I don't play Wild, that's why I didn't vote "Meta defining", but I think this will be a veeeeeery good card in Wild. Not sure about Standard tho, I think more like not :(.
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
The base stats are too good for this not to be a key addition. What other 2/3s have a comparable effect? Voting meta defining. This will never be a dead card, the consistency is what makes it good.
So the only real way to evaluate this card this card is to rate the effects of the spells you would be getting as a result.
Out of the 3 expansions we're keeping, only one of them gave us a choose one spell, Mark of the Loa. So that alone hurts the card. But, here we go. (my ratings are arbitrary based on personal experience and how often the card actually saw play, entirely possible this will change come rotation).
NOTE: Keep in mind I'm reviewing the effects as individual spells, assuming you've already cast the original with Stelladris in play, based on the effectiveness of the resulting 2 spells in your hand. The "overall" review is the review considering the interactions with Stelladris, and keeping in mind that despite requiring 2 cards, you are still netting 1 card advantage.
Mark of the Loa: 4 mana
1) Summon 2 3/2's; 2/5 - Worse than Saronite.
2) Give a minion +2/+4 and Taunt; 2/5 - Worse than Blessing of Kings.
Overall; 3/5: This is where it gets a little interesting, because for 6 mana we can play Keeper Stelladris and give him +2/+4 and taunt, which can be read as a 6 mana 4/7, battlecry add [those 2] spells to your hand, which is actually pretty good, and despite needing 2 cards, still generates 1 card's worth of advantage. However, 8 mana for 5 stats plus 11 stats with taunt is probably way to slow to be good value afterwards. solely because I think Mark of the Loa will still be too bad on its own to be worth running, but WITH Stelladris, actually not terrible.
Mark of Nature: 3 mana
1) Give a minion +3 attack; 1/5 - Worse than blessing of Might, 1/5, just not worth the mana.
2) Give a minion +4 health and Taunt; 1/5. 1 less mana than Mark of the Loa, 2 less stats,
Overall; 0/5: Even with Stelladris, this card is hyper garbo, and the net result of both spells is 6 mana for 7 stats /w taunt, which is absolutely awful.
Nourish: 6 mana (still makes me sad to type)
1) Gain 2 mana crystals; 0/5 - The first time around, this is pretty solid, but the second time around is completely useless, since you're already at minimum 6 mana when you cast it, and 8 afterward, 6 mana for 1 more mana crystal is garbage. 0/5
2) Draw 3 cards; 4/5, maybe 2/5 - for 6 mana, this isn't the best, but it's certainly not bad. Getting to do it twice though is a hell of a lot of overall card draw, if a bit slow. 4/5 objectively, 2/5 if druid doesn't get any cards worth drawing.
Overall; 3/5: So the first effect is 100% useless, because even in the unlikely event that you play Stelladris on 5 and he survives, you're netting 1 mana crystal for 6 mana, and playing them both on the same turn and choosing this effect is the same deal, so the only option ever is 8 mana total for a 2/3 that draws you nets you 3 cards of advantage, as well as a fourth card that essentially only permanently takes up a spot in your hand, which actually makes the second draw spell a bit worse. Hard to evaluate overall. The overall interaction just seems too slow for too little payoff, but you do get to draw a lot of cards, so who knows, maybe it will work out.
Power of the wild: 2 mana
1) Summon a 3/2; 3/5- Not bad at all, but past turn 4 gets worse, 3/5, never terrible, but never great either.
2) Give your minions +1/+1; 4/5 - Not much to say, we've all seen this effect get out of hand, 4/5, situational, but good effect.
Overall; 4/5: So for 4 mana you get either 10 stats total (which is really solid), or if you already have a board, significantly more stats than that, and you net some really solid value for the mana in the resulting spells. I think this card alone will make Stelladris worth running in a deck that already wants to run Power of the Wild, but I don't think it's quite good enough to warrant running both if you weren't already running one or the other.
Starfall: 5 mana
1) Deal 5 damage to a minion; 3/5 - Average effect, as a card it'd be a 2/5 but as the result of card generation, 3/5 seems good, it's usually never terrible, but for 5 mana it'll never be a huge swing effect. Solid enough though. 4/5 if it could target players though.
2) Deal 2 damage to all enemy minions; 4/5. Again, would only be 3/5 as a standalone card, but druids SERIOUSLY lack removal right now, and being able to deal 2 damage to the enemy's board, and generate another spell to do it again is actually pretty good, but I don't think it'll be quite enough to pull druid out of the hole.
Overall; 3/5: At 7 mana to get rolling, It's a little slow, but it's solid and flexible removal, which druid sorely lacks.
Wrath: 2 mana
1) Deal 3 damage to a minion; 5/5 - Fantastic, dark bomb in standard, premium early game removal, even on turn 5 with Stelladris it's not bad. Can't hit minions, which is almost enough to dock a point, and maybe I'm bias as a control player, but I'm still going 5/5.
2) Deal 1 damage to a minion, draw a card; 4/5 - Mortal Coil with the "having to kill" restriction, but 1 more mana, not that I need to defend the card, everyone knows it's solid.
Overall; 5/5: 8 mana total, 5 stats, 5-7 damage and draw 1-2 cards (overall netting 0-1card advantage, but never LOSING card advantage), spread out over as many or as few turns as you like with each effect at only 2 mana-a-pop, this card is some fantastic value with Stelladris.
6 cards total, Average rating - 3/5. So if druid gets some good cards (especially choose one cards) or if there's a deck that wants to run the existing GOOD choose one cards, I think Keeper Stelladris will be great, but if this expansions decides to shaft druid then I don't think Stelladris will be enough to make druid see any play.
I'd hold out to see what new "Chose One" cards we will be getting, but if you can get this card to stick this is some serious value generation, especially if we get an: ULTIMATE INFESTATION level "Chose One" card.
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Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
people talk about this and power of the wild but when you play power of the wild and your minions survive next turn you much rather play savage roar rather than another power of the wild. pretty bad card
people talk about this and power of the wild but when you play power of the wild and your minions survive next turn you much rather play savage roar rather than another power of the wild. pretty bad card
I don't follow. If you have Savage Roar and a guaranteed lethal with it, then of course you will play the latter spell instead of this PotW. However if you don't have SR, then another board buffing spell won't do any harm. It's an extra resource, which will put you in a favourable position. Against other aggro decks your minions will survive the trades and can contest other minions (you gain control over the board); against control or combo your minions can get out of AoE range.
In the past druids didn't complain about Mark of the Lotus. That spell costs 1 mana, BUT PotW can come with an extra trigger, if you combine it with Stalladris.
A cheap, neutral-statted, card that triples the value of your choose cards is an amazing tool. For example, imagine you have a decent board of treants on turn 6. You play him, then Power of the Wild, and immediately play the buff that he adds to your hand. Now, all your minions (including the Keeper) get +2/+2 and you have a spare 3/2 in your hand. Additionally, this produces a ton of midrange value with Druid of the Scythe, adding two minions to your hand.
My main concern with this card is in wild. Remember, Kun the Forgotten King [/card]will generate an additional mana copy and an armor copy in your hand. If you play [card]Aviana, which dies, you can play Floop, then Stalladris, then Kun, to produce a double refresh for your mana that turn. This just requires adding one card to the old Aviana combo and it can easily take the place of Twig of the World Tree.
Hopefully a solid Choose-one card comes along this set or the next. Without that it's a nice value card, but won't see wide play in standard. Wild however....
A cheap, neutral-statted, card that triples the value of your choose cards is an amazing tool. For example, imagine you have a decent board of treants on turn 6. You play him, then Power of the Wild, and immediately play the buff that he adds to your hand. Now, all your minions (including the Keeper) get +2/+2 and you have a spare 3/2 in your hand. Additionally, this produces a ton of midrange value with Druid of the Scythe, adding two minions to your hand.
My main concern with this card is in wild. Remember, Kun the Forgotten King [/card]will generate an additional mana copy and an armor copy in your hand. If you play [card]Aviana, which dies, you can play Floop, then Stalladris, then Kun, to produce a double refresh for your mana that turn. This just requires adding one card to the old Aviana combo and it can easily take the place of Twig of the World Tree.
Explains why Power of the Wild got new choose one art. I think its better than fandral from a value perspective as you get 3 effects for 1. Its a twinspell plus additional effect.
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It's more polite to say Conjoined Twinspell.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This is such a weird card. I don't hate it, I think it's probably pretty strong, I love the visual motif but it just seems so damn awkward to me.
I don't play Wild, that's why I didn't vote "Meta defining", but I think this will be a veeeeeery good card in Wild. Not sure about Standard tho, I think more like not :(.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Good stats, good effect, will see play in almost all standard decks.
Oh wow. All these crazy possibilities. I love it.
This is my favourite card so far, i really hope they will print spells with choose one that promotes token/aggro/mid druid
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The base stats are too good for this not to be a key addition. What other 2/3s have a comparable effect? Voting meta defining. This will never be a dead card, the consistency is what makes it good.
Do we finally get an expansion with low cost legendaries and no high cost bullshit ?
Do you get one card with both effects or two cards with one effect?
HS addicted
So the only real way to evaluate this card this card is to rate the effects of the spells you would be getting as a result.
Out of the 3 expansions we're keeping, only one of them gave us a choose one spell, Mark of the Loa. So that alone hurts the card. But, here we go. (my ratings are arbitrary based on personal experience and how often the card actually saw play, entirely possible this will change come rotation).
NOTE: Keep in mind I'm reviewing the effects as individual spells, assuming you've already cast the original with Stelladris in play, based on the effectiveness of the resulting 2 spells in your hand. The "overall" review is the review considering the interactions with Stelladris, and keeping in mind that despite requiring 2 cards, you are still netting 1 card advantage.
Mark of the Loa: 4 mana
1) Summon 2 3/2's; 2/5 - Worse than Saronite.
2) Give a minion +2/+4 and Taunt; 2/5 - Worse than Blessing of Kings.
Overall; 3/5: This is where it gets a little interesting, because for 6 mana we can play Keeper Stelladris and give him +2/+4 and taunt, which can be read as a 6 mana 4/7, battlecry add [those 2] spells to your hand, which is actually pretty good, and despite needing 2 cards, still generates 1 card's worth of advantage. However, 8 mana for 5 stats plus 11 stats with taunt is probably way to slow to be good value afterwards. solely because I think Mark of the Loa will still be too bad on its own to be worth running, but WITH Stelladris, actually not terrible.
Mark of Nature: 3 mana
1) Give a minion +3 attack; 1/5 - Worse than blessing of Might, 1/5, just not worth the mana.
2) Give a minion +4 health and Taunt; 1/5. 1 less mana than Mark of the Loa, 2 less stats,
Overall; 0/5: Even with Stelladris, this card is hyper garbo, and the net result of both spells is 6 mana for 7 stats /w taunt, which is absolutely awful.
Nourish: 6 mana (still makes me sad to type)
1) Gain 2 mana crystals; 0/5 - The first time around, this is pretty solid, but the second time around is completely useless, since you're already at minimum 6 mana when you cast it, and 8 afterward, 6 mana for 1 more mana crystal is garbage. 0/5
2) Draw 3 cards; 4/5, maybe 2/5 - for 6 mana, this isn't the best, but it's certainly not bad. Getting to do it twice though is a hell of a lot of overall card draw, if a bit slow. 4/5 objectively, 2/5 if druid doesn't get any cards worth drawing.
Overall; 3/5: So the first effect is 100% useless, because even in the unlikely event that you play Stelladris on 5 and he survives, you're netting 1 mana crystal for 6 mana, and playing them both on the same turn and choosing this effect is the same deal, so the only option ever is 8 mana total for a 2/3 that draws you nets you 3 cards of advantage, as well as a fourth card that essentially only permanently takes up a spot in your hand, which actually makes the second draw spell a bit worse. Hard to evaluate overall. The overall interaction just seems too slow for too little payoff, but you do get to draw a lot of cards, so who knows, maybe it will work out.
Power of the wild: 2 mana
1) Summon a 3/2; 3/5- Not bad at all, but past turn 4 gets worse, 3/5, never terrible, but never great either.
2) Give your minions +1/+1; 4/5 - Not much to say, we've all seen this effect get out of hand, 4/5, situational, but good effect.
Overall; 4/5: So for 4 mana you get either 10 stats total (which is really solid), or if you already have a board, significantly more stats than that, and you net some really solid value for the mana in the resulting spells. I think this card alone will make Stelladris worth running in a deck that already wants to run Power of the Wild, but I don't think it's quite good enough to warrant running both if you weren't already running one or the other.
Starfall: 5 mana
1) Deal 5 damage to a minion; 3/5 - Average effect, as a card it'd be a 2/5 but as the result of card generation, 3/5 seems good, it's usually never terrible, but for 5 mana it'll never be a huge swing effect. Solid enough though. 4/5 if it could target players though.
2) Deal 2 damage to all enemy minions; 4/5. Again, would only be 3/5 as a standalone card, but druids SERIOUSLY lack removal right now, and being able to deal 2 damage to the enemy's board, and generate another spell to do it again is actually pretty good, but I don't think it'll be quite enough to pull druid out of the hole.
Overall; 3/5: At 7 mana to get rolling, It's a little slow, but it's solid and flexible removal, which druid sorely lacks.
Wrath: 2 mana
1) Deal 3 damage to a minion; 5/5 - Fantastic, dark bomb in standard, premium early game removal, even on turn 5 with Stelladris it's not bad. Can't hit minions, which is almost enough to dock a point, and maybe I'm bias as a control player, but I'm still going 5/5.
2) Deal 1 damage to a minion, draw a card; 4/5 - Mortal Coil with the "having to kill" restriction, but 1 more mana, not that I need to defend the card, everyone knows it's solid.
Overall; 5/5: 8 mana total, 5 stats, 5-7 damage and draw 1-2 cards (overall netting 0-1card advantage, but never LOSING card advantage), spread out over as many or as few turns as you like with each effect at only 2 mana-a-pop, this card is some fantastic value with Stelladris.
6 cards total, Average rating - 3/5. So if druid gets some good cards (especially choose one cards) or if there's a deck that wants to run the existing GOOD choose one cards, I think Keeper Stelladris will be great, but if this expansions decides to shaft druid then I don't think Stelladris will be enough to make druid see any play.
Very good in Wild with Jade Idol
I'd hold out to see what new "Chose One" cards we will be getting, but if you can get this card to stick this is some serious value generation, especially if we get an: ULTIMATE INFESTATION level "Chose One" card.
Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
people talk about this and power of the wild but when you play power of the wild and your minions survive next turn you much rather play savage roar rather than another power of the wild. pretty bad card
I don't follow. If you have Savage Roar and a guaranteed lethal with it, then of course you will play the latter spell instead of this PotW. However if you don't have SR, then another board buffing spell won't do any harm. It's an extra resource, which will put you in a favourable position. Against other aggro decks your minions will survive the trades and can contest other minions (you gain control over the board); against control or combo your minions can get out of AoE range.
In the past druids didn't complain about Mark of the Lotus. That spell costs 1 mana, BUT PotW can come with an extra trigger, if you combine it with Stalladris.
so basically, whenever you cast a choose one spell, you get 2 extra cards in your hand. not bad at all.
Rejoice, for even in death, you have become children of Thanos.
A cheap, neutral-statted, card that triples the value of your choose cards is an amazing tool. For example, imagine you have a decent board of treants on turn 6. You play him, then Power of the Wild, and immediately play the buff that he adds to your hand. Now, all your minions (including the Keeper) get +2/+2 and you have a spare 3/2 in your hand. Additionally, this produces a ton of midrange value with Druid of the Scythe, adding two minions to your hand.
My main concern with this card is in wild. Remember, Kun the Forgotten King [/card]will generate an additional mana copy and an armor copy in your hand. If you play [card]Aviana, which dies, you can play Floop, then Stalladris, then Kun, to produce a double refresh for your mana that turn. This just requires adding one card to the old Aviana combo and it can easily take the place of Twig of the World Tree.
Hopefully a solid Choose-one card comes along this set or the next. Without that it's a nice value card, but won't see wide play in standard. Wild however....
spells only
2 drop which Druid needs, solid effect on a good body for the cost, very versatile can see this being played in every Druid deck from here on then.
Explains why Power of the Wild got new choose one art. I think its better than fandral from a value perspective as you get 3 effects for 1. Its a twinspell plus additional effect.