the reason losing mana crystals is bad is because it makes you behind in tempo... losing 4 mana crystals is irrelevant because the opponent will also lose 4 mana crystals.
I think it could be used in Aggro or control or even mill decks. The primary purpose is anti-ramp and anti-combo, which all 3 of those builds would like to have.
*In Standard rotation. Dirty Rat, Deathlord, and Neutral Mill cards like Coldlight Oracle and King Mukla have existed previously, with the exception of Mukla, who doesn't really see play in Standard, but fits well with coldlight.
so its 5 mana, save your minions from taking 8 damage total. It might be good if you have a snowballing threat on the board like a vicious fledgling, Hench-clan thug, or questing adventurer which you can benefit greatly if it sticks around for a turn or 2 extra. So I predict it could be used in some odd decks as an early game minion protector. Won't be as good as Giggling Inventor pre-nerf, but it might do a reasonable job. Plus it can block damage removal like eviscerate or lightning bolt or aoe which Giggling couldn't do.
I probably threw in too many "give your hero +x attack" cards and something should be replaced with ramping cards so you can drop Gonk, the Raptor as soon as possible and/or Spreading Plague for defence, but that's a rough sketch. I think it could work.
That aside, I think you could make this more consistent (and Standard format) by at running Witching Hour instead of of Mark of Y'Shaarj, Fire Flies instead of Dire Moles (don't want dire mole in res pool), Branching Paths instead of Feral Rage, 1 Claw instead of 1 Bite (so that you can play alongside witching hour for the same combo). That might be able to win a little more consistently, but I still don't think it's worth playing over other Druid archetypes.
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the reason losing mana crystals is bad is because it makes you behind in tempo... losing 4 mana crystals is irrelevant because the opponent will also lose 4 mana crystals.
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if you use this on turn 10, do you have 5 mana crystals left? Or 4? If it's 5, then it basically comes with a coin if you use it on turn 10
Edited: Just realized if it did that this card would be broken. You could play on turn 6 and get 5 mana crystals back so it would just be a free 5/5
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I think it could be used in Aggro or control or even mill decks. The primary purpose is anti-ramp and anti-combo, which all 3 of those builds would like to have.
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*In Standard rotation. Dirty Rat, Deathlord, and Neutral Mill cards like Coldlight Oracle and King Mukla have existed previously, with the exception of Mukla, who doesn't really see play in Standard, but fits well with coldlight.
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Druid gets bad cards this expansion and now they release this card? I guess they realized Druid and combo decks like Shudderwock are a problem.
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spell stones will only generate 2 wolves each not 4. so no, there will be room
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Edited: Incorrect information about spellstone since technically it transforms. Sorry for the confusion.
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say hello to Vilespine Slayer
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yes, the copy will happen before your minion will take damage.
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I think if someone overdamaged Bolf when hitting your face, he would still block the damage, so I want to say yes, but I'm not positive.
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so its 5 mana, save your minions from taking 8 damage total. It might be good if you have a snowballing threat on the board like a vicious fledgling, Hench-clan thug, or questing adventurer which you can benefit greatly if it sticks around for a turn or 2 extra. So I predict it could be used in some odd decks as an early game minion protector. Won't be as good as Giggling Inventor pre-nerf, but it might do a reasonable job. Plus it can block damage removal like eviscerate or lightning bolt or aoe which Giggling couldn't do.
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see my previous comment
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So basically, what youre saying... Commonly played cards such as Ironbeak Owl, Spellbreaker, Vilespine Slayer, Execute, Shield Slam, Naturalize, Siphon Soul, Deadly Shot, Spider Bomb, Meteor, Polymorph, Acidic Swamp Ooze, Gluttonous Ooze, Harrison Jones or anything similar and you lose. you also lose to control since they wont have a board with low health that needs to be cleared.
That aside, I think you could make this more consistent (and Standard format) by at running Witching Hour instead of of Mark of Y'Shaarj, Fire Flies instead of Dire Moles (don't want dire mole in res pool), Branching Paths instead of Feral Rage, 1 Claw instead of 1 Bite (so that you can play alongside witching hour for the same combo). That might be able to win a little more consistently, but I still don't think it's worth playing over other Druid archetypes.
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it can with DK hero power
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Fixed! Thanks for pointing it out. And yes I am looking forward to some crazy shenanigans.