We ALL know that Druid needs more powerful cards (lol) so I made a few where the weakness lies (removal/AoE).
First up is a cheap hard removal, which Dudu only has in the opponent-friendly Mulch and Naturalize. Druid imo needs hard removal that doesn't benefit the opponent while still not being an outright Assassinate. Enter Tree Stomp:
Next up is a mass AoE board clear that doesn't rely on damage, which Druid currently does not have. Right now we're forced to use damage in order to clear the board, and even for solitary minions a lot of the time. This could mean triggering unwanted Deathrattles or potentially Imps from IGB. Thus, a calling a Roil down upon the Earth will wipe it for a clean slate:
What do you guys think? Balanced? Too OP? No need for Druid? Thoughts? Both cards kind of took inspiration from Priest cards: Shadow Word: Pain (Tree Stomp) and Entomb/Lightbomb (Roil). In those regards, I think the abilities are pretty balanced considering the effects.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Oh I like them both, but I think Roil needs to cost more mana to be balanced. Maybe 8 or 9?
Yes I was thinking it might need to cost more, but that kind of defeats the purpose. The idea is to be able to clear Zoo or Shaman's board within a reasonable amount of time. Although, now that I think about it Innervate kind of helps there so maybe 8 mana could work.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
The cards are cool, but I think having shitty removal options is just part of Druids identity, and giving them Roil would downplay that weakness, which diminishes their identity a bit.
I think Tree Stomp should target up to 4 cost minions at least, maybe 5. The point of removal is to provide a tempo swing and you can't swing tempo very well if you have to spend at least as much mana as your opponent spent to play something. Not to mention it would be absolute crap in the late game.
I don't see the need to give druid good removal. Every class should have weak points and strong points, and I feel that lack of removal is druid's weakness while ramp and strong minions are its strength. Kind of the opposite of mage where they get premium removal but have weaker minions and no ramp.
Tree Stomp seems fine, but Roil is completely broken. Druid needs cards to stop the early aggression, but that seems a lil' too much.
I don't like the idea of Roil because it has potential to make any minion-based deck run out of steam immediately. Imagine returning a lot of totems and tokens as cards to the deck. Then your opponent will keep topdecking 0/2 totems or 1/1 tokens. Basically, play one card, win the game against all Shamans and Token Druids? Also, how strong would Malygos Druid get?
But if I really had to design a card like that, I'd say 6 mana is very cheap for a board clear, especially for a class that ramps mana very easily. I'd make it at least 8 mana or make it return the cards to hand, just like Vanish
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We ALL know that Druid needs more powerful cards (lol) so I made a few where the weakness lies (removal/AoE).
First up is a cheap hard removal, which Dudu only has in the opponent-friendly Mulch and Naturalize. Druid imo needs hard removal that doesn't benefit the opponent while still not being an outright Assassinate. Enter Tree Stomp:
Next up is a mass AoE board clear that doesn't rely on damage, which Druid currently does not have. Right now we're forced to use damage in order to clear the board, and even for solitary minions a lot of the time. This could mean triggering unwanted Deathrattles or potentially Imps from IGB. Thus, a calling a Roil down upon the Earth will wipe it for a clean slate:
What do you guys think? Balanced? Too OP? No need for Druid? Thoughts? Both cards kind of took inspiration from Priest cards: Shadow Word: Pain (Tree Stomp) and Entomb/Lightbomb (Roil). In those regards, I think the abilities are pretty balanced considering the effects.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Oh I like them both, but I think Roil needs to cost more mana to be balanced. Maybe 8?
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I like both. Roil need to cost 7 or 8 though.
The cards are cool, but I think having shitty removal options is just part of Druids identity, and giving them Roil would downplay that weakness, which diminishes their identity a bit.
turn 1 - plays a 2-5 minion
turn 2 - buffs minion to 4-7
turn 3 - ramps with innervate to a 4-6 taunt.
clones buffed beasts with menargerie... further buffs via cenarius, mark, power of the wild, etc. etc..
oh you thought you could stop that minion before being buffed? lol - it's called stealth fool. enjoy.
joke class is joke.
I think Tree Stomp should target up to 4 cost minions at least, maybe 5. The point of removal is to provide a tempo swing and you can't swing tempo very well if you have to spend at least as much mana as your opponent spent to play something. Not to mention it would be absolute crap in the late game.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I don't see the need to give druid good removal. Every class should have weak points and strong points, and I feel that lack of removal is druid's weakness while ramp and strong minions are its strength. Kind of the opposite of mage where they get premium removal but have weaker minions and no ramp.
Tree Stomp seems fine, but Roil is completely broken. Druid needs cards to stop the early aggression, but that seems a lil' too much.
I don't like the idea of Roil because it has potential to make any minion-based deck run out of steam immediately. Imagine returning a lot of totems and tokens as cards to the deck. Then your opponent will keep topdecking 0/2 totems or 1/1 tokens. Basically, play one card, win the game against all Shamans and Token Druids? Also, how strong would Malygos Druid get?
But if I really had to design a card like that, I'd say 6 mana is very cheap for a board clear, especially for a class that ramps mana very easily. I'd make it at least 8 mana or make it return the cards to hand, just like Vanish