Out of all the cards only Bees seems like it could lead to some unexpected decks. The rest seem very shoe-horned into specific decks and not strong enough to make a difference.
Choose-one quest will need a lot of support from the remaining cards to make a viable deck.
Good grief... I don't think most of you are thinking clearly. Versatile cards have proven time and time again that they are useful. Obviously, individually each effect is average, but that's true of pretty much every Choose One effect. Are you telling me Choose One effects always suck? It's certainly a 'Playable' card at the least and borderline 'Very Good' in the correct deck.
Druid of the Swarm Grove Tender Druid of the Scythe Druid of the Flame Mark of Nature Shellshifter Keeper of the Grove (post-nerf) Mark of the Loa Fatespinner Wardruid Loti Tending Tauren Dark Whispers Ancient of War (for at least 3 years) Ancient of Lore (post-nerf) Wisps of the Old Gods Cenarius
All very versatile cards, 0 play. Understatted cards are garbage and versatility is only good when there's a slight overcost and the card is attractive. For example, if Wardruid Loti forms were mind control tech, ooze, M.Dmg and charge it would be run in every druid deck, but because of the choices being bad versatility is irrelevant.
With Mass Hysteria the minion attacks only once yet he multiplied his attack by 4
Notice how in the video I posted, when the Imp attacks and dies to Linecracker, Linecracker doubles his attack?
What you posted works differently because it's under the other player's turn and has nothing to do with this deck's theory. This deck's theory, and supported by the video I posted, is that under your turn every attack you force upon an overkill card counts for the overkill.
under the right conditions (on mountain giants and sea giants) it's a 3MP faceless manipulator with twin spell and on mage, who has potential to use a 2MP card that suddenly turns it into a faceless manipulator + gloop sprayer.
It's absurdly overpowered. Even if they removed twinspell there would be decks built exclusively around it.
I run a different build, 2x gloopsprayer, 2x Spellbreaker, no faceless ragers, no alexstrasza, a steel rager + zilliax and a few variations in spells, basically 4 heal spells + zilliax potential combos.
The idea vs warriors is to generate 5 lucentbarks with the least amount of heals possible, avoid using GloopSprayers to generate only 1 lucentbark unless necessary, and to save 2 slots for the endgame to do Keeper Staladris + Copy (either floop or faceless manipulator) and use Crystal Power, generating 2 more heal spells that way. With 6 heals + zilliax it's far more than enough to deal with all the brawls.
a) Offer a card that could only fit in the most boring and mindless archetype druids can play, which is far outclassed by pretty much any class aggressive archetypes. b) Make said card terribly slow and conditional for that archetype anyway.
2
Mercenaries vs mercenaries after a few games.
1
Out of all the cards only Bees seems like it could lead to some unexpected decks. The rest seem very shoe-horned into specific decks and not strong enough to make a difference.
Choose-one quest will need a lot of support from the remaining cards to make a viable deck.
0
I would include this card in every warlock deck if it costed 5 MP.
It costs 3.
0
Druid of the Swarm
Grove Tender
Druid of the Scythe
Druid of the Flame
Mark of Nature
Shellshifter
Keeper of the Grove (post-nerf)
Mark of the Loa
Fatespinner
Wardruid Loti
Tending Tauren
Dark Whispers
Ancient of War (for at least 3 years)
Ancient of Lore (post-nerf)
Wisps of the Old Gods
Cenarius
All very versatile cards, 0 play. Understatted cards are garbage and versatility is only good when there's a slight overcost and the card is attractive. For example, if Wardruid Loti forms were mind control tech, ooze, M.Dmg and charge it would be run in every druid deck, but because of the choices being bad versatility is irrelevant.
1
Seems 4 expansions in a row of hunter being the most played class was not enough.
0
Has some potential with heal druid but I don't think I'd replace any card in my current list for this, not even if both effects were combined.
2/10 for me
0
Not sure whether it will be effective but it sure looks like it will be fun.
Pity about the bad synergy with witching hour though.
2
With Mass Hysteria the minion attacks only once yet he multiplied his attack by 4
Notice how in the video I posted, when the Imp attacks and dies to Linecracker, Linecracker doubles his attack?
What you posted works differently because it's under the other player's turn and has nothing to do with this deck's theory. This deck's theory, and supported by the video I posted, is that under your turn every attack you force upon an overkill card counts for the overkill.
2
https://www.youtube.com/watch?v=-XD7o9RbNlU
Then why does TTK Linecracker+Mass Hysteria Priest exist?
0
under the right conditions (on mountain giants and sea giants) it's a 3MP faceless manipulator with twin spell and on mage, who has potential to use a 2MP card that suddenly turns it into a faceless manipulator + gloop sprayer.
It's absurdly overpowered. Even if they removed twinspell there would be decks built exclusively around it.
0
Fuck Conjurer's calling.
That's all
0
Yes
2
I run a different build, 2x gloopsprayer, 2x Spellbreaker, no faceless ragers, no alexstrasza, a steel rager + zilliax and a few variations in spells, basically 4 heal spells + zilliax potential combos.
The idea vs warriors is to generate 5 lucentbarks with the least amount of heals possible, avoid using GloopSprayers to generate only 1 lucentbark unless necessary, and to save 2 slots for the endgame to do Keeper Staladris + Copy (either floop or faceless manipulator) and use Crystal Power, generating 2 more heal spells that way. With 6 heals + zilliax it's far more than enough to deal with all the brawls.
1
a) Offer a card that could only fit in the most boring and mindless archetype druids can play, which is far outclassed by pretty much any class aggressive archetypes.
b) Make said card terribly slow and conditional for that archetype anyway.
Great minds at Blizzard resurrecting druids.
0
I would be fine if they didn't do anything again.
Last buffs all they accomplished was to empower the already powerful classes, so they can just leave the game as it is before they make it worse.