its like giving your opponent a chance to unstable portal..... and we all know what unstable portal is capable of......
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.
true, but would you give your opponent a doctor boom or a chance at it?
Since it is just a random card at full mana vs a random card at -3 mana.. I'd prefer to Mulch people but the difference is I'm spending 3 mana, and the opponent might get a great card but I solved the issue for now, if he follows up next turn with a great card I gave him.. Mulch was a waste. It was a hard removal that was just replaced by the card I gave him, or potentially gave him an extreme advantage (Alexstrazaza, that new fucking priest card that summons a Legendary) or saved him like a Taunt but these are late game problems.
Unstable Portal can bring out the Boom on turn 4, the turn right after you play the fucking portal :(
Giving the opponent a random minion isn't remotely comparable to making him draw two cards from his deck, and as druid you really have no options to remove super fatties like Ysera or Malygos. Sometimes even two taunted Molten Giants are a nightmare.
When I look at this card I think it essentially boils down to this: Do I want my opponent to get a random minion and burn a card or just draw one and I use a 3M assassinate
Definitely revisiting Mill Druid with 2x Mulch AND Naturalize. Just another hand manipulator for Druid to add to the pile
1. Druids aren't entirely without hard removal already--Big Game Hunter is a staple card in druids. There aren't a huge number of minions which are {a} too small for BGH {b} too big for Swipe {c} not mostly harmless after being silenced by Keeper {d} high enough value, so that you're not likely to improve the minion with RNG. It's good that this card exists--it does fill a useful niche, but it's too soon to call it auto-include. It might it be a lot weaker in practice than current Druid removal.
2. That said, a huge use of this is eliminating a late-game taunt. Those are almost always too small for BGH, and you will rarely have the mana to use Keeper of the Grove along with combo. The Innervate/Mulch plus the classic Force/Savage combo will kill from 12 health behind a Sludge Belcher. From 14 from behind a Tirion or Ancient of War. Regular double-combo can sometimes do this already, but this provides an additional method of beating common anti-combo tactics.
3. Opponents of druids have been able to cheat at times--Belcher at low HP, Sylvanas against an empty board--knowing that Druids had no real way to just remove the target. That's no longer the case, and even if Mulch is just in a 3rd of Druid decks, it will go a long way to keeping opponents honest.
Not a bad card, will probably be played as a one of in most druid decks! It has the downside compared to other removals of triggering the deathrattle..
So definitely not the best hard removal, definitely one of the worst. But still it's a welcome sight for us druiuds.
What? How is this anywhere near that low tier? How is sap? Why are you wrong!
Sorry, the list is my opinion its not fact :D And IMO compared to the above cards that remove the minion and don't give the opponent anything for better or lower mana cost, this card is meh. It'll often be good value, but it's not amazing removal like Silence+Removal for the same cost in Hex or 2-mana cheaper no downside removal like Execute.
And that's a good thing for balance.
In your opinion, how would you rate the hard removals above?
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.
Because Druid has a lot of survivability and utility, giving it a straight up hard removal with no downside would make it too strong. Plus this is great for mill.
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true, but would you give your opponent a doctor boom or a chance at it?
Since it is just a random card at full mana vs a random card at -3 mana.. I'd prefer to Mulch people but the difference is I'm spending 3 mana, and the opponent might get a great card but I solved the issue for now, if he follows up next turn with a great card I gave him.. Mulch was a waste. It was a hard removal that was just replaced by the card I gave him, or potentially gave him an extreme advantage (Alexstrazaza, that new fucking priest card that summons a Legendary) or saved him like a Taunt but these are late game problems.
Unstable Portal can bring out the Boom on turn 4, the turn right after you play the fucking portal :(
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i think its a reasonable removal for mill druid once their hand is full you just ignore the text.
I think this card will see play as a 1 of.
Giving the opponent a random minion isn't remotely comparable to making him draw two cards from his deck, and as druid you really have no options to remove super fatties like Ysera or Malygos. Sometimes even two taunted Molten Giants are a nightmare.
They might get something insane like Tirion Fordring, but let's be real, they're more likely to get garbage like Silverback Patriarch or Grimscale Oracle.
And with this expansion the garbage pool sure had a good increase.
My comments refer mostly to the wild format.
great for mill druid i guess? lol.
When I look at this card I think it essentially boils down to this: Do I want my opponent to get a random minion and burn a card or just draw one and I use a 3M assassinate
Definitely revisiting Mill Druid with 2x Mulch AND Naturalize. Just another hand manipulator for Druid to add to the pile
Good card, and current champion of "Most Flavorful Card In The Game."
Building Quirky Decks Every Week, Loving Life at Rank 15!
Trolden's dream card....
1. Druids aren't entirely without hard removal already--Big Game Hunter is a staple card in druids. There aren't a huge number of minions which are {a} too small for BGH {b} too big for Swipe {c} not mostly harmless after being silenced by Keeper {d} high enough value, so that you're not likely to improve the minion with RNG. It's good that this card exists--it does fill a useful niche, but it's too soon to call it auto-include. It might it be a lot weaker in practice than current Druid removal.
2. That said, a huge use of this is eliminating a late-game taunt. Those are almost always too small for BGH, and you will rarely have the mana to use Keeper of the Grove along with combo. The Innervate/Mulch plus the classic Force/Savage combo will kill from 12 health behind a Sludge Belcher. From 14 from behind a Tirion or Ancient of War. Regular double-combo can sometimes do this already, but this provides an additional method of beating common anti-combo tactics.
3. Opponents of druids have been able to cheat at times--Belcher at low HP, Sylvanas against an empty board--knowing that Druids had no real way to just remove the target. That's no longer the case, and even if Mulch is just in a 3rd of Druid decks, it will go a long way to keeping opponents honest.
Savagery!!!!!!!!!!
If you can't beat them, join them
very nice card, neutralize just sucks.
and this is what druid did need, now we have something to remove, ysera, chromaggus oder kt.
Fatigue druid approves.
Not a bad card, will probably be played as a one of in most druid decks! It has the downside compared to other removals of triggering the deathrattle..
Wisp boys
great card, great value, little downside
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Sorry, the list is my opinion its not fact :D And IMO compared to the above cards that remove the minion and don't give the opponent anything for better or lower mana cost, this card is meh. It'll often be good value, but it's not amazing removal like Silence+Removal for the same cost in Hex or 2-mana cheaper no downside removal like Execute.
And that's a good thing for balance.
In your opinion, how would you rate the hard removals above?
My personal Translation of this card:
Mulch
3 Mana
Destroy a Minion, add Dr. Boom to your opponents hand.
I like it a lot! It's fun. :)
I fixed that for you.
Because Druid has a lot of survivability and utility, giving it a straight up hard removal with no downside would make it too strong. Plus this is great for mill.