Druid Rare Card Revealed - Treenforcements
Playhearthstone via promotional email just revealed a new Descent of Dragons Druid card: Treenforcements
Playhearthstone also revealed a new Druid Legendary card - Goru the Mightree
Descent of Dragons Card List & Guide
Learn more and see all the cards in our dedicated expansion guide.
Enchanted Raven back to standard
Lol, so they took a card that was already over the power curve and then added a choose one option to it? Enchanted Raven would be sad, except that he'll get played alongside this in aggro druid decks.
TREEatment
For sure this card is bad for quest druid. It values even with both effects is too low. Of course once Kun rotate, deck would be weaker, but anyway I have doubts that we need it. In what other decks do we need such effect I don't know. I think it won't see any play.
What? This is insanely strong in quest druid. Quest Druid's biggest weakness is skipping early turns. Obviously, that's how the deck's designed. And this is a 1 mana 2/2, which is very high tempo, and will let you fight for the board a bit better, and if you draw it earlier it will still give you good value for it's cost and give you a way to stop agro decks from hitting your face in the process.
It's also really good in token druid, and it might even encourage people to take another look at quest token druid. Back when Enchanted Raven was in standard it was a staple of every token druid deck, and it was just objectively worse than this card is.
If you use it in quest druid you have to play it turn 2 on it's own which makes it effectively a 2 mana 2/2 which is bad tempo, I'd rather play the 1 mana deal 2 card to fight for board over this. If this sees play in quest druid it would only be because it's token quest druid which has proven to not be worth it over normal token druid in the past. It is a really nice card for normal token druid however of course.
That's dumb, you can't just say "it's effectively a 2 mana 2/2." It's not. I'll illustrate that later. Let's just go with it for now. You say "it's just a 2 mana 2/2", but "2 mana" 2/2 is by far the best tempo play you can make in quest druid in the early game. This is much better than Crystal Power. It's already better than it just because it's a proactive card instead of a reactive one. Lets say you're going first. You play your quest. Your opponent plays a 1/3. In your turn 2, with Crystal Power all you can do is deal 2 damage to the 1/3. You don't kill it, you don't develop anything. Treenforcements on the other hand directly contests his 1/3 on the board, and it prevents him from playing any 2 health minion if he wants to avoid getting it traded off.
But that's not even all the advantage this has over Crystal Power, far from it. If this was "effectively a 2 mana 2/2", you wouldn't have the option of playing two of them on turn 2. You know what's good tempo on turn 2? 4/4 in stats sounds like an example of that to me. You don't want to delay your quest completion unless it's necessary, but if you've played quest druid you know that it occasionally is necessary against very aggressive decks. Every good quest druid player recognizes when they should be fighting for tempo and delaying quest completion by a turn or two. This gives you a fantastic way to actually fight for the board. Another thing you couldn't do if this was "effectively a 2 mana 2/2" is play two of them on turn two and then innervate to still progress your quest, or play two on turn 3. In both of those examples you're paying spending a 3 mana turn to summon 4/4 worth of stats, which is very good considering that you're quest druid. If this was a 2 mana 2/2 you couldn't even play both of them on turn 3, let along progress the quest while doing so.
We're stil not done. This is also a much, much better play against slow control decks than Crystal Power. 1 mana deal 2 to a minion is literally useless when you're playing against a slower deck than yourself, but this isn't. You can play this on turn 2 and force your opponent to have removal for it or this can end up dealing significant damage to them. Quest Druid is effectively a very weird tempo deck, one that sacrifices tempo early in favor of better tempo plays from turn 5 on. If you can also put out decent tempo before turn 5, that's very valuable to you.
Treenforcements is also a better lategame play than Crystal power. At best, Crystal Power will heal you for 5 in the late game. This will usually save you considerably more than 5 health by taunting up a big minion and forcing trades into it, and it summons a 2/2 besides, which while not amazing is also not inconsequential.
And I didn't even talk about the fact that the health buff by itself is a great tempo tool because it can let you trade a minion and keep it alive instead of dying, which is valuable both in the early game as well as later.
2 mana 2/2 my ass.
If a consistently well-performing aggro deck surfaces that can seal the win by turn 6, acornbearer will be better for early game board control. That seems unlikely though and the +2 and taunt option can do wonders. Wonder how a token-treant-quest druid would perform this coming season, sounds like fun.
Arena filler. Wont see play
A 1 mana 2/2 that fits in an existing deck will definitely see play.
Aren't you by any chance second account of that dude who keeps posting "wont see play" comment on new cards, and gets downvoted to a point we can't see your message?
Either second account or just a soulmate. xD
i highly regret feeding this troll. you should avoid feeding him too lol
Cmon there is no other great synergy with the new quest so far. That’s poor. Bad Job Blizzard.
So warlock or paladin or rogue it is :(
It's strong enough as it is, it doesn't need more support. They're trying to push new deck types.
I just made a custom card: Ravenchanted: 1 mana, 2 attack, 2 health, beast. How does that sound?
love the art well done,
treant council :D
Interesting. Decent power level, definitely would fit in a treeant druid if it gets enough support to be competitive, but not sure if it's good enough to fit anywhere else.
I think it's worth at least considering in Quest Druid. It helps you overcome your biggest weakness, a weak early game. In Quest druid early on, this is basically a 2 mana 2/2 for all intents and purposes, which isn't the best play out there, but it's the most tempo option you have on 2 mana. It serves the same purpose if you play it after completing the quest, too. Often you're already in danger of dying by the time you successfully finish the quest, and this provides you both good tempo for it's cost, as well as a taunt on another minion to stop an opponent who is probably trying to SMOrc you down by that point.
Druid is getting quite a few new tools this expansion, and I'm not sure whether this makes the cut over some of the other new additions, but it's definitely worth considering. If this card was part of the previous expansion I would definitely be including it in my own quest druid lists.
Okay, and cut what? You can always say a card can fit in a deck, but it means you have to cut another good card. So what will you cut