People suggesting this replaces Wild Growth are a bit daft - because it definitely definitely doesn't. It can however be used in conjunction with it as another ramp option - the only problem is, what do you drop? I don't think there's enough room in combo/ramp druid to put in 2 copies of this AND 2 Brewmasters or Wailings (unless your whole deck is a silence deck, Watchers etc.). So you just play this, and drop...something.
The issue with Youthful Brewmaster isn't just making room for it, it's that Brewmaster is insanely inconsistent AND it's an anti-tempo card. People who think that would be a combo are basically suggesting... using an anti-tempo card to combo off a tempo card. Which makes absolutely no sense. Like that's the worst and most inconsistent strategy ever.
You are right: this doesn't replace Wild Growth, it just goes alongside it. You don't use it as a crazy combo with anything, you just play it vanilla.
IF Mark of the Wild would be a constructed all-star, playing it onto this guy would guarantee value. Baits out the scumbag owl= you still got your ramp. Kills minions = Mark value.
I simply don't understand how anyone can believe this card to be weak - they're either players who've never touched Druid or they're players who hang around Rank 25 permanently. It's quite clearly strong. It's one of the most immediately threatening minions in the entire game.
A lot of people are just comparing this to wild growth, but in reality I think it just compliments the ramp strategy which has a really weak early game. This guy is a solid early minion that you can play against agro and if they let it stick it let's you play your core faster. Rather than replace wild growth I think both should be there and this helps fill the huge 1-3 hole in the standard druid deck.
I simply don't understand how anyone can believe this card to be weak - they're either players who've never touched Druid or they're players who hang around Rank 25 permanently. It's quite clearly strong. It's one of the most immediately threatening minions in the entire game.
I think the card is good. But I can see the arguments against this. It's only a temporary ramp, so presumably the aim of this card is to take control of the early game so you can then have the space to wild growth afterwards. Does this do that better than Zombie Chow? It remains to be seen. Zombie Chow costs 1 less mana, this gives you a mana the next turn.
So it's a strong card and very promising, but I don't think it's an absolute auto-include. It's got to fight with Zombie Chow.
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Too weak, wth with give a crystal and then took it away when it dies. Make it stealth and then we talking about monster.
Then it's a strictly better Gilbin Stalker.... And it has pseudo taunt, if the opponent has no answer, you'll have a great tempo play
Not really, if it has stealth then you got a 2/3 with built-in wild growth and no one can remove it except mages (flamecannon or flamestrike). It will be sticky as hell (with stealth). Imagine you got two of them, coin turn 1 Darnassus, turn 2 Darnassus and then extra 2 mana all day.
Without protection (such as stealth attribute) this card gonna get remove easily and obviously this card is meant to be played as early as possible, since late game it's just gonna be another 2/3. At least wild growth gives you card at 10 mana.
Its kind of surprising how few people seem to realize how much this car helps Druids deal with Mages, one of their worst match-ups because of Mirror Entity. It also helps with Midrange Hunters with Freezing Trap. These cards are usually a big problem for Druids because Druids generally have very few "bad" minions that they can bounce back or copy.
Its kind of surprising how few people seem to realize how much this car helps Druids deal with Mages, one of their worst match-ups because of Mirror Entity. It also helps with Midrange Hunters with Freezing Trap. These cards are usually a big problem for Druids because Druids generally have very few "bad" minions that they can bounce back or copy.
I believe this card is an auto-include if just for the Mirror Entity alone. Sucks when the best thing I can give up to a mage is a Piloted Shredder.
Not really, if it has stealth then you got a 2/3 with built-in wild growth and no one can remove it except mages (flamecannon or flamestrike). It will be sticky as hell (with stealth). Imagine you got two of them, coin turn 1 Darnassus, turn 2 Darnassus and then extra 2 mana all day.
Without protection (such as stealth attribute) this card gonna get remove easily and obviously this card is meant to be played as early as possible, since late game it's just gonna be another 2/3. At least wild growth gives you card at 10 mana.
You're focusing too much on the 'give and take' aspect of this card. Imo, the card is balanced with its current card text. The minion includes the tempo bonus of Wild Growth without actually sacrificing early tempo because you have a 2/3 body against aggro. Now if you think about it that way, and apply your stealth request, then suddenly a 2 mana 2/3 that has a much higher chance to keep the effect of Wild Growth all in 1 card seems pretty overpowered. At worst this gets removed the turn after, but even then, your opponent had to spend much of their turn 3 removing your turn 2 minion and you still have your turn 3.
It's an OK card, it's not the best but it's not the worst, best case scenario it survives 1 turn and you get to use the mana crystal, worst case scenario it dies and you have the same mana crystals as before, this card seems more like a piloted shredder nerf to be honest.
As a player who plays absolutely nothing but Druid I think this card is crap.
A 2 cost 2/3 is average. There are plenty of minions that have this already. A mana crystal that can be taken away by anyone that can deal 3 damage is not one that is going to stay around. Against another Druid, one Wrath and its gone.
What crap.
Did you just create the account to shit talk a card?
As a player who plays absolutely nothing but Druid I think this card is crap.
A 2 cost 2/3 is average. There are plenty of minions that have this already. A mana crystal that can be taken away by anyone that can deal 3 damage is not one that is going to stay around. Against another Druid, one Wrath and its gone.
What crap.
Absolutely pointless post. Arguments are just stupid. Knife Juggle dies to Wrath too, just like Sorcerer Apprentice and Whilwind-o-Matic. Does it makes them bad? No, they're still incredibly good.
I really love this card and pretty much all pro hearthstone gamers agrees that this card is AT LEAST fine and possibly great.
I really love this card and pretty much all pro hearthstone gamers agrees
So because other people feel the same way that means you are right? That's called a logical fallacy.
A mana crystal that is taken away when the opponent inflicts 3 damage is not a mana crystal that is sticking around. As for knife juggler, that card can inflict so much damage on you that there is no comparison. Knife juggler is far superior. You'd be a fool to remove knife juggler from your deck for this.
In regards to your opinion on the card. I believe someone else made a point that if anything this card invites waste of a removal card which is perfect for a druid deck. This is a 2/3 body for 2 mana, sure on the face that seems average. However you gain an extra empty mana crystal. Now on t3 you are forcing the opponent to waste a removal card or allow you to continue to ramp. Even if that mana crystal is removed you still netted out even as the only thing you really lost was the extra mana crystal the card already provided. Hence on t3 you would still have 3 mana(instead of 4). I guess i just don't understand the logic behind saying this card is crap, but to each there own.
I like this card a lot, lots of ways to make the mana crystal stick (although I don't know if they are worth it) Youthful Brewmaster, Recombobulator, any sort of silence etc etc. Again, I don't know if it's worth going for that unless you are making some weird silence deck...which could be fun even if it isn't "good". Honestly one of my pet peeves of this game is that is all anyone looks at. Whats good, instead of whats just interesting or fun. Over generalization perhaps, but that is all I ever read about. I personally really like what we have seen from this xpac so far. I am seeing alternate play enabling cards. They may not be super competitive, but hey very few of us are pros in the first place right? Let just play something that looks interesting and fun if not terribly effective.
I really love this card and pretty much all pro hearthstone gamers agrees
So because other people feel the same way that means you are right? That's called a logical fallacy.
A mana crystal that is taken away when the opponent inflicts 3 damage is not a mana crystal that is sticking around. As for knife juggler, that card can inflict so much damage on you that there is no comparison. Knife juggler is far superior. You'd be a fool to remove knife juggler from your deck for this.
Out of all cards revealed so far, the druid's are pretty much the best.
The poster then goes on to list 3 cards to make his case, one of which is the crap one in question. One of the others is not even a Druid card, it's a warrior card. So really he's talking about one card, which is fairly good card. But I'm not buying countless booster packs for one Druid card. Might as well craft it with dust instead and forget about the expansion, unless I want to upgrade my hero power or lower its cost (another couple of cards). Otherwise, I'm just not feeling it. Sorry.
If you think this card is crap, I guess you don't understand it.
If you think this card is crap, I guess you don't understand it.
Just like Troggzor and Dragon Consort, right?
This card is just a bad Mechwarper at best.
Troggzor isn't crap firstly, just doesn't fit well in any current popular deck set ups. Secondly Dragon Consort was thought to be good in one untested (at the time) archtype only. This card? I have no idea how good it is going to be, but I think it's interesting so I will experiment with it. Which is honestly what everyone should do :D
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The issue with Youthful Brewmaster isn't just making room for it, it's that Brewmaster is insanely inconsistent AND it's an anti-tempo card. People who think that would be a combo are basically suggesting... using an anti-tempo card to combo off a tempo card. Which makes absolutely no sense. Like that's the worst and most inconsistent strategy ever.
You are right: this doesn't replace Wild Growth, it just goes alongside it. You don't use it as a crazy combo with anything, you just play it vanilla.
Just fun theorycrafting:
IF Mark of the Wild would be a constructed all-star, playing it onto this guy would guarantee value. Baits out the scumbag owl= you still got your ramp. Kills minions = Mark value.
Too weak, wth with give a crystal and then took it away when it dies. Make it stealth and then we talking about monster.
I simply don't understand how anyone can believe this card to be weak - they're either players who've never touched Druid or they're players who hang around Rank 25 permanently. It's quite clearly strong. It's one of the most immediately threatening minions in the entire game.
A lot of people are just comparing this to wild growth, but in reality I think it just compliments the ramp strategy which has a really weak early game. This guy is a solid early minion that you can play against agro and if they let it stick it let's you play your core faster. Rather than replace wild growth I think both should be there and this helps fill the huge 1-3 hole in the standard druid deck.
I think the card is good. But I can see the arguments against this. It's only a temporary ramp, so presumably the aim of this card is to take control of the early game so you can then have the space to wild growth afterwards. Does this do that better than Zombie Chow? It remains to be seen. Zombie Chow costs 1 less mana, this gives you a mana the next turn.
So it's a strong card and very promising, but I don't think it's an absolute auto-include. It's got to fight with Zombie Chow.
Not really, if it has stealth then you got a 2/3 with built-in wild growth and no one can remove it except mages (flamecannon or flamestrike). It will be sticky as hell (with stealth). Imagine you got two of them, coin turn 1 Darnassus, turn 2 Darnassus and then extra 2 mana all day.
Without protection (such as stealth attribute) this card gonna get remove easily and obviously this card is meant to be played as early as possible, since late game it's just gonna be another 2/3. At least wild growth gives you card at 10 mana.
Cool card for ramp druids and bad for all others
Its kind of surprising how few people seem to realize how much this car helps Druids deal with Mages, one of their worst match-ups because of Mirror Entity. It also helps with Midrange Hunters with Freezing Trap. These cards are usually a big problem for Druids because Druids generally have very few "bad" minions that they can bounce back or copy.
I believe this card is an auto-include if just for the Mirror Entity alone. Sucks when the best thing I can give up to a mage is a Piloted Shredder.
You're focusing too much on the 'give and take' aspect of this card. Imo, the card is balanced with its current card text. The minion includes the tempo bonus of Wild Growth without actually sacrificing early tempo because you have a 2/3 body against aggro. Now if you think about it that way, and apply your stealth request, then suddenly a 2 mana 2/3 that has a much higher chance to keep the effect of Wild Growth all in 1 card seems pretty overpowered. At worst this gets removed the turn after, but even then, your opponent had to spend much of their turn 3 removing your turn 2 minion and you still have your turn 3.
It's an OK card, it's not the best but it's not the worst, best case scenario it survives 1 turn and you get to use the mana crystal, worst case scenario it dies and you have the same mana crystals as before, this card seems more like a piloted shredder nerf to be honest.
Did you just create the account to shit talk a card?
Absolutely pointless post. Arguments are just stupid.
Knife Juggle dies to Wrath too, just like Sorcerer Apprentice and Whilwind-o-Matic. Does it makes them bad? No, they're still incredibly good.
I really love this card and pretty much all pro hearthstone gamers agrees that this card is AT LEAST fine and possibly great.
In regards to your opinion on the card. I believe someone else made a point that if anything this card invites waste of a removal card which is perfect for a druid deck. This is a 2/3 body for 2 mana, sure on the face that seems average. However you gain an extra empty mana crystal. Now on t3 you are forcing the opponent to waste a removal card or allow you to continue to ramp. Even if that mana crystal is removed you still netted out even as the only thing you really lost was the extra mana crystal the card already provided. Hence on t3 you would still have 3 mana(instead of 4). I guess i just don't understand the logic behind saying this card is crap, but to each there own.
I like this card a lot, lots of ways to make the mana crystal stick (although I don't know if they are worth it) Youthful Brewmaster, Recombobulator, any sort of silence etc etc. Again, I don't know if it's worth going for that unless you are making some weird silence deck...which could be fun even if it isn't "good". Honestly one of my pet peeves of this game is that is all anyone looks at. Whats good, instead of whats just interesting or fun. Over generalization perhaps, but that is all I ever read about. I personally really like what we have seen from this xpac so far. I am seeing alternate play enabling cards. They may not be super competitive, but hey very few of us are pros in the first place right? Let just play something that looks interesting and fun if not terribly effective.
So far I am really excited with my main two classes' cards. (druid and priest)
This has to be my favorite card released so far. The art work to the effect, to messing with annoying aggro mirror entity Mages. Its love.
If you think this card is crap, I guess you don't understand it.
Just like Troggzor and Dragon Consort, right?
This card is just a bad Mechwarper at best.
Troggzor isn't crap firstly, just doesn't fit well in any current popular deck set ups. Secondly Dragon Consort was thought to be good in one untested (at the time) archtype only. This card? I have no idea how good it is going to be, but I think it's interesting so I will experiment with it. Which is honestly what everyone should do :D