6 mana 6/6 with Taunt is okay. But 6 Mana heal 12 is way overcosted. Isn’t the choice suppose to be more “Balanced”? Why is one option so much more powerful (cost-wise) compared to the other?
This card is awful unless you get both sides meaning you can only really play it in an Untapped Potential deck. The cool thing is though that a 6/6 Taunt that restores 12 Health is really good.
6/6 is worth 5.5 Mana, leaving 0.5 Mana for the Taunt, which is average and average is bad.
12 Health restore is worth 4 Mana, floating 2 Mana.
Would need to be 5 Mana to be considerable.
5 Mana for a 6/6 with taunt? Every deck would play this...
Naah Druid has so much competition in the higher Mana slots. At 5 Mana Big Priest has a revived 8+ Cost Minion on the board, or two.
6/6 is 5.5 Mana, so it's like a 5 Mana Version of Voidwalker, which is worth 1.5 Mana, so both are 0.5 Mana above curve.
0.5 Values can be rounded either up or down. Compare Am'gam Rager with Upgradeable Framebot. Both are 2.5 Mana, but one costs 2, the other 3.
0.5 Rounded down cards like Dire Mole or Murloc Tinyfin or Voidwalker hardly break the game. Taunt in General is worth 0.5 Mana on average, but for it to be good in Wild it needs to be worth zero.
At 6 Mana it is just terrible, but at 5 Taunt Druid and Heal Druid would play it. Jade Druid wouldn't. Spreading Plague and Oaken Summons completely outclass this.
6 mana 6/6 with Taunt is okay. But 6 Mana heal 12 is way overcosted. Isn’t the choice suppose to be more “Balanced”? Why is one option so much more powerful (cost-wise) compared to the other?
You would never put a 6-mana 6/6 Taunt in your deck, so neither option would be good on its own.
"Choose one" cards always cost more than their separate halves would because there is value in the versatility. (And crazy value when you get both.)
That said, I do agree that it could be "restore 15 health" without breaking the card.
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"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
6 mana 6/6 with Taunt is okay. But 6 Mana heal 12 is way overcosted. Isn’t the choice suppose to be more “Balanced”? Why is one option so much more powerful (cost-wise) compared to the other?
You would never put a 6-mana 6/6 Taunt in your deck, so neither option would be good on its own.
"Choose one" cards always cost more than their separate halves would because there is value in the versatility. (And crazy value when you get both.)
That said, I do agree that it could be "restore 15 health" without breaking the card.
Choose One can also be worth zero Mana as on Living Roots or Druid of the Saber, Druid of the Flame...
Typically if it isn't zero Mana it's bad. Wrath gets saved because it is only slightly below 2 Mana but everything else is really not good and only played due to lack of alternatives like it is with Starfall.
Alone it's really mediocre but with the quest completed suddenly it's almost a Reno against aggro. The quest is pretty easy to complete I think it can be done before turn 6 in most cases. It's a good example of a balanced card, and has a pretty design on the art as well, definitely getting them golden.
My only concern right now is if it's worth playing a control style Druid when there are other classes that can generate so much value, we will have to see more cards that give us a reason to want to go that route, but so far so good.
I hope I don't trigger anyone from this, but after Spreading and Ultimate lol I'm glad Druid are getting not busted level control tools. Still sucks their ramp got gutted, but this card will never be broken. At most good, and just good won't get people playing it.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
After you've been floating mana for four turns and are probably behind, this can really help you stabilize your board.
On it's own it's okay I guess. 14 healing against certain burn decks is super cool, but usually you're going for the 6/6 taunt.
I don't know that I'd run this without the quest, outside of maybe a really dedicated healing druid deck, but I like it for the quest for sure.
6 mana 6/6 with Taunt is okay. But 6 Mana heal 12 is way overcosted. Isn’t the choice suppose to be more “Balanced”? Why is one option so much more powerful (cost-wise) compared to the other?
The healing is much more situational for when you need it. Sometimes healing for twelve just completely ruins whatever aggro strategy your opponent wants to do (i.e. getting out of KO range of a double-fireball play or something). The issue I'm seeing is more that it costs you your entire turn. And druid doesn't actually have efficient low-mana cost plays generally.
As for how it's costed. It's literally identical to Forbidden Healing & Witch's Brew. It's less versatile, but the card in itself is more versatile if you don't need the healing on turn 6.
The first Quest More card revealed, It seems too on the back-step to be run of as a 2 of. Which means its prolly ok in some kind of highlander quest druid build.
Ferocious Howl seems better in most cases from a defensive position however.
Useless card, go ahead and dust it. 12 heal is worth 4 mana, not 6. You can play a 5/10 taunt for 7 mana and it still doesn't see much play. Every druid is token druid.
Good grief... I don't think most of you are thinking clearly. Versatile cards have proven time and time again that they are useful. Obviously, individually each effect is average, but that's true of pretty much every Choose One effect. Are you telling me Choose One effects always suck? It's certainly a 'Playable' card at the least and borderline 'Very Good' in the correct deck.
In the past, Choose One cards were decent value that gained extra with the flexibility. Now, they're weak cards that rely on the Choose One-effect for any kind of usability.
Good grief... I don't think most of you are thinking clearly. Versatile cards have proven time and time again that they are useful. Obviously, individually each effect is average, but that's true of pretty much every Choose One effect. Are you telling me Choose One effects always suck? It's certainly a 'Playable' card at the least and borderline 'Very Good' in the correct deck.
Druid of the Swarm Grove Tender Druid of the Scythe Druid of the Flame Mark of Nature Shellshifter Keeper of the Grove (post-nerf) Mark of the Loa Fatespinner Wardruid Loti Tending Tauren Dark Whispers Ancient of War (for at least 3 years) Ancient of Lore (post-nerf) Wisps of the Old Gods Cenarius
All very versatile cards, 0 play. Understatted cards are garbage and versatility is only good when there's a slight overcost and the card is attractive. For example, if Wardruid Loti forms were mind control tech, ooze, M.Dmg and charge it would be run in every druid deck, but because of the choices being bad versatility is irrelevant.
6 mana 6/6 with Taunt is okay. But 6 Mana heal 12 is way overcosted. Isn’t the choice suppose to be more “Balanced”? Why is one option so much more powerful (cost-wise) compared to the other?
This card is awful unless you get both sides meaning you can only really play it in an Untapped Potential deck. The cool thing is though that a 6/6 Taunt that restores 12 Health is really good.
Naah Druid has so much competition in the higher Mana slots. At 5 Mana Big Priest has a revived 8+ Cost Minion on the board, or two.
6/6 is 5.5 Mana, so it's like a 5 Mana Version of Voidwalker, which is worth 1.5 Mana, so both are 0.5 Mana above curve.
0.5 Values can be rounded either up or down. Compare Am'gam Rager with Upgradeable Framebot. Both are 2.5 Mana, but one costs 2, the other 3.
0.5 Rounded down cards like Dire Mole or Murloc Tinyfin or Voidwalker hardly break the game. Taunt in General is worth 0.5 Mana on average, but for it to be good in Wild it needs to be worth zero.
At 6 Mana it is just terrible, but at 5 Taunt Druid and Heal Druid would play it. Jade Druid wouldn't. Spreading Plague and Oaken Summons completely outclass this.
Only with a condition /drawback, like a split randomly as with Healing Rain.
I don't think there is a flat restore 12 Health Card. Branching Paths double armor is also 12 for 4.
But I agree. As a 6 cost card it should restore 14-16 Health.
You would never put a 6-mana 6/6 Taunt in your deck, so neither option would be good on its own.
"Choose one" cards always cost more than their separate halves would because there is value in the versatility. (And crazy value when you get both.)
That said, I do agree that it could be "restore 15 health" without breaking the card.
"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
Choose One can also be worth zero Mana as on Living Roots or Druid of the Saber, Druid of the Flame...
Typically if it isn't zero Mana it's bad. Wrath gets saved because it is only slightly below 2 Mana but everything else is really not good and only played due to lack of alternatives like it is with Starfall.
Would be an amazing Lucentbark support card.......but Plague of Murlocs will kill the archetype.
Alone it's really mediocre but with the quest completed suddenly it's almost a Reno against aggro. The quest is pretty easy to complete I think it can be done before turn 6 in most cases. It's a good example of a balanced card, and has a pretty design on the art as well, definitely getting them golden.
My only concern right now is if it's worth playing a control style Druid when there are other classes that can generate so much value, we will have to see more cards that give us a reason to want to go that route, but so far so good.
Good with the new quest. Absolute trash without the quest.
I hope I don't trigger anyone from this, but after Spreading and Ultimate lol I'm glad Druid are getting not busted level control tools. Still sucks their ramp got gutted, but this card will never be broken. At most good, and just good won't get people playing it.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
After you've been floating mana for four turns and are probably behind, this can really help you stabilize your board.
On it's own it's okay I guess. 14 healing against certain burn decks is super cool, but usually you're going for the 6/6 taunt.
I don't know that I'd run this without the quest, outside of maybe a really dedicated healing druid deck, but I like it for the quest for sure.
The healing is much more situational for when you need it. Sometimes healing for twelve just completely ruins whatever aggro strategy your opponent wants to do (i.e. getting out of KO range of a double-fireball play or something). The issue I'm seeing is more that it costs you your entire turn. And druid doesn't actually have efficient low-mana cost plays generally.
As for how it's costed. It's literally identical to Forbidden Healing & Witch's Brew. It's less versatile, but the card in itself is more versatile if you don't need the healing on turn 6.
Well, health against certain types of decks is very optional but the 6/6 taunt is better in all cases
The first Quest More card revealed, It seems too on the back-step to be run of as a 2 of. Which means its prolly ok in some kind of highlander quest druid build.
Ferocious Howl seems better in most cases from a defensive position however.
Useless card, go ahead and dust it. 12 heal is worth 4 mana, not 6. You can play a 5/10 taunt for 7 mana and it still doesn't see much play. Every druid is token druid.
Might be fun with Keeper Stelladris. I'd give it 2-3 stars at most.
Good grief... I don't think most of you are thinking clearly. Versatile cards have proven time and time again that they are useful. Obviously, individually each effect is average, but that's true of pretty much every Choose One effect. Are you telling me Choose One effects always suck? It's certainly a 'Playable' card at the least and borderline 'Very Good' in the correct deck.
This is better than that portal from One Night At Karazhan and that card saw some play here and there so this card might be played as well.
Healbot on roids, broken
Bad card.
In the past, Choose One cards were decent value that gained extra with the flexibility. Now, they're weak cards that rely on the Choose One-effect for any kind of usability.
Druid of the Swarm
Grove Tender
Druid of the Scythe
Druid of the Flame
Mark of Nature
Shellshifter
Keeper of the Grove (post-nerf)
Mark of the Loa
Fatespinner
Wardruid Loti
Tending Tauren
Dark Whispers
Ancient of War (for at least 3 years)
Ancient of Lore (post-nerf)
Wisps of the Old Gods
Cenarius
All very versatile cards, 0 play. Understatted cards are garbage and versatility is only good when there's a slight overcost and the card is attractive. For example, if Wardruid Loti forms were mind control tech, ooze, M.Dmg and charge it would be run in every druid deck, but because of the choices being bad versatility is irrelevant.