Yo druids gain armor and don’t heal ...... its also contrary to druids hero power. I like the new cards but it should’ve been about armor gain similar to spell stone
Druids healed before they gained armor. It's always been about armor gain, attacking with face, and healing. Of course treants and beast and mana gain as well.
Obviously the effect is nuts, but the 5 heal requirement is pretty nuts too!
Also, I'm assuming this is 5 health restored to your HERO only and not minions.
I can see this in a Treant deck. It will give you a little freedom to fill your hand up with some Treants, restore your health, and then regain the board using the Stags. But I'd have to give this one a 'meh' rating...
if you can't think of ways to heal by turn 5 you're crazy there are a handful of low-cost new cards that damage and or heal you. not to mention the handful of new cards that haven't been released yet. keep your eyes on this sleeper card. hand buff is gonna make this nutsO. then again rouge is gonna kill you by turn 6 so no real point in any of this.
Great card aside, I just watched Trump's reveal on YouTube. I actually thought it was clickbait when the title said it took him 40 minutes to open a box..........
Mulchmuncher flashbacks. Seems crazy good, but not really in practice. At least it has an easier requirement than the treant stuff, but I still have doubts.
Great card, an anti-aggro tool and perfect piece for a midrange deck. Zilliax could help with restoring health even though its mana cost overlaps with it. Not really a problem, though...
It's clearly a powerful effect, but it seems unlikely that Druid will be able to heal for five consistently enough to justify running the card. Against slow decks, you won't be taking five damage in the early game too often, and against fast decks you don't want to spend a turn in the early game wasting a card in order to heal - you'll be using the new Choose One card to kill an enemy minion, not heal your face. If you do burn a card healing yourself against an Aggro opponent, it largely mitigates a great deal of the effect of doubling down on Crystal Stag (you waste a card on turn three or four to get an extra Stag on turn five.)
It's clearly a powerful effect, but it seems unlikely that Druid will be able to heal for five consistently enough to justify running the card. Against slow decks, you won't be taking five damage in the early game too often, and against fast decks you don't want to spend a turn in the early game wasting a card in order to heal - you'll be using the new Choose One card to kill an enemy minion, not heal your face. If you do burn a card healing yourself against an Aggro opponent, it largely mitigates a great deal of the effect of doubling down on Crystal Stag (you waste a card on turn three or four to get an extra Stag on turn five.)
I voted "Bad."
if needed you can heal your opponent. or your minions, might be relevant in such slow matchups if you need the tempo from the stag.
It's clearly a powerful effect, but it seems unlikely that Druid will be able to heal for five consistently enough to justify running the card. Against slow decks, you won't be taking five damage in the early game too often, and against fast decks you don't want to spend a turn in the early game wasting a card in order to heal - you'll be using the new Choose One card to kill an enemy minion, not heal your face. If you do burn a card healing yourself against an Aggro opponent, it largely mitigates a great deal of the effect of doubling down on Crystal Stag (you waste a card on turn three or four to get an extra Stag on turn five.)
I voted "Bad."
That is pretty much what I was thinking. It is a little bit better that you can also heal your minions, but the smaller minions are harder to heal because they have little health and often just die when trading. And more important, you do not want to give up tempo just to heal them (or yourself), at least not in a deck when you want to make a powerplay on turn 5 (ideally you want to get ahead and not catch up).
Zandalari Templar didn't work out in Paladin, so I think this will not work out in Druid. Although, looking at the condition ( Crystal Stag only needs 5 health) might make it more affordable. And generally, 5 mana two 4/4 rush is a great deal...
So you have to look at cards with conditional abilities and determine if they are worth it to make happen. What if they don't happen, what do you get instead?
For 5 mana right now, you have Druid of the Claw that is essentially the same card. 4/4 with Charge, this has Rush. If you are trading into a minion, there is no difference.
Do you play Druid of the Claw in the new Standard if this card did not exist? if yes, then this card should get a serious look. If not, then this card will probably get a hard pass.
What if you meet the condition of healing yourself? You get 2 4/4 minions with Rush. To trade with minions and try to swing the board in your favor on turn 5.
Is it possible? Sure, but is it worth it to include cards that not only damage you, but other cards that heal you?
Do you just run healing cards knowing that minions will damage you normally and use your hero power for the first 4 turns?
Is the payoff of 2 4/4 minions worth it?
I don't think so as of right now. Wait for more cards to be released. The issue is not getting enough healing, the issue is not being able to deal with wide boards or really big minions. And this card does nothing against Control who plays minimal minion counts and also never damages you in the early game.
So this is bad against control and OTK. This is bad against really wide boards because while this can remove 2 minions, it does not have taunt, so it can be ignored by aggro decks. This is good against 1 large minion IF you meet the condition.
I think the card is playable, only if the support is there.
It's a shame that the Druid decks I've encountered have been better at gaining armor than restoring health, or I might be keener on this card. Then again, a lot of the good armor cards are leaving Standard next Year, and it'll be good to see some heals in Druid for a change of pace. At least it's got easy synergy with Crystal Power.
Ohh yes me too, I see a fun combo there
y'all are forgetting how many neutral minions restore health
Druids healed before they gained armor. It's always been about armor gain, attacking with face, and healing. Of course treants and beast and mana gain as well.
if you can't think of ways to heal by turn 5 you're crazy there are a handful of low-cost new cards that damage and or heal you. not to mention the handful of new cards that haven't been released yet. keep your eyes on this sleeper card. hand buff is gonna make this nutsO. then again rouge is gonna kill you by turn 6 so no real point in any of this.
Great card aside, I just watched Trump's reveal on YouTube. I actually thought it was clickbait when the title said it took him 40 minutes to open a box..........
Never change Trump, never change.
This is only viable because of the new 1 cost card, but Im glad it is
If druid gets some more heals, this could definitely be a viable package to put in druid decks.
Mulchmuncher flashbacks. Seems crazy good, but not really in practice. At least it has an easier requirement than the treant stuff, but I still have doubts.
Great card, an anti-aggro tool and perfect piece for a midrange deck. Zilliax could help with restoring health even though its mana cost overlaps with it. Not really a problem, though...
I cant say its good or not. But seems playable.
Who knows why they need to remake Restoration Druid...
Always F2P not P2W !
Ornery Tortoise is also a beast and enables you to heal for 5 to enable this. Seems interesting.
Hmmm . . .
It's clearly a powerful effect, but it seems unlikely that Druid will be able to heal for five consistently enough to justify running the card. Against slow decks, you won't be taking five damage in the early game too often, and against fast decks you don't want to spend a turn in the early game wasting a card in order to heal - you'll be using the new Choose One card to kill an enemy minion, not heal your face. If you do burn a card healing yourself against an Aggro opponent, it largely mitigates a great deal of the effect of doubling down on Crystal Stag (you waste a card on turn three or four to get an extra Stag on turn five.)
I voted "Bad."
if needed you can heal your opponent. or your minions, might be relevant in such slow matchups if you need the tempo from the stag.
also there is crystalizer
That is pretty much what I was thinking. It is a little bit better that you can also heal your minions, but the smaller minions are harder to heal because they have little health and often just die when trading. And more important, you do not want to give up tempo just to heal them (or yourself), at least not in a deck when you want to make a powerplay on turn 5 (ideally you want to get ahead and not catch up).
Zandalari Templar didn't work out in Paladin, so I think this will not work out in Druid. Although, looking at the condition ( Crystal Stag only needs 5 health) might make it more affordable. And generally, 5 mana two 4/4 rush is a great deal...
very high synergie with Predatory Instincts. At first you stall and heal then you regain the board with this.
So this is the compensation for the nerfs and loss of Ultimate Infestation
Heal Druid, a heal archetype [Because Heal Paladin/Priest have ever been successful archetypes] in a class with a lot of Armour.
Not getting a good feeling about Druids this xpac!
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin
So you have to look at cards with conditional abilities and determine if they are worth it to make happen. What if they don't happen, what do you get instead?
For 5 mana right now, you have Druid of the Claw that is essentially the same card. 4/4 with Charge, this has Rush. If you are trading into a minion, there is no difference.
Do you play Druid of the Claw in the new Standard if this card did not exist? if yes, then this card should get a serious look. If not, then this card will probably get a hard pass.
What if you meet the condition of healing yourself? You get 2 4/4 minions with Rush. To trade with minions and try to swing the board in your favor on turn 5.
Is it possible? Sure, but is it worth it to include cards that not only damage you, but other cards that heal you?
Do you just run healing cards knowing that minions will damage you normally and use your hero power for the first 4 turns?
Is the payoff of 2 4/4 minions worth it?
I don't think so as of right now. Wait for more cards to be released. The issue is not getting enough healing, the issue is not being able to deal with wide boards or really big minions. And this card does nothing against Control who plays minimal minion counts and also never damages you in the early game.
So this is bad against control and OTK. This is bad against really wide boards because while this can remove 2 minions, it does not have taunt, so it can be ignored by aggro decks. This is good against 1 large minion IF you meet the condition.
I think the card is playable, only if the support is there.
It's a shame that the Druid decks I've encountered have been better at gaining armor than restoring health, or I might be keener on this card. Then again, a lot of the good armor cards are leaving Standard next Year, and it'll be good to see some heals in Druid for a change of pace. At least it's got easy synergy with Crystal Power.
Heal Druid becoming meta?