Lifeweaver
Lifeweaver is a 3 Mana Cost Rare Druid Minion card from the Rise of Shadows set!
Card Text
Whenever you restore Health, add a random Druid spell to your hand.
Flavor Text
Lifeweaving is all well and good until it's time to cut the thread.- Mana Cost: 3
- Attack: 2
- Health: 5
- Crafting Cost: 100 / 800 (Golden)
- Arcane Dust Gained: 20 / 100 (Golden)
- Rarity: Rare
- Class: Druid
- Card Type: Minion
- Set: Rise of Shadows
- Mechanics: Add to Hand
Decent stat line if you’re playing for tempo, and a decent effect on top of it. Druid has a bunch of really great spells; the only ones I think you won’t really want are Healing Touch and Stampeding Roar. Getting Swipe or Moonfire are nice, and random Predatory Instincts could be cool if paired with Stag.
4/5 from me on this one. Paladin sure wishes it had this kind of payoff for early heal.
7 total stats for 3 is quite juicy looking. Random Druid spells may not seem fantastic, but it’s definitely not bad when paired with this stat line. 3.5/5
well here comes cool healing spelsl for all classes exept priest :D. It can generate you tons of value and it can turn healing touches into something usefull. We know healbot was great sustain card. And druid have it cheeper and without the boddy. Card like brann bronzebeard made healbot broken. And cards like these will make druid healing broken.
The fact that your hero pings with his face makes healing trough lifesteal even more valuable. We are going to see northshure clerics pre-nurf for druids. Dreamway guardians, ravenous chuppacabras. Cards that lifesteal for 1 will basicly give you cards each time they attack. And those are all very cheep cards. And its a nice archetype although no one has had great success with healing so far. And druid spells are always on point. There is no bad side to them and most of them are choose one effects that make them even more flexible. The only bad ones are the nurfed ramp spells :D. But even than you get to ramp. And ditch all those extra value cards you got.
Adding random spells on the other hand is not gamewinning mechanic no one won becouse he overdrew cards. And the threats the deck makes are very few now that flappy chick is gone. Having a big minion to protec with the healing will make your deck desirable and there are not that many exept ysera and she hardly fits the archetype for now.
In arena somebody will play this with zombie chow and be like whoooaaa nice
2/5 stats for 3 mana is just good, especially for slower Druid decks; anything else on top of that is just a bonus. Cards I could see this synergize with are: Crystal Power, Earthen Ring Farseer, Regeneratin’ Thug, Rotten Applebaum, Zilliax. It’s decent, and getting free spells is nice, but you’d need more good sources of healing and more payoff cards to make Druid healing be more than just anti-aggro. 3/5
there is darscale healer. The basic naga card that heals all for 2. althout she is a bit expensive. it can cap your healing if you are plating tempo. And dreamway guardians are also healing. the chuppacabra. Although the deck archtype resolve around not having minions but spells.
Haha, good point; I hadn’t thought of combo’ing this with AoE healing to get a whole bunch of spells. I’m not sure whether Heal Druid will want to go for the wide boards you’d need to pull off that combo, but it’s definitely worth considering with such a substantial payoff.
Crap, this needs a heavy Minion lifesteal count to work… Witcher cauldron works Miles better without requeriments, and offer a better card pool also…
Witcher cauldron is also limited to when minions die which on same basis you’d only play if you could trigger. There are some pulls that aren’t that great also add to that we’ve only seen 1 new shaman spell and it’s not something you’d play immediately also cauldron is more limited to aggro decks which don’t want to wait. On the other hand I can only think of 3 druid cards which have decent chances of being worthless. Juicy psymelon, predatory instincts, and stampeding roar. witching hour can still bring back the choose one minions that turn into beasts which alot of will druids tend to run at least one of for this expansion with other taunts rotating. Every other spell can at least have some value when played. Also a boost over witches cauldron is this has 1 more health and 2 attack for the same cost so you can just use it to get value on the board if needed unlike cauldron which is a dead card if can’t get something to die.
Okay so Heal Druid is going to be a Thing thanks to Lifeweaver and Stag.
Seems a bit finicky but nothing says you have to play her T3, you can wait until you stick some lifesteal minions or have a good minion-healing turn with… whatever they print to replace Fungal Enchanter.
Overall seems too challenging and low-impact. Random Druid spells aren’t a good payoff, they’re either situational or overcosted or completely unusable (consider getting Juicy Psychmelon, getting a ramp spell in your lategame, or getting one of the many, many spells that only work with beasts!)
Ramp card in late game isn’t bad they still can do something innervate is good if just short of an extra play. Wild growth returns a card that let’s you draw 1 and nourish still has the ability to draw 3 cards. Yes two of them are over costed but the extra draw could make a difference. The psychmelon has obvious downsides and the beasts ones there’s only 3 in standard 2 require they be in deck or hand but one only requires that a beast dies which is easier to use. Some of the other druid minions can turn into beast giving possible witching hour targets. By my count there’s only 3 druid cards that have a possibility of being dead in the hand.
meh
That 5 heal is looking mighty tempting. And with this card, one gets a random Druid spell. A 50/50 chance of getting swipe, or restore your health for 8. Nice. I like this card. Plus with Stalladaris in play. . . you never know what happen.
What are you even talking about? Did you have a seizure while typing?
He’s referring to the new Crystal Power spell. Also, if there was a way to flag comments for moderation, I would definitely flag yours.
Your over valueing the card it’s a random druid spell there’s several cards that could be a bad pull from this there is no 50/50 chance of heal or swipe. Juicy psychmelon is a worthless card if you run a deck that has nothing at those costs. Think of this as a heal triggered witches cauldron.
Feeling the healing beat
This is a card to combo with dreamway guardians combo stated in that is turn 1 crystalizer turn 2 guardians and drop this turn 3 for 2 card return. Since it doesn’t specify hero any healing to your minions would count providing more possibilities of triggers. The archetype this expansion looks like token spell and heal the one Legendary supports spells so I’m guessing the other one has to do with tokens or healing. Also it looks as if the minions are focused on cheap mid-range level due to the discover druid minions spell.
Restoration druid seems to be getting quite some support this expansion. I like it, something different and possibly fun. I see some potential for midrange heal-beast druid to be a thing. After all, there is still another druid legendary to be revealed and based on the druids theme this expansion, it might just be the key piece to bring everything together.
Lifeweaver’s 2/5 statline is alright for three, but it’s effect isn’t going to trigger and generate a card more than maybe once before it dies most of the time.
It’s important that this card doesn’t say “to your hero” so this can could make a possible Healdruid if KotFT wasn’t rotating out. The healing cards seems ok and I expect this archetype to be kinda decent this expansion