Having tried a bit of treant druid recently, I generally find that it's very hard to stick treants to the board in the early turns. So realistically this is usually going to be at best a 5-mana 4/4 with 'give a treant +3/+3'. Which is still decent, if not spectacular.
If I unpack any of these I'll give it a go, but I doubt I would craft one.
I think that this is a very good card that is being underrated because people have too-high expectations. Rather than go for some crazy Living Mana combo, playing Landscaping on 3, value-trading some 1/1 doods, and then coining this guy out for 14/14 in stats on turn 4 is a REALLY powerful play that could end some games. Just looking at this from a vanilla perspective, that is the equivalent to a Fungalmancer, with 4 additional stats, and a condition that you can easily fulfill with normal playing.
Also, you can play Spreading Plague and Soul of the Forest, and most decks will have to cut through your scarabs on the next turn, leaving a board of treants. You can attack with these minions for 2-damage each, and then upgrade them with +3/+3 for the next turn.
Finally, unlike Fungalmancer and Bonemare, this is a 4/4 for 5-mana, which is just bad tempo for the cost, as opposed to catastrophic tempo.
Every time I see an argument like "But token druid doesn't use treants, this card is garbage" I cringe sooo much. This is kind of the whole point of expansions. To bring new decks around, or kind of switch up archetypes a bit. Obviously Boomsday kinda failed in bringing new deck packages (outside of a couple mech paladins I guess, but even those fell apart pretty quickly), but you have to open your minds, just a little bit.
As people have said, it's not very hard to get good value out of this. If any treants manage to stick at all, you can snowball an early "kind of" lead into a "time to win" lead very quickly.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54
I really think we are so close to getting some hot, juicy treant action. Treants tend not to stick in the same way as guys tend not to stick in paladin games. Treants and guys both have synergy with their respective class, albeit a different statline.
Once your opponent knows you are playing a treant deck they will get destroyed as soon as they're played and there aren't enough cards IMHO to make it work once those treants die.
Yes I know but it's still a "tree being" so it depends how general you want to be. Because there is a lot of tree beings in the game so if they put the word "Treant" at the bottom of the card (much like Beast, Pirate etc) it would help with card interactions.
Wouldnt matter because they are transformed and then will be instantly put to sleep, so you wont be able to attack anyway.
Yeah i know this. But Force of Nature need's update, in this case still would be balanced. It could be in case of emergency potencially board clear. So with combos which i described, this card would be even better (standalone) but not game braking.