New Druid Card Reveal - Wardruid Loti
A new Druid card has been revealed by Kripparrian.
The Four Dinosaur Forms
A Wild Fandral Staghelm Appears
Reveal Video
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Well, versatility is always good, and this card is certainly a jack of all trades.
But i can't find a place for her in current Druid powerlevels...
Why is this getting downvotes? It IS a Wandering Monster nerf.... 1/2s are pretty bad.
I'm just glad my boy Fandral hasn't been forgotten!
Well... it's better than Druid getting something good, I suppose. The flexibility is pretty nice.
I love this card's flavor, really cool design. This card is powerful. Versatility is very strong in hearthstone. This gives removal, disruption, defense, additional burn for other removal spells, whichever you need.
Not sure how much play it will see right now, it's a really good card but it just doesn't fit the "goddruid" package that much since they don't do trivial things like play minions that just do normal stuff. There may be a new druid archtype that plays this, and when the rotation happens this will probably be an auto include in a lot of decks.
I... I think I might be HYPER wrong, but to me this card looks like a complete trash for a legendary.
Maybe care to elaborate? Four cards in one is very good versatility. It's like adapt, but better since it's always the same four choices, not random ones. Choice matters a lot. it's only 3 mana so easy to combo with other cards and it has great synergy with Ixlid, Fungal Lord and Fandral Staghelm.
You'd be hyper wrong then. Look at cards like Branching Paths and Living Roots to understand why this card is actually pretty great. The flexibility is the key here, each option on its own is not anything special but the ability to choose ANY of them on a whim means that not only is this card insanely versatile, its also never a dead draw no matter what the situation is. Cards that fit that description always pop up, even outside of Druid. Shadow Visions, Primordial Glyph, The Lich King and Malfurion the Pestilent are just a few of the many staple cards that exemplify this idea. Their other abilities are also very key, but the ability to be flexible and responsive to what your opponent is doing at any point in the game is what makes cards like this so dominant.
Yes, I get the idea of flexibility, but, are those responses even good? I mean, sure, in early game it can be good, to protect yourself against agro or to kill an annoying minion, but, is this card even good after turn 6?
Sure, poisonous+stealth is alright, because your opponent has to do 2 damage to the board(which he may not have or it will be something that he doesn't want to do), so that he won't loose a minion on the board is... alright? But, that's just not that good in a late game.
Card examples that you gave, well, most of them are pretty stong. Druid Hero - one of the strongest Death Knights in the game, because he can basically turn you into a Justicar's Warrior or can allow you to do 3 damage every turn for 2 mana and some health(that you can accumulate). Shadow Visions allows you to discover very specific cards in your deck, which is why it's used in combo decks(And it's not a dead topdeck draw in arena(unless you don't have spells), because you can search for an answer that may be in your deck).
Primorial is a spell search(even though it's random) and spell discount for the next turns. Plus, it's synergises with other Mage cards.
Branching bath's effects may not be strong for 4 mana, in a vacuum(but, I think that 4 mana - gain 12 health is pretty good. And it has a better/different Savage Roar effect for just +1 mana), but, yes, this is the perfect examples of flexability. But it is so good because effects of that card are good in any stage of the game. Early game? You can gain health against aggro or draw cards against slower decks. Mid game, same thing, but you can also use it to buff your board(if you are that type of deck).
What I'm trying to say is: Branching and Living are good, because effects of those cards are good in almost any point of the game. New Druid card is only good in early game, I think.
But, I would gladly be proven wrong.
Yeah, you can easily combo it with those cards, but... is it good? I mean, sure, with Ixlid you can easily get two of her transformation. But, the thing is, that those effects, even when doubled aren't that good on 8 mana(which can be before turn 8 most of the time for Druid):
-+2 Spell damage for 8 and 3 weak bodies on board? Well, I don't know. You don't really want to use Ixlid for the spell damage combo.
-Two 1/6 taunts for 8? But... plague, though? I mean, all slower decks are running Spreading Plague, so, you will have it. And the deck with Ixlid probably is a slower deck. Ok, fine, we live in the world where there is no Spreading Plague card, but, there is a [card]Tar Creeper/card]. Ok, Flexiability, that's the main point right? Let's look at 2 1/6's. Many decks nowaday run Mossy Horror(especially Hunter) to deal with 0/1/2 attack creatures(so, in that case, your whole board will be nuked). Ok, fine, fine, they don't have it. So, you gain 12 health for 8 mana and can deal 4 damage that is split into 3 bodies. I just don't see it as that good of a defensive combo right now. Maybe in a next expantion?
-Two 1/2 poisonous with stealth? Well, yeah, it's alright against big minions, but, it still can be countered, and, well, after you kill those two minions, then what? Usually, nowadays, people run more than one win condition.
-Two 4/2 rush minions? Hmmm, I don't know about that either. You can use it to absolutely positively kill an important card(you may not be able to do that 100% of the time even with it), but, in that case, you've made one of your
I just don't think that this card is good anywhere outside of early game. And, Druid doesn't exactly struggle in an early game. And, he already has many defensive tools.
Ok, Fandral Staghelm? Sure, 7 mana 3/5 with a strong effect and 4/6 with a bunch of good effects is cool, but is it game winning? I'm not sure.
Now I really wish this card I made a while ago for a design competition was real:
It is a legendary that can turn into 4 common cards? I do not get it. Giant wasp, Crypt Lord, Druid of the scythe and Dalaran mage.
this right there describes it all. Oh but no its flexible, lol as if that would make any difference
That's WHY it's so good. The choices themselves are average, but the ability to have them at any time rolled into one card is what makes them great.
I like how only druid get low mana cost legendaries, it must be a struggle to get high mana as druid...
go go power rangers! Or Transformers, khm. Pretty funny card.
Great in token druid, i think.
Wandering Monster nerf.
How I valuate legendaries is pretty simple: Would I be happy or not to open this up in a pack? And I won't be sad, because it is versatile, it is good, it fits in multiple situations, etc. It's just an easy minion you can slot into your decks and almost always get some sort of value out of it. It's not meta breaking, but surely not bad.
Huffer that can't go face, dust
JK
Very versatile, but I'M not sure what deck would use this?
The stealthed form seems like the best version, while the spell damage version can enable some neat combos. rush and taunt are just really underwhelming and just seem to be emergency transformations.
Could be better if we get more general beast support, but right now it just seems like it doesn't really fulfill any particular role in any deck.