Like Sap, but it costs more, triggers deathrattle, and is more often than not going to leave your opponent with a worse card in their hand. Would still rather have hex though.
Druid only lacked a decond hard removal. That was their only weakness, they are well rounded all around otherwise.
Wrong. We are still lacking in AoE department.
Got 2 AoE spells. 3 if you count Poison Seeds. 1 of them is a 2x autoinclude. I think we are only lacking the ability to wipe a board of Patrons if that's what you mean.
I would rate this as a better Sap, because a random minion is almost certainly going to be worse than whatever minion you sapped, worth the 1 mana extra cost, IMO. Also, another fantastic tool for mill druid.
Don't think this will replace BGH in typical Druid decks, but will probably be run in addition to it, at least as a one-of.
As a druid main I am definitely gonna tech this card in. With all the new dragon synergies, it makes ysera and malygos able to be dealt with. In my opinion they are the 2 hardest minions for druid to remove and now we can do that with one card.
This card is reaaally strong. A well timed sap does wonders for rogue, imagine druids with it. And this card is coming in a probably slower meta.
It's also a better sap effect (still worse to deathrattle). Druid thrives on tempo and swift board control shenanigans. This card might be the scariest card we have been introduced in TGT. Even scarier than cards like Aviana.
Okay, so we're paying 2 more mana for a Naturalize that only gives your opponent one random card instead of two cards from their deck. In a sense, you're recombobulating an enemy minion and then sapping it, all in one card for 3 mana.
Except it's better than recombobulating an enemy minion. If you hit his 6-7+ minion, odds are it will be a cheaper, or at least a different card (good bye Sludge Belcher, Savannah Highmane, or Legendary). The better comparison is a 3 mana sap, and replace the minion, but a sap would be much better because it doesn't trigger the deathrattles. I think this card feels really good, and much needed, especially with creature mechanics like inspire, & taunt more abundant... HOWEVER if the amount of deathrattle & battlecr still sees current play, the value will have been maintained.
Except it's better than recombobulating an enemy minion. If you hit his 6-7+ minion, odds are it will be a cheaper, or at least a different card (good bye Sludge Belcher, Savannah Highmane, or Legendary). The better comparison is a 3 mana sap, and replace the minion, but a sap would be much better because it doesn't trigger the deathrattles. I think this card feels really good, and much needed, especially with creature mechanics like inspire, & taunt more abundant... HOWEVER if the amount of deathrattle & battlecr still sees current play, the value will have been maintained.
I said it was essentially similar, not exactly the same. We don't have a "turn any minion into any other minion in the game" effect, so that was the closest comparison I could draw.
I dont understand why all of the druid hard removal cards have to have some nasty side effect? I get they want to make it unique but they just end up being very terrible in the end and unplayable *coughNaturalizeCough* I'm not sure this will see much play in constructed,have to wait an see.
I dont understand why all of the druid hard removal cards have to have some nasty side effect? I get they want to make it unique but they just end up being very terrible in the end and unplayable *coughNaturalizeCough* I'm not sure this will see much play in constructed,have to wait an see.
I guess the logic is that you get to remove any minion of your choice for 3 mana, so there needs to be a consequential effect tied to it. The thing is, there's RNG tied as well so it's not necessarily a benefit to your opponent. They might get an Angry Chicken or Deathwing. It's definitely a lot better than your opponent drawing 2 cards from their own deck.
Like Sap, but it costs more, triggers deathrattle, and is more often than not going to leave your opponent with a worse card in their hand. Would still rather have hex though.
Got 2 AoE spells. 3 if you count Poison Seeds. 1 of them is a 2x autoinclude. I think we are only lacking the ability to wipe a board of Patrons if that's what you mean.
Galavant Animation
*uses and gives enemy deathwing cries @ turn 10*
What? How is this anywhere near that low tier? How is sap? Why are you wrong!
I would rate this as a better Sap, because a random minion is almost certainly going to be worse than whatever minion you sapped, worth the 1 mana extra cost, IMO. Also, another fantastic tool for mill druid.
Don't think this will replace BGH in typical Druid decks, but will probably be run in addition to it, at least as a one-of.
Hey we heard Druids had a weakness in a lack of hard removal.
Let us fix that.
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin
Better then Recycle, I guess
As a druid main I am definitely gonna tech this card in. With all the new dragon synergies, it makes ysera and malygos able to be dealt with. In my opinion they are the 2 hardest minions for druid to remove and now we can do that with one card.
This card is reaaally strong. A well timed sap does wonders for rogue, imagine druids with it. And this card is coming in a probably slower meta.
It's also a better sap effect (still worse to deathrattle). Druid thrives on tempo and swift board control shenanigans. This card might be the scariest card we have been introduced in TGT. Even scarier than cards like Aviana.
Yes, because an Ysera in hand is better than Ysera on board
Druids were doing just fine, even without having playable hard removal. This thing is exactly what they needed; its a gamechanger.
Whatever you're mulching, its likely big enough to ensure that whichever minion they get, its likely to be weaker.
A must include!
Except it's better than recombobulating an enemy minion. If you hit his 6-7+ minion, odds are it will be a cheaper, or at least a different card (good bye Sludge Belcher, Savannah Highmane, or Legendary). The better comparison is a 3 mana sap, and replace the minion, but a sap would be much better because it doesn't trigger the deathrattles. I think this card feels really good, and much needed, especially with creature mechanics like inspire, & taunt more abundant... HOWEVER if the amount of deathrattle & battlecr still sees current play, the value will have been maintained.
I wish it was choose one : Sap or Deadly Shot
I'm definitely going to be running at least 1 of these in my Druid decks. Just hoping the opponent gets a Novice Engineer and not a Dr. Boom
I was really hoping this card read "Destroy a minion. The owner draws a random minion."
It would've made sick Sylvanas Windrunner plays
I said it was essentially similar, not exactly the same. We don't have a "turn any minion into any other minion in the game" effect, so that was the closest comparison I could draw.
Rawr I'm a dinosaur
I dont understand why all of the druid hard removal cards have to have some nasty side effect? I get they want to make it unique but they just end up being very terrible in the end and unplayable *coughNaturalizeCough* I'm not sure this will see much play in constructed,have to wait an see.
I guess the logic is that you get to remove any minion of your choice for 3 mana, so there needs to be a consequential effect tied to it. The thing is, there's RNG tied as well so it's not necessarily a benefit to your opponent. They might get an Angry Chicken or Deathwing. It's definitely a lot better than your opponent drawing 2 cards from their own deck.
its like giving your opponent a chance to unstable portal..... and we all know what unstable portal is capable of......
Can't wait for the Hearthpwn videos where a druid uses it to survive and draws the opponent a Leeroy or King Krush for the win.
Watch me stream @ www.twitch.tv/mcbeebt
No.. Unstable Portal reduces the mana cost of the minion.. I'd be fine if Unstable Portal gave someone a Dr Boom for 7 mana vs 4 or whatever it is.
Watch me stream @ www.twitch.tv/mcbeebt