I honestly don't know. I've played more than enough Lucentbark druid and my hand never goes under 7-8 cards. Granted, I could remove a few of the card drawing cards, but the thing with Lucentbark druid is that many cards cannot be used until you have the adequate board.
You can't use Lucentbark until you draw Gloop, you can't use Faceless manipulators until you have a Lucentbark alive on board, same with Gloop Sprayers (unless in aggro matches where you may want to duplicate grizzly), you can't use your heals before having as many Lucentbarks out as you could...
I believe this will see play but I'm not sure if this card is adequate for the traditional version of Heal Druid, perhaps this opens one where the 4-4 stag is more viable (now you can't play it because you don't want to waste heals before Lucentbark).
And then on the aggro version heal druid it won't work either because the idea of that one is to generate a lot of cards with Lifeweaver...
Plague of Murlocs will kill the Lucentbark [/card] archetype, the archetype already struggles against shaman and mage right now, hoping that they can't turn your lucentbark into a frog or sheep or conjuring calls on Lucentbark. It doesn't even have the board control ability to take care of totem and spark spam and [card]Bloodlust.
There's really no druid deck right now that needs mass card draw. Token is over too fast, big beast isn't viable, and even playing Lucentbark right now, your hand is usually close to full.
Nourish is almost unplayable, so I could see this being played if there are other forms of ramp. Druid, more than many classes, needs card draw. It might be nice not to have to cobble it together with shit like Ashmore and Jepetto.
I think this card really speaks to the article on Class Identity. Card draw is a mechanic that Blizzard clearly believes is thematic to druids. I would not be surprised if Blizzard continues to design in the 5 card draw territory. Blizzard could even design a druid card that can draw you a variable amount of cards based on some requirement or measure.
Lucentbark Druid doesn't need this, very expensive (Nourish is relatively better even after the nerf) and will flood your hand if you use it with Lifeweaver.
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Sprint and Lay on Hands are crying in the corner.
I honestly don't know. I've played more than enough Lucentbark druid and my hand never goes under 7-8 cards. Granted, I could remove a few of the card drawing cards, but the thing with Lucentbark druid is that many cards cannot be used until you have the adequate board.
You can't use Lucentbark until you draw Gloop, you can't use Faceless manipulators until you have a Lucentbark alive on board, same with Gloop Sprayers (unless in aggro matches where you may want to duplicate grizzly), you can't use your heals before having as many Lucentbarks out as you could...
I believe this will see play but I'm not sure if this card is adequate for the traditional version of Heal Druid, perhaps this opens one where the 4-4 stag is more viable (now you can't play it because you don't want to waste heals before Lucentbark).
And then on the aggro version heal druid it won't work either because the idea of that one is to generate a lot of cards with Lifeweaver...
Looking forward to playing Ossirian Tear in Lucentbark Druid.
Your right but the new ramp is called Untapped potential.
Nourish is playable if u have your quest completed. And all the other cards that have choose one in the text will be broken as f...
Dead card.
Plague of Murlocs will kill the Lucentbark [/card] archetype, the archetype already struggles against shaman and mage right now, hoping that they can't turn your lucentbark into a frog or sheep or conjuring calls on Lucentbark. It doesn't even have the board control ability to take care of totem and spark spam and [card]Bloodlust.
There's really no druid deck right now that needs mass card draw. Token is over too fast, big beast isn't viable, and even playing Lucentbark right now, your hand is usually close to full.
Nourish is almost unplayable, so I could see this being played if there are other forms of ramp. Druid, more than many classes, needs card draw.
It might be nice not to have to cobble it together with shit like Ashmore and Jepetto.
Reminds of me of another card Druid got from Knights of The Frozen Throne..
We must fee- no, wait.
We must heeeal..
Glad to see Druid is getting some love after getting savagely nerfed. Although I would at least like to see wild growth go back to it's old mana cost.
I think this card really speaks to the article on Class Identity. Card draw is a mechanic that Blizzard clearly believes is thematic to druids. I would not be surprised if Blizzard continues to design in the 5 card draw territory. Blizzard could even design a druid card that can draw you a variable amount of cards based on some requirement or measure.
A very good card, it's tree of life in 2019.
All the draw backs UI often showed (overdraw) with none of the offensive momentum.
Looks like another go at Heal Druid...great! 👍
Lucentbark Druid doesn't need this, very expensive (Nourish is relatively better even after the nerf) and will flood your hand if you use it with Lifeweaver.