The "vanilla test" isn't a good measure of whether a card is good enough for Constructed format. You don't ever play vanilla cards. That worked back in the days when people ran Yeti in their decks; it doesn't work anymore. So I'm not sure the vanilla test is really a good measure of anything; it seems pretty pointless.
With that said, this so far seems like the only good Inspire card (maybe Saraad is good too). I don't think it's auto-include and I think people are slightly exaggerating exactly how good it is, but it is good nonetheless and could actually see play in constructed. It's a 4 mana 5/4 plus a Wrath combined into one card. Against most decks, it has a big "KILL MEEEE" neon sign on this. The big issue is that Savage Combatant either crushes Piloted Shredder (if you can hero power it down) or straight up loses to it, depending on what comes onto the board first. Because Druid sometimes has a slow-ish start, against a deck with a good turn 2 and turn 3, I think it's honestly more likely that this card will be a victim to Piloted Shredder than a way to counter it. That puts a big damper on this card's ability to be a good 4 drop. Most likely you'll see it being played on turn 6, like a slightly weaker Fire Elemental on the turn its played but with the potential for more value in future turns.
The fact we're even discussing whether the card is good or not (and it is, but HOW good?) is a great sign. This is literally the first good card Druid has EVER received in an expansion/adventure. Ever. Though maybe with the advent of this guy both Druid of the Flame and Druid of the Fang will increase in value.
The "vanilla test" isn't a good measure of whether a card is good enough for Constructed format. You don't ever play vanilla cards. That worked back in the days when people ran Yeti in their decks; it doesn't work anymore. So I'm not sure the vanilla test is really a good measure of anything; it seems pretty pointless.
With that said, this so far seems like the only good Inspire card (maybe Saraad is good too). I don't think it's auto-include and I think people are slightly exaggerating exactly how good it is, but it is good nonetheless and could actually see play in constructed. It's a 4 mana 5/4 plus a Wrath combined into one card. Against most decks, it has a big "KILL MEEEE" neon sign on this. The big issue is that Savage Combatant either crushes Piloted Shredder (if you can hero power it down) or straight up loses to it, depending on what comes onto the board first. Because Druid sometimes has a slow-ish start, against a deck with a good turn 2 and turn 3, I think it's honestly more likely that this card will be a victim to Piloted Shredder than a way to counter it. That puts a big damper on this card's ability to be a good 4 drop. Most likely you'll see it being played on turn 6, like a slightly weaker Fire Elemental on the turn its played but with the potential for more value in future turns.
I can agree with this. Just look at Robo Cub. Technically overstatted since his Taunt costs no stats and can be versatile based on the state of the board, yet he's NEVER played.
I agree with you on the vanilla test, but it wins Shredder test and Belcher test, I think that is a very good measure.
And did you forget about Kodorider ? It is an extremely good Inspire card. Especially in druid actually. Turn 4 (even turn 3 if you wild growth turn 2) innervate this, it is as good as a Senjin stat-wise, and if it doesn't die right away, you just win the game.
I think it's honestly more likely that this card will be a victim to Piloted Shredder than a way to counter it.
That would be true if Wild growth / Innervate didn't exist.
It only kills Piloted Shredder if it beats Shredder to the board (in which case you just hero power the Shredder down). If Shredder gets to the board first, Shredder wins the trade because the 4/3 trades cleanly into the 5/4 body. So I'm not sure it "wins the Shredder test." It's sort of a draw, but the variance is huge.
Innervate and Wild Growth aren't always going to be in your hand, sadly, or your slow start might make it so that on turn 4 your opponent can just trade into this thing anyway with what they've played the first few turns while you ramped up.
Don't get me wrong, I think Savage Combatant is a fine card and easily the single best class card Druid has ever seen in an expansion so far, but it's hard to write off some of the issues the card has as a turn 4 play. I'd rather play this later in the game, especially behind a taunt.
Kodorider is terribly slow and won't see the least bit of play in Constructed, but that's another card for another topic.
I can agree with this. Just look at Robo Cub. Technically overstatted since his Taunt costs no stats and can be versatile based on the state of the board, yet he's NEVER played.
That's more because Druid decks rarely have any 2 mana minions at all.
It would probably see play if there was more point in playing Mech Druid decks, maybe with the new 5 mana mech.
I really like this card, i dont know if it will be able to change druids or to make savagery viable, but i really hope so. The art is kind of funny and chilidish though, but i think it is still ok.
If you get lucky and get it from the webspinner, the inspire combo with Savage Combatant and Eaglehorn Bow equipped will be totally awesome. For 6 mana : 7 damage, 5 Damage from the bow + 2 from the hunter hero power.
I've seen many people complaining that Savage Combatant's 4 health makes it unplayable because it's worse then Piloted Shredder. Don't get me wrong, I see the obvious reasoning for it. But Savage Combatant (in my opinion) is actually a good counter minion against it as well.
The reason being the fact that we are talking about druid here. And when I say druid, I say ramp.
Druid can play high Mana creatures on early turns, allowing them to get ahead in value and power.
To compare: A druid can play a Savage on roughly turn 2 with Innervate and Wild Growth. Even Turn 1 If you have a Coin.
Any other class would take up to turn 3 (coin) before playing a Shredder. Not to mention all forms of 4 damage removal (unless you're a Mage with Flamecannon, in which case, I can understand Shredder being better).
Plus, Savage's inspire can remove Shredder in exchange for 3 damage to face, all the while only using 1 card.
So in the end, if we can create a Ramp deck that can effectively replace one of it's 4 drops (even dropping on copy of them), then this card can be of great value.
Also, in my opinion, if it was a 4/5, it would be considered OP, because Chillwind Yeti powercreep, and nearly no way to remove it in-game (No 5 damage removal by turn 4 other then Fireball)
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Nice card, maybe Beast druid will finally appear ? Not sure, but at least the card is far better than Piloted Shredder (not individually, of course) cause for 2 mana this gives you 3 atk so enough to trade almost all early game minions.
Good in a possible Beast druid deck and in a Combo Druid deck
Far better than Piloted Shredder? Nah, certainly not. You underestimate the power of the shredder, and I don't think that this card can replace it. On top of that, Shredder is a stickier minion which is better for Savage Roar.
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The "vanilla test" isn't a good measure of whether a card is good enough for Constructed format. You don't ever play vanilla cards. That worked back in the days when people ran Yeti in their decks; it doesn't work anymore. So I'm not sure the vanilla test is really a good measure of anything; it seems pretty pointless.
With that said, this so far seems like the only good Inspire card (maybe Saraad is good too). I don't think it's auto-include and I think people are slightly exaggerating exactly how good it is, but it is good nonetheless and could actually see play in constructed. It's a 4 mana 5/4 plus a Wrath combined into one card. Against most decks, it has a big "KILL MEEEE" neon sign on this. The big issue is that Savage Combatant either crushes Piloted Shredder (if you can hero power it down) or straight up loses to it, depending on what comes onto the board first. Because Druid sometimes has a slow-ish start, against a deck with a good turn 2 and turn 3, I think it's honestly more likely that this card will be a victim to Piloted Shredder than a way to counter it. That puts a big damper on this card's ability to be a good 4 drop. Most likely you'll see it being played on turn 6, like a slightly weaker Fire Elemental on the turn its played but with the potential for more value in future turns.
It's a good situational card. Shrewder has it's merits and this has it's own. I can't determine which I'll play just by looking, it requires testing.
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It's a good situational card. Shrewder has it's merits and this has it's own. I can't determine which I'll play just by looking, it requires testing.
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
The fact we're even discussing whether the card is good or not (and it is, but HOW good?) is a great sign. This is literally the first good card Druid has EVER received in an expansion/adventure. Ever. Though maybe with the advent of this guy both Druid of the Flame and Druid of the Fang will increase in value.
I can agree with this. Just look at Robo Cub. Technically overstatted since his Taunt costs no stats and can be versatile based on the state of the board, yet he's NEVER played.
http://www.twitch.tv/szsoulzek
won't see play
It only kills Piloted Shredder if it beats Shredder to the board (in which case you just hero power the Shredder down). If Shredder gets to the board first, Shredder wins the trade because the 4/3 trades cleanly into the 5/4 body. So I'm not sure it "wins the Shredder test." It's sort of a draw, but the variance is huge.
Innervate and Wild Growth aren't always going to be in your hand, sadly, or your slow start might make it so that on turn 4 your opponent can just trade into this thing anyway with what they've played the first few turns while you ramped up.
Don't get me wrong, I think Savage Combatant is a fine card and easily the single best class card Druid has ever seen in an expansion so far, but it's hard to write off some of the issues the card has as a turn 4 play. I'd rather play this later in the game, especially behind a taunt.
Kodorider is terribly slow and won't see the least bit of play in Constructed, but that's another card for another topic.
That's more because Druid decks rarely have any 2 mana minions at all.
It would probably see play if there was more point in playing Mech Druid decks, maybe with the new 5 mana mech.
Finnally a card that at make Savagery worth. With Maiden of the Lake and Garrison Commander ( Must-have cards for Inspire deck in the future) This could be great.
Why wouldn't she? 6 hp make her tough enough to survive. And with Garrison Commander you can have 2 Inspire with only 2 mana instead of 4.
thats a great beast for webspinner to generate :)
Justice Demands Retribution
Don't say such horrible things.
I swear his art came right out of a disney movie tho.
You really thought I had something interesting to say at the bottom of my posts?
I really like this card, i dont know if it will be able to change druids or to make savagery viable, but i really hope so. The art is kind of funny and chilidish though, but i think it is still ok.
Very powerful.
Midrange hunter is SLIGHTLY stronger, and Druids would love this.
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If you get lucky and get it from the webspinner, the inspire combo with Savage Combatant and Eaglehorn Bow equipped will be totally awesome. For 6 mana : 7 damage, 5 Damage from the bow + 2 from the hunter hero power.
even without the bow, can even help to kill a minion if u got no bow
Justice Demands Retribution
Holy shit*t a feral druid deck with this , justicar trueheart, bite etc . might finally be viable
This played after trueheart makes all hero power uses a 4 attack and 2 armor. Add in bite and you have 8/6 ...wtf
I've seen many people complaining that Savage Combatant's 4 health makes it unplayable because it's worse then Piloted Shredder. Don't get me wrong, I see the obvious reasoning for it. But Savage Combatant (in my opinion) is actually a good counter minion against it as well.
The reason being the fact that we are talking about druid here. And when I say druid, I say ramp.
Druid can play high Mana creatures on early turns, allowing them to get ahead in value and power.
To compare: A druid can play a Savage on roughly turn 2 with Innervate and Wild Growth. Even Turn 1 If you have a Coin.
Any other class would take up to turn 3 (coin) before playing a Shredder. Not to mention all forms of 4 damage removal (unless you're a Mage with Flamecannon, in which case, I can understand Shredder being better).
Plus, Savage's inspire can remove Shredder in exchange for 3 damage to face, all the while only using 1 card.
So in the end, if we can create a Ramp deck that can effectively replace one of it's 4 drops (even dropping on copy of them), then this card can be of great value.
Also, in my opinion, if it was a 4/5, it would be considered OP, because Chillwind Yeti powercreep, and nearly no way to remove it in-game (No 5 damage removal by turn 4 other then Fireball)
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Far better than Piloted Shredder? Nah, certainly not. You underestimate the power of the shredder, and I don't think that this card can replace it. On top of that, Shredder is a stickier minion which is better for Savage Roar.
Han Solo dies