing new cards (which are obviously going in a different direction than our current druid stuff), I guess this could see play as a 1-of in Druid because it usually doesn't do anything proactive on 7 except play Malfurion. There's always that weird floating tech spot that is sometimes Alex, MCT, Faceless, etc.
Remember overkill doesn't trigger on the opponent's turn, so effectively it is a 7 mana 7/7 "taunt". It's not like if the opponent trades in 3 small minions it'll spawn 3 5/5's. And if the opponent can't do 7 damage on their turn, they likely lost anyway. It will never spawn more than one 5/5 (or else the game was already over).
It'll never see play in constructed. It's good in arena, but it's more War Golem than the new Firelands Portal. I think people are forgetting how overkill works.
Consider: if this had been 7/7 for 7, Deathrattle: Summon a 5/5, we'd understand this as a solid value card, maybe or maybe not a good card in a Constructed deck. A really strong Arena card. If this was 7/7 for 7, Deathrattle: Summon two 5/5 minions, we would call that absurdly good. So it's a question of how well folks will, in practice, be able to trigger Overkill. I think we won't know until it hits the table.
If this triggers once, that's great. Triggers twice and you'll probably win the game. That'd be 17/17 worth of stats for 7 mana.
Seems playable to me. If you play this early with ramp, and your opponent has no immediate answer for it, you basically shut your opponent down from playing anything with less than 7 Health. Also, this can be cheated out with Oondasta.
The Druid 7-mana slot is quite bare anyway, with the Druid Death Knight being the only card occupying that slot, so I think this could see play.
It's this kind of attitude during card reveal season that bothers me beyond belief. You have no idea what synergies will show up either in this set or over the next three sets. King Krush was always relegated to the "never see play in constructed" category until the right setup arrived. Or Purify, which at least looked terrible for its cost until silence priest became big in early Un'Goro. This card is far from unplayable, especially in a class like druid with loads of ramp. If you want to say that you don't think it's good enough for constructive, then okay. But the statement of "never see play" has been squashed way too many times in the past for it to mean anything outside of a card like Amal'gam Rager.
Good card, just wondering that when the Direhorn summons a Runt they will have almost similar stats near 5/5. The opponent might hit the Runt first getting confused by the card Art,, bt hey,, a Camouflage is offered Free! xD
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It seems okay.
Needs more to be playable in standard.
Heck yeah Beast Druid is back baby.
5/1 Magma Ragers
I will try this in Quest Druid with Cursed Disciple.
I wouldn't be surprised if this card turned to be common to see around. It's a 7/7 do nothing the turn you play it yeah, but the problem with druid is the ramp, so they can drop it early and if you aren't an aggro player you need to kill it ASAP or it can really get out of hand, and that means that you need to use hard removal that could be needed for bigger threats later or trade with it giving breathing room to druids to reach late game where they can be really powerful. Even if it doesn't make the cut for constructed it can be a nightmare in arena where it's harder to remove those kind of threats. Also it's really op for it's rarity. I would expect a rare card to have that effect instead of a common but that's not so relevant.
Without seeing new cards (which are obviously going in a different direction than our current druid stuff), I guess this could see play as a 1-of in Druid because it usually doesn't do anything proactive on 7 except play Malfurion. There's always that weird floating tech spot that is sometimes Alex, MCT, Faceless, etc.
Pretty good Overkill effect, Arena players will most likely benefit from it.
arena staple for druid. Can easily get out of control.
Maybe standard viable after the current arches key cards cycle out, rn that aint happening.
Seems like it can be very snowbally. Will probably make Kripp rage a lot on arena.
All in all, a nice common card showcasing the new mechanic from the set.
This card seems ok, after wild growth and coin nourish and play this seems good.
Remember overkill doesn't trigger on the opponent's turn, so effectively it is a 7 mana 7/7 "taunt". It's not like if the opponent trades in 3 small minions it'll spawn 3 5/5's. And if the opponent can't do 7 damage on their turn, they likely lost anyway. It will never spawn more than one 5/5 (or else the game was already over).
It'll never see play in constructed. It's good in arena, but it's more War Golem than the new Firelands Portal. I think people are forgetting how overkill works.
This is War Golem, unless it's Gruul.
Consider: if this had been 7/7 for 7, Deathrattle: Summon a 5/5, we'd understand this as a solid value card, maybe or maybe not a good card in a Constructed deck. A really strong Arena card. If this was 7/7 for 7, Deathrattle: Summon two 5/5 minions, we would call that absurdly good. So it's a question of how well folks will, in practice, be able to trigger Overkill. I think we won't know until it hits the table.
If this triggers once, that's great. Triggers twice and you'll probably win the game. That'd be 17/17 worth of stats for 7 mana.
Seems playable to me. If you play this early with ramp, and your opponent has no immediate answer for it, you basically shut your opponent down from playing anything with less than 7 Health. Also, this can be cheated out with Oondasta.
The Druid 7-mana slot is quite bare anyway, with the Druid Death Knight being the only card occupying that slot, so I think this could see play.
We just have way too many single target removal cards in the current meta and in general for this to be good.
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#JeSuisFieryWarAxe!
It's this kind of attitude during card reveal season that bothers me beyond belief. You have no idea what synergies will show up either in this set or over the next three sets. King Krush was always relegated to the "never see play in constructed" category until the right setup arrived. Or Purify, which at least looked terrible for its cost until silence priest became big in early Un'Goro. This card is far from unplayable, especially in a class like druid with loads of ramp. If you want to say that you don't think it's good enough for constructive, then okay. But the statement of "never see play" has been squashed way too many times in the past for it to mean anything outside of a card like Amal'gam Rager.
Good card, just wondering that when the Direhorn summons a Runt they will have almost similar stats near 5/5. The opponent might hit the Runt first getting confused by the card Art,, bt hey,, a Camouflage is offered Free! xD
Help me with my HS Custom Card Pack Expansion Knights of the Tainted Seas. Because you are Awesome.
~Long John Silver~