Kodo Mount
Kodo Mount is a 4 Mana Cost Rare Druid Spell card from the United in Stormwind set!
Card Text
Give a minion +4/+2 and Rush. When it dies, summon a Kodo.
Flavor Text
No matter how big they are or how many times you tell them no, they STILL won't stay off the couch.- Mana Cost: 4
- Crafting Cost: 100 / 800 (Golden)
- Arcane Dust Gained: 20 / 100 (Golden)
- Rarity: Rare
- Class: Druid
- Card Type: Spell
- Set: United in Stormwind
Kodo Mount Additional Information
Cards Relating to Kodo Mount
Guff's Kodo Type: Minion - Cost: 3 - Attack: 4 - Health: 2 Rush |
It’s a pretty solid buff card for Druid. Could be used on pretty much any situation, since it acts much like a Steed, back from Un Goro, the first one being Elekk.
I think this will find it’s way home, eventually or already. 4 Stars.
Well okay, this card definitely packs a punch, but it’s a little on the clunky side if you ask me. I’m 75% sure this will find a deck somewhere to slot into though.
The “give a minion rush” part is kinda irrelevant, because you’d need to pay up the cost for a minion and then pay an extra 4 for this spell, which would feel pretty clunky. So the only real application of this card is to play onto a minion you played before, meaning the rush is wasted.
Still, a +4 attack onto a minion really isn’t bad. That’s a full on eviscerate to the face, plus summoning a 4/2 on deathrattle.
I think
this might fit into taunt aggro druid as a damage dealer, but I also wonder if you’d rather just play some more minions for 4 mana instead of using this spell.
I mean if you have a minion on board it is basically Blessing of Kings mixed with Restless Mummy. Can burst for 4 if the minion is leftover from last turn, or can be used to trade when combo’ed with a minion from this turn.
The only “bad” part about this card is you aren’t guaranteed to trade twice with this in one turn because what you put it on might live, but doesn’t that just mean you got a good value trade anyway?
5/5 sees play in any sort of midrange-y druid deck that actually runs minions. Not entirely sure it makes it into Spell Druid since you’d rather use a wider buff and go “all-in” and this does absolutely nothing without minions in play.
Solid 4-star in my opinion. Good stats, and with rush I can see this working well as a 4-cost big removal spell that can trigger your own deathrattles and still leave a strong minion behind; maybe even serve as removing two minions for one card.