er what?, no having minions in your hand doesn't mean you have no spells either, + if don't have minions you will keep the 3 options, this one isn't that bad unless you are on topdeck mode
1) Whoops. I interpret the card a bit falsely. I thought you are forced to have an empty hand. But since the spell triggers on you not having any minions in hand (but it's fine with other cards), I admit this is strong in big hand-sized token decks.
2) Am I allowed to use the typical silence argument?
I will gladly reply to your post, but I have to go out now. You made some interesting points and I will edit my first post, in order to acknowledge them.
Maybe it will see play, but I am really skeptish about this one and honestly, I doubt that. It's just too RNG for 2 mana. Dark Possession barely saw any play and it's 1 mana. If you can use it to get all 3 minions and refill your hand - then okay, it sucks a bit less, but now comes the questions - how often and more importantly - when, you will be able to have a no-minion hand?
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Good refill card in aggro token/treant druid. It will definitely see play, if this archtype is relevant next expansion. (looking at the list, I don't want to jinx the spell, I think it is good, but some druid minions are really bad)
i have some editing about this, supposing you want play this card in an aggro/mid range deck:
Spirit of the Raptorbad - actually it's a draw engine, that's not so bad Savage Strikermeh - 2/3 with possibilities to do 1 damage it's sub par, but not terrible Dendrologistgood Wardruid Lotigood Druid of the Scythegood Keeper of the Groveoverall good (silence against taunts is pretty amazing) Forest Guidebad Flobbidinous Floop kinda bad (or good if he copies a battlecry buff minion) - even deathrattle ones are good copies or transform cards like druid of the claw. I see him being pretty good overall Treespeakergood Duskfallen AvianaRIP Druid of the Clawcharge is good - both options are super good Bewitched GuardianRIP - actually it's a decent card considering that you get it with other 2 minions in your hand, so the health buff is more consistent. yeah it's always a worse twilight drake Tending Tauren overall good Ironhide Direhornslow, but still a threat Gonk, the Raptor kinda bad (there is no DK Malfurion to back you up) - i would rater this just "slow" Dreampetal Floristbad Ancient of Wargood Ancient of Loremeh - yeah the only purpose is if you get the new stag with him LUL Splintergraftslow Ironbark Protectorslow, overall weak Gloop Sprayerbad - or just "slow" since it's a swarm card on it's own in a swarm deck Cenariusslow, but if you have a board, he offers a good buff (or board too) Mulchmuncherreally good Squirrel Whisperer good Keeper Stalladris very good with buff spells the 5 mana 4/4 beast with rush - overall manageable, if you have the support for it
Overall, this card sounds good in a treant druid since most of the minions we see so far are doing great in this archetype.
First of all, I want to people for correcting me. I wanted to make an objective list, so that we could get a clear view of how powerful the spell really is. I made a mistake by not reading the effect correctly, which led to me underrating some outcomes.
Spirit of the Raptor - I'm inclined to call it situationally useful, because you might not always have a target, which you can kill with the HP. DK Malfurion is about to rotate out, which reduces the power level of this spirit by a lot. Not to mention, if you play the spirit and cast your HP, you draw a card for 3 mana, which isn't really impressive.
Savage Striker - I didn't say it was terrible. I said it was "meh".
Flobbidinous Floop - I admit, I only looked at the battlecry buffing minions when evaluating this card. I agree, that this is very powerful with Druid of the Claw, but I'm not really convinced from the minions with a deathrattle effect, which is only good in the early game (aka Squirrel Whisperer). I will remove the bad part and will rate it overall good.
Druid of the Claw - ofc both options are good. I meant, that druids will find the charge mechanic exceptionally appealing, as most of the other charge cards were nerfed throughout the years.
Bewitched Guardian - the most controversial card. I will say it again - I admit, that I interpret the portal's card description falsely. I thought it said, that we are getting three minions, if our hand is empty. Since this isn't the case and since the effect procs every time we don't have minions in our hand (spells, weapons and hero cards are ok), Bewitched Guardian isn't as bad as I thought. Especially, if people find a way to make big hand druid token decks viable again (which will be kinda hard, because UI and Branching Paths are leaving, but not impossible). Despite this the guardian looks situationally good to me- sometimes you will have a big hand, sometimes the opponent will have a silence.
Gonk, the Raptor "i would rater this just "slow"" - well, he is kinda understatted for a 7-drop. 4 plus 9 equals 13 stat points, which can be seen in a vanilla stated 6-cost minion. I thought about saying that it's mediocre, but I couldn't think of any beast synergies druid has in standard. So I will keep my rating the way it is.
Ironbark Protector - the reason why I called him weak was not because I think he is understated, but because people are going to answer him easily in the late-game. The more the match is prolonged, the higher the chances of your opponent finding their removals. And I just pictured how you play the protector on turn 8+, which immediately gets answered by a cheap hard removal (Execute) and with the remaining mana your opponent develops a board of their own. I guess I should keep only the "slow" part, but this is what I meant. Token druid decks prefer playing smaller minions, because they are more flexible and you can use your mana more efficiently. A big stated monster is clumsy and easily dealt with.
Gloop Sprayer - 8 mana 4/4 battlecry: summon 2 1/1s or 2/2s doesn't sound appealing. It's really slow and bad. If you manage to summon a copy of an ancient, then yeah, he gets a bit better. But still, your deck isn't built around to support it. He is good in summoning a copy of big minions.
Overall, this card sounds good in a treant druid since most of the minions we see so far are doing great in this archetype.
Holy shit. A druid holding no minions on turn 2 gets 3 with one card. This is strong. Similar to Omega Assembly but limited to class minions and gets 3 cards sooner by meeting a condition.
Savage Striker we want to say the same thing, i just misunderstood your "meh" :P
Flobbidinous Floop consider that you don't play only druids cards, so there can be some neutral dr minion that can be good to be copied (it's not excluded that you want to play a real copy in the deck)
Bewitched Guardian yeah, the thing is it will rarely be a good card in an aggro/mid range deck, but it's always a taunt. i would rather it "less then meh" :D
Gonk, the Raptor i was aiming to it's effect that, like savage striker, could be sub par, but against aggro deck, could be good, it could be a good counter to Rafaam's Scheme just to tell an example
Ironbark Protector you have to consider that this is an extra card that came from outside of your deck, so your opponent has to deal with minions already present in your deck + the three minions from the spell, so the removal could be ended or invested in dealing with this card instead of another one. That was my point. I agree that is an easy card to remove though :)
Gloop Sprayer yeah i think about it later when i wasn't at the PC, this is effectively slow, only good in very rare situations and even that occasions it's a winmore card
This is one of those incredibly dangerous cards that are clearly flirting with broken, but they aren't win conditions in and of themselves, so they don't get scrutinized.
I say . . . Good job!
Druid has been absolutely gutted, and I would bet any amount of money that it will be 8th or 9th in prevalence in early 2019. We need to see a few seriously heavy-hitters in the druid line up to get it back to some semblance of competitive.
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Like Master's Call last expansion, it was way underated and the focus was on the exception to play it. But it's Draw 3 for 2, can't beat that - period.
You can build multiple decks with this and on turn 2, it's very easy to have 2 spells in hand after playing a 1 drop, or 3 spells in hand if you count the coin.
Unless you're playing aggro Druid (not a think) or Spiteful (will rotate), I don't why you wouldn't auto-add one of these in every Druid deck.
Feral and Heal Druid is looking to be WAY better than before. The fact that there are a number of cards to create minions without being a minion, makes cards like this pretty valuable.
I'm unsure about this card. It seems...okay. Historically Druid has always had a spell-heavy deck available, which is one place this naturally fits. Another place is in an aggressive token deck (useful for generating more threats obvs), which is another deck they've always had as an option.
Seems like it's not good enough to run 2x but it might find its way as a 1-of in a flex spot somewhere.
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Agreed. Master's Call is far superior to this. It is not hard to make an all-beast Hunter deck. You draw 3 cards and they are all cards you put in your deck. This card picks 3 random druid minions and plops them into your hand if and only if you have no minions in hand. They aren't ones from your deck, and might be useless depending on what kind of deck you're running.
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1) Whoops. I interpret the card a bit falsely. I thought you are forced to have an empty hand. But since the spell triggers on you not having any minions in hand (but it's fine with other cards), I admit this is strong in big hand-sized token decks.
2) Am I allowed to use the typical silence argument?
@ EwilInside
I will gladly reply to your post, but I have to go out now. You made some interesting points and I will edit my first post, in order to acknowledge them.
Maybe it will see play, but I am really skeptish about this one and honestly, I doubt that. It's just too RNG for 2 mana. Dark Possession barely saw any play and it's 1 mana. If you can use it to get all 3 minions and refill your hand - then okay, it sucks a bit less, but now comes the questions - how often and more importantly - when, you will be able to have a no-minion hand?
“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);
I rarely vote Meta-defining but I believe this card will be staple in a token druid deck that dumps its hand quickly.
I hate these kinds of cards. We've seen how cancerous Master's Call is. At least make it an omega.
I like this concept for tree token, but we will have to see if its a Master's Call the variance of druid minions makes me wonder if its good enough.
wow...this is bunkers in an aggro druid deck
First of all, I want to people for correcting me. I wanted to make an objective list, so that we could get a clear view of how powerful the spell really is. I made a mistake by not reading the effect correctly, which led to me underrating some outcomes.
Back to you, EwilInside:
Spirit of the Raptor - I'm inclined to call it situationally useful, because you might not always have a target, which you can kill with the HP. DK Malfurion is about to rotate out, which reduces the power level of this spirit by a lot. Not to mention, if you play the spirit and cast your HP, you draw a card for 3 mana, which isn't really impressive.
Savage Striker - I didn't say it was terrible. I said it was "meh".
Flobbidinous Floop - I admit, I only looked at the battlecry buffing minions when evaluating this card. I agree, that this is very powerful with Druid of the Claw, but I'm not really convinced from the minions with a deathrattle effect, which is only good in the early game (aka Squirrel Whisperer). I will remove the bad part and will rate it overall good.
Druid of the Claw - ofc both options are good. I meant, that druids will find the charge mechanic exceptionally appealing, as most of the other charge cards were nerfed throughout the years.
Bewitched Guardian - the most controversial card. I will say it again - I admit, that I interpret the portal's card description falsely. I thought it said, that we are getting three minions, if our hand is empty. Since this isn't the case and since the effect procs every time we don't have minions in our hand (spells, weapons and hero cards are ok), Bewitched Guardian isn't as bad as I thought. Especially, if people find a way to make big hand druid token decks viable again (which will be kinda hard, because UI and Branching Paths are leaving, but not impossible). Despite this the guardian looks situationally good to me- sometimes you will have a big hand, sometimes the opponent will have a silence.
Gonk, the Raptor "i would rater this just "slow"" - well, he is kinda understatted for a 7-drop. 4 plus 9 equals 13 stat points, which can be seen in a vanilla stated 6-cost minion. I thought about saying that it's mediocre, but I couldn't think of any beast synergies druid has in standard. So I will keep my rating the way it is.
Ironbark Protector - the reason why I called him weak was not because I think he is understated, but because people are going to answer him easily in the late-game. The more the match is prolonged, the higher the chances of your opponent finding their removals. And I just pictured how you play the protector on turn 8+, which immediately gets answered by a cheap hard removal (Execute) and with the remaining mana your opponent develops a board of their own. I guess I should keep only the "slow" part, but this is what I meant. Token druid decks prefer playing smaller minions, because they are more flexible and you can use your mana more efficiently. A big stated monster is clumsy and easily dealt with.
Gloop Sprayer - 8 mana 4/4 battlecry: summon 2 1/1s or 2/2s doesn't sound appealing. It's really slow and bad. If you manage to summon a copy of an ancient, then yeah, he gets a bit better. But still, your deck isn't built around to support it. He is good in summoning a copy of big minions.
I strongly agree with you, otherwise I would have rated Dendrologist, Treespeaker and Mulchmuncher differently.
3 cards for 1 with a 2 mana cost is just good.
Fits almost perfectly into either hand druid or token druid.
Spell druid new meta :D
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Holy shit. A druid holding no minions on turn 2 gets 3 with one card. This is strong. Similar to Omega Assembly but limited to class minions and gets 3 cards sooner by meeting a condition.
Good refill but this is no Master's Call.
yeah Spirit of the Raptor is really situational, i don't wanna say it isn't
Savage Striker we want to say the same thing, i just misunderstood your "meh" :P
Flobbidinous Floop consider that you don't play only druids cards, so there can be some neutral dr minion that can be good to be copied (it's not excluded that you want to play a real copy in the deck)
Bewitched Guardian yeah, the thing is it will rarely be a good card in an aggro/mid range deck, but it's always a taunt. i would rather it "less then meh" :D
Gonk, the Raptor i was aiming to it's effect that, like savage striker, could be sub par, but against aggro deck, could be good, it could be a good counter to Rafaam's Scheme just to tell an example
Ironbark Protector you have to consider that this is an extra card that came from outside of your deck, so your opponent has to deal with minions already present in your deck + the three minions from the spell, so the removal could be ended or invested in dealing with this card instead of another one. That was my point. I agree that is an easy card to remove though :)
Gloop Sprayer yeah i think about it later when i wasn't at the PC, this is effectively slow, only good in very rare situations and even that occasions it's a winmore card
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This is one of those incredibly dangerous cards that are clearly flirting with broken, but they aren't win conditions in and of themselves, so they don't get scrutinized.
I say . . . Good job!
Druid has been absolutely gutted, and I would bet any amount of money that it will be 8th or 9th in prevalence in early 2019. We need to see a few seriously heavy-hitters in the druid line up to get it back to some semblance of competitive.
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I think this is one of my favorite new card.
Like Master's Call last expansion, it was way underated and the focus was on the exception to play it. But it's Draw 3 for 2, can't beat that - period.
You can build multiple decks with this and on turn 2, it's very easy to have 2 spells in hand after playing a 1 drop, or 3 spells in hand if you count the coin.
Unless you're playing aggro Druid (not a think) or Spiteful (will rotate), I don't why you wouldn't auto-add one of these in every Druid deck.
This card isn't an 8/8 with Taunt. Just play Ironbark Protector.
Feral and Heal Druid is looking to be WAY better than before. The fact that there are a number of cards to create minions without being a minion, makes cards like this pretty valuable.
I'm unsure about this card. It seems...okay. Historically Druid has always had a spell-heavy deck available, which is one place this naturally fits. Another place is in an aggressive token deck (useful for generating more threats obvs), which is another deck they've always had as an option.
Seems like it's not good enough to run 2x but it might find its way as a 1-of in a flex spot somewhere.
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Agreed. Master's Call is far superior to this. It is not hard to make an all-beast Hunter deck. You draw 3 cards and they are all cards you put in your deck. This card picks 3 random druid minions and plops them into your hand if and only if you have no minions in hand. They aren't ones from your deck, and might be useless depending on what kind of deck you're running.