Would've been a great card for the grand summoner competition, because it fills the 3 mana slot, which is taken by only a bad buff, an important combo piece, or a heal that won't set the enemy progression back.
And the minion for the opponent doesn't really matter, because the opponent would get better value from playing a spell anyways.\
Although I still would like to keep Recycle in my brawl deck. It counters 10 mana spells (AKA Deathwing), and givs you a 6 mana body.
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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.
I think what many have not considered is the tempo of this card. With a number or new cheap option for druid having a removal that costs the opponent tempo while allowing your creatures to get in there is quite powerful. Its always good unlike BGH and therefore will be at least a one of in a number of druid decks. Lets look at some of the scary creatures that this hits that none of the other standard druid cards do.
All In all I see little doubt that this will see play. Almost for sure as a one of. It can also answer a number of 5 and 4 toughness creatures that are problematic like Thaurisan and Aviana when swipe is not in your hand.
Well how much is rag played? Basically none. Also if rag was run you would just run bgh instead and get a 4/2 body instead of giving your opponent a card.
Hence the "apart from BGH", which also doesn't kill Kel'Thuzard and a few of the new cards. This card is good.
What do you mean by a few of the new cards? Druid doesn't need this type of removal. And in the case of Kel,Thuzard your opponent has to have a board for it to be any good. And tbh he isn't run much anymore.The problem with this card is the drawback is too much for the value/tempo. As a druid by the time someone plays KT you can usually just kill them with FoN combo. If not you just smack two treants into KT and kill him without the drawback.
The drawback is laughable. You pay 1 more mana for a vastly better Sap. The fact alone that you can play this + something makes this a huge comeback and tempo card.
How is giving your opponent a minion a laughable drawback? I would play sap over this any day. Sap doesn't prox deathrattles and is one less mana while not giving your opponent a card. Its just not needed in Druid who already have so many solid cards and removal.
Actually Sap does give them a card, the card you sap is removed from the board and added to the hand. Mulch, when used on a minion without deathrattle, effectively does the same thing, except that the minion they get in their hand is a completely random one, rather than the same card as with sap. As others have pointed out, they can get an angry chicken, Dr. Boom, or anything else. They are more likely to get a crappy arena filler card than they are to get something good. They could also get a minion with a bad drawback like pit lord or something that they might not be able to play.
I personally think the card is good. Even playing it on sylvanas with an empty board, an emperor thaurissan, or a taunt like sludge belcher can be very helpful at times.
Like unstable portal without the tempo. Theres a good chance you're going to give your opponent something he can't utilize but on the other hand, you're going to give him something horrifying. This cards going to see a lot of play.
Does there really exist a better hard removal option for Druid? Mulch is certainly more reliable than Naturalize or Poison Seeds. And all the other removal spells are capping out at 6 damage. I'd argue you might even replace Big Game Hunter with Mulch if Dr. Boom's popularity declines.
I agree completely. Mulch is seemingly the best removal card for druid. Now, it doesn't fit in every druid deck of course (it sucks for combo druid for example because giving them heals/taunts lategame is asking to lose).. but for ramp or "aggro" (*laugh*) druids this card is completly bunkers... Druid WINS the lategame 9/10 times so why does it matter if you give your opponent a card? it most likely won't be better than the one you removed anyway... You are playing the Tempo game.. and this card gives you exactly that.. Also.. giving your opponent a random card most likely won't matter that much unless they have an empty hand.
Also druid's currently has access only to Swipe and Wrath as reliable removals. Neither of which can deal with most mid/lategame minions.. Mulch exists for exactly that reason... it is an answer to the minions that [card]Swipe/card] can't clear..
This is a funny card, because it's Blizzards FOUTH attempt at giving Druid hard removal. Naturalize, Poison Seeds, Recyle, and finally [/card]Mulch[/card].
NONE of the others see play because the drawbacks are just too severe. I think this one will actually work, I can see one-of becoming fairly staple. Not QUITE as good as Hex or Polymorph, situationally better/worse than Sap.
What do you mean by a few of the new cards? Druid doesn't need this type of removal. And in the case of Kel,Thuzard your opponent has to have a board for it to be any good. And tbh he isn't run much anymore.The problem with this card is the drawback is too much for the value/tempo. As a druid by the time someone plays KT you can usually just kill them with FoN combo. If not you just smack two treants into KT and kill him without the drawback.
The drawback is laughable. You pay 1 more mana for a vastly better Sap. The fact alone that you can play this + something makes this a huge comeback and tempo card.
I'll start off by saying I am looking forward to seeing how Mulch plays out. However, I don't think the drawback is laughable or vastly better than sap. There are times where you would have a clear sap target as rogue early game, that would be very risky to use mulch on. The reason for this is the earlier you play it, the more you run the risk of upgrading their minion with your mulch. Also, the "just one more mana" is much more significant in the early game, so the fact that you actually risk upgrading their minion and have pay 1 more is a significant difference.
To me, this just means that sap and mulch fill different niches. Sap is flexible in that it can be used at any point in the game for tempo advantage. However, it doesn't get rid of the minion. You know that that minion you just bounced has the potential to come back later. Mulch, I see as late game, maybe midgame removal. This is because as the game reaches the later stages, 3 mana becomes less taxing and you run a lower risk of upgrading their minion. But there are still going to be those games where you groan because you gave them a better minion than you mulched. Heck, there are even going to be those games where you give them the same minion you just mulched.
But this is why I'm looking forward to this card. Even though mulch and sap have analogous effects, I think they'll play out very differently.
Man.... druid really get the short end of the hard removal stick here are the options
Option 1: Naturalize, almost unplayable because of the card draw for the opponent
Option 2: Mulch, think about it, you are only gonna want to play this card on big minions right so how about Shadow Word: Death, a 3 mana destroy spell that will hit "almost" all of the Mulch targets, or SlamExecute a 3 mana destroy spell that will target all Mulch targets and also "kid of" draws you a card. Shaman have Hex a you guessed it 3 mana spell that "kills" all targets for Mulch, Hunter......... screw huntard, Paladin can Equality to kill it, Mage has so much hard removal I can't (be bothered to) count it, even rogue has Assassinate. All druid have is a Shadow Word: Death that gives the opponent a free Unstable Portal without the mana removal. I mean come on Blizz pls buff druid hard removal
Would've been a great card for the grand summoner competition, because it fills the 3 mana slot, which is taken by only a bad buff, an important combo piece, or a heal that won't set the enemy progression back.
And the minion for the opponent doesn't really matter, because the opponent would get better value from playing a spell anyways.\
Although I still would like to keep Recycle in my brawl deck. It counters 10 mana spells (AKA Deathwing), and givs you a 6 mana body.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Apart from BGH, tell me which "better options" you are referring to.
I think what many have not considered is the tempo of this card. With a number or new cheap option for druid having a removal that costs the opponent tempo while allowing your creatures to get in there is quite powerful. Its always good unlike BGH and therefore will be at least a one of in a number of druid decks. Lets look at some of the scary creatures that this hits that none of the other standard druid cards do.
Ysera
Malygos
Alakir
Chromaggus
Kel'thuzad
Tirion
Antonidas
Chillmaw
Bolf
All In all I see little doubt that this will see play. Almost for sure as a one of. It can also answer a number of 5 and 4 toughness creatures that are problematic like Thaurisan and Aviana when swipe is not in your hand.
Sure, tell me how they kill a Ragnaros. We are talking HARD removal. I don't think anyone is considering 2 damage as that.
If the meta slows down (as it likely will) we'll see a lot more of the likes of Ysera though, cards that (at the moment) Druids simply can't handle.
Hence the "apart from BGH", which also doesn't kill Kel'Thuzard and a few of the new cards. This card is good.
The drawback is laughable. You pay 1 more mana for a vastly better Sap. The fact alone that you can play this + something makes this a huge comeback and tempo card.
Actually Sap does give them a card, the card you sap is removed from the board and added to the hand. Mulch, when used on a minion without deathrattle, effectively does the same thing, except that the minion they get in their hand is a completely random one, rather than the same card as with sap. As others have pointed out, they can get an angry chicken, Dr. Boom, or anything else. They are more likely to get a crappy arena filler card than they are to get something good. They could also get a minion with a bad drawback like pit lord or something that they might not be able to play.
I personally think the card is good. Even playing it on sylvanas with an empty board, an emperor thaurissan, or a taunt like sludge belcher can be very helpful at times.
Like unstable portal without the tempo. Theres a good chance you're going to give your opponent something he can't utilize but on the other hand, you're going to give him something horrifying. This cards going to see a lot of play.
its a lategame card, you dont want to use this on a leper gnome... thats for sure!
To live is to suffer, to survive is to find meaning in the suffer!
I like the idea of giving wilfred fizzlebang to classes other than warlock.
pretty sure you don't want to use ANY hard removal on a Leper Gnome ever...
Waaaaaaaaaaaay better than recycle.
I agree completely. Mulch is seemingly the best removal card for druid. Now, it doesn't fit in every druid deck of course (it sucks for combo druid for example because giving them heals/taunts lategame is asking to lose).. but for ramp or "aggro" (*laugh*) druids this card is completly bunkers... Druid WINS the lategame 9/10 times so why does it matter if you give your opponent a card? it most likely won't be better than the one you removed anyway... You are playing the Tempo game.. and this card gives you exactly that.. Also.. giving your opponent a random card most likely won't matter that much unless they have an empty hand.
Also druid's currently has access only to Swipe and Wrath as reliable removals. Neither of which can deal with most mid/lategame minions.. Mulch exists for exactly that reason... it is an answer to the minions that [card]Swipe/card] can't clear..
This is a funny card, because it's Blizzards FOUTH attempt at giving Druid hard removal. Naturalize, Poison Seeds, Recyle, and finally [/card]Mulch[/card].
NONE of the others see play because the drawbacks are just too severe. I think this one will actually work, I can see one-of becoming fairly staple. Not QUITE as good as Hex or Polymorph, situationally better/worse than Sap.
That's_the_joke.jpg
Dude, that's the point. That's exactly the point.
its the removal druid deserve.. but not the one it needs. -Batman
I'll start off by saying I am looking forward to seeing how Mulch plays out. However, I don't think the drawback is laughable or vastly better than sap. There are times where you would have a clear sap target as rogue early game, that would be very risky to use mulch on. The reason for this is the earlier you play it, the more you run the risk of upgrading their minion with your mulch. Also, the "just one more mana" is much more significant in the early game, so the fact that you actually risk upgrading their minion and have pay 1 more is a significant difference.
To me, this just means that sap and mulch fill different niches. Sap is flexible in that it can be used at any point in the game for tempo advantage. However, it doesn't get rid of the minion. You know that that minion you just bounced has the potential to come back later. Mulch, I see as late game, maybe midgame removal. This is because as the game reaches the later stages, 3 mana becomes less taxing and you run a lower risk of upgrading their minion. But there are still going to be those games where you groan because you gave them a better minion than you mulched. Heck, there are even going to be those games where you give them the same minion you just mulched.
But this is why I'm looking forward to this card. Even though mulch and sap have analogous effects, I think they'll play out very differently.
Man.... druid really get the short end of the hard removal stick here are the options
Option 1: Naturalize, almost unplayable because of the card draw for the opponent
Option 2: Mulch, think about it, you are only gonna want to play this card on big minions right so how about Shadow Word: Death, a 3 mana destroy spell that will hit "almost" all of the Mulch targets, or Slam Execute a 3 mana destroy spell that will target all Mulch targets and also "kid of" draws you a card. Shaman have Hex a you guessed it 3 mana spell that "kills" all targets for Mulch, Hunter......... screw huntard, Paladin can Equality to kill it, Mage has so much hard removal I can't (be bothered to) count it, even rogue has Assassinate. All druid have is a Shadow Word: Death that gives the opponent a free Unstable Portal without the mana removal. I mean come on Blizz pls buff druid hard removal
Don't worry guys he's got your back