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.
Who said something about wild? We are talking about standard and then my argument is right. 6/6 taunt for 5 mana would be bonkers. So it's fine for 6.
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.
Who said something about wild? We are talking about standard and then my argument is right. 6/6 taunt for 5 mana would be bonkers. So it's fine for 6.
6/6 Taunt for 5 would be very good, but not bonkers. Even in Standard. 0.5 Mana above curve is tame.
This card needed more Health to be playable on its own without the quest buff potential.
I think I would play this on its own if it was a 4/8 Taunt for 6 mana, with the flexibility to heal if I needed it. I am not so sure this version is any good, even with the Quest being completed.
Maybe if the infinite Taunt druid thing works out, but as we have already seen, Shaman will have zero issues with dealing with a large board of crazy powerful minions.
So here is the issue I see. Blizzard is pushing some of the older archetypes that weren't quite there. Like Heal Druid.
They are pushing an old school archetypes like Highlander. Then they release cards in the previous or same set that destroy both archetypes even before they get to the ladder to be tested.
The Shaman plague makes all of these Heal Druids and big Taunts a joke.
The Highlander decks get hosed by Bomb Warrior. Or Control Warrior that discovers bomb cards along the way. In fact Control Warrior can tech in a few cards and not really hurt their overall game play, if Highlander decks are ever that powerful.
I like the card but its not powerful enough to bring Heal/Taunt Druid up from the dumpter ranks.
good if quest is active. Not good if quest isn't active. Both options are pretty bad especially the heal 12. Priest great healing potion costs 2 less. 6/6 taunt is ok but lord of the arena with +1 hp is still pretty bad.
It does go well with the quest as a stabiliser vs aggro. If you're floating mana for 4 turns you're probably behind. But this card is more of a speed bump than a stop. It's good if you have things under control but if things are going rampant then this just buys one turn.
Too expensive to be used in other deck but Untapped Potential, Lucentbark decks can run cheaper heals to revive him. Curving into this while completing the quest is just good for stabilising back again.
I’m a bit disappointed about the ancient being a 6/6 instead of a 5/5; all the other ancients printed are 5/5, it’s like having a treant being 3/3
Think that this is great for Heal Druid, but I still don't think Heal Druid will be good unless some Druid gets some early removal help.
Pretty meh without the quest. VERY good with the quest. Would include in any quest deck.
Who said something about wild? We are talking about standard and then my argument is right. 6/6 taunt for 5 mana would be bonkers. So it's fine for 6.
Always expect the unexpectable!
6/6 Taunt for 5 would be very good, but not bonkers. Even in Standard. 0.5 Mana above curve is tame.
This card needed more Health to be playable on its own without the quest buff potential.
I think I would play this on its own if it was a 4/8 Taunt for 6 mana, with the flexibility to heal if I needed it. I am not so sure this version is any good, even with the Quest being completed.
Maybe if the infinite Taunt druid thing works out, but as we have already seen, Shaman will have zero issues with dealing with a large board of crazy powerful minions.
So here is the issue I see. Blizzard is pushing some of the older archetypes that weren't quite there. Like Heal Druid.
They are pushing an old school archetypes like Highlander. Then they release cards in the previous or same set that destroy both archetypes even before they get to the ladder to be tested.
The Shaman plague makes all of these Heal Druids and big Taunts a joke.
The Highlander decks get hosed by Bomb Warrior. Or Control Warrior that discovers bomb cards along the way. In fact Control Warrior can tech in a few cards and not really hurt their overall game play, if Highlander decks are ever that powerful.
I like the card but its not powerful enough to bring Heal/Taunt Druid up from the dumpter ranks.
good if quest is active. Not good if quest isn't active. Both options are pretty bad especially the heal 12. Priest great healing potion costs 2 less. 6/6 taunt is ok but lord of the arena with +1 hp is still pretty bad.
It does go well with the quest as a stabiliser vs aggro. If you're floating mana for 4 turns you're probably behind. But this card is more of a speed bump than a stop. It's good if you have things under control but if things are going rampant then this just buys one turn.
Carpe Diem - Seize the day
Too expensive to be used in other deck but Untapped Potential, Lucentbark decks can run cheaper heals to revive him. Curving into this while completing the quest is just good for stabilising back again.