Verdant Longneck
Verdant Longneck is a 5 Mana Cost Common Druid Minion Beast card from the Journey to Un'Goro set!
Card Text
Battlecry: Adapt.
Flavor Text
Always sticking its neck into other people’s business.Cards Relating to Verdant Longneck
Crackling Shield Type: Spell - Cost: 0 Divine Shield |
Flaming Claws Type: Spell - Cost: 0 +3 Attack |
Lightning Speed Type: Spell - Cost: 0 Windfury |
Liquid Membrane Type: Spell - Cost: 0 Can't be targeted by spells or Hero Powers. |
Living Spores Type: Spell - Cost: 0 Deathrattle: Summon two 1/1 Plants. |
Massive Type: Spell - Cost: 0 Taunt |
Poison Spit Type: Spell - Cost: 0 Poisonous |
Rocky Carapace Type: Spell - Cost: 0 +3 Health |
Shrouding Mist Type: Spell - Cost: 0 Stealth until your next turn. |
Volcanic Might Type: Spell - Cost: 0 +1/+1 |
5-4 5 mana?
Overcosted Trash
Solely from the point of the value you get for the mana, it is a 4-mana body, which means for your 1 mana you can get (based on plainer minions):
Divine shield – worth around 1.5 mana or 3 stat points in vanilla cards, around 1 mana in newer packs.
+3 attack – 3 stat points, worth around 1.5 mana, probably closer to 1 for being unevenly distributed.
Windfury – greatly varies, blizz usually values it as mana equal to half the attack, so in this case 2.5 mana.
Can’t be targeted – 0 to 0.5 mana, usually closer to 0.5 or 1 stat points for turn 4-5 drops
Summon tokens – 1 mana on creeper, 1.5 mana on infested wolf, so 1-1.5 mana I’d say
Taunt – 0.5 mana in vanilla (1 on higher drops), closer to 0 in newer cards
Poison – 1 mana in assassin/cobra, 0 on pit snake, 2.5 on Maexxna, so I’d go for 1
+3 health – 3 stat points worth 1.5 mana, prolly closer to 1 due to uneven distribution.
1-turn stealth – normal stealth is worth 0.5 in vanilla, 0 later – so this is closer to 0
+1/+1 – 2 stat points worth 1 mana
So for Adapt (worth 1 mana based on this minion), on average, you get a boost worth of 1.1 mana even if I calculate with vanilla values, where minions were generally weaker. In reality it is closer to 0.7. I guess the flexibility makes up for it a little, though
Despite it’s kind of RNG, it looks really fun. At least 1/3 should be useful in most of the circumstances.
This card can be good in 4/5 not in 5/4.
costs 5 or more mana, literally unplayable in the meta
Looking like solid thing BUT addapt mechanic iseems too random
u have 10 effeckts wich gives u about 1/3 chance to see EXACLY one wich u looking for shure u may be lkucky and get that one but if u wont u wont get taunt when u need i think with that mechanic Herthstone is going deep into RNG fest terytory wich is bad realy realy bad
Good new target for Menagerie Warden, I don’t think the adapt mechanic will be op but it will be flexible and flexibility is something druid likes. It reminds me a lot of the Druid “choose one” effect except you get three random options.
This new mechanic is really strong, I would say that is even broken in arena.
But speaking of this card: is a 5-mana card and druid has already great 5-mana cards. I don’t know, but I think that will not be played in constructed.
It’s good in beast druid, and it’s flexible enough to be used in quite a few decks. I think it might fit pretty well in constructed.
Arena maybe, constructed no.
It makes sense that brann is leaving standard because adapt with brann would be bonkers
Rip arena
think the new “adapt” power is broken :/
It depends on what cards they give it to. Most of the effects are something you could apply with an extra card. There have been cards in the past that combine 2 minions/spells into one card. Sludge Belcher was basically a Senjin and a Goldshire Footman. In this case, giving Druid a nice Beast card might not be that bad. It is, however, unfortunate that it isn’t a 4 mana 4/3 card, as Beast Druid already has enough solid 5 drops.