Lluadian's Comments
Goru the Mightree
There’s also the fact this can probably buff up treants that were already on your field and serve as a taunt to keep opponent from trading or going face against you.
Embiggen
If used a quest druid could make use of nourish being basically 4 Mana draw 3 of course to get best use your choose one cards would be limited more to the draw and removal rest of deck being minions even the draw a card minions would be more valuable. Add in the new ysera and you just might have an interesting deck with a heavy draw mechanic to keep dropping buffed up minions.
Treenforcements
And the issue still comes out to Mana cost and having a minion already on the board. It’s a lot easier to play a minion and tag it with a 1 cost than a 4 cost until the late game if your opponent doesn’t let you keep minions on the board. With this you could even do a 10 Mana and give cenarius taunt.
Point is from an empty board this has a lot more consistency in value.
Embiggen
Quest for druid isn’t to bad with this just build more of a tempo deck nourish with the quest HP is basically a 4 Mana draw 3 cards and if not at max Mana it’ll get you there. Been experimenting with idea some and cheap minions do help ysera adds a nice bonus when get to late game since could restock the field by drawing overall if ran the quest with utility choose one cards it wouldn’t do to badly. Just like could run quest and build around new treat card.
It all comes down to if think losing a 1 attack 1 armor 2 Mana power is worth the utility cards. Losing HP really only affects the side quest it looks like.
Goru the Mightree
Goru, the forest’s aid, cenarius. 3 turns of evil in a quest druid can even drop second forest aid on turn 10 with a 2 cost. This can be a swing card for lategame.
Goru the Mightree
That still doesn’t take into account it’s a twinspell so you could summon 5 3/3s 4 times in a single game using pretty much just 2 cards. This basically makes a threatening board that could FORCE your opponent to us valuable removals. And if you were a quest druid you could just drop another 5 or you could drop cenarius and have 2 5/5 treants with taunt on curve for 9 Mana plus a 5/8. This is basically a card that leads into late game nuisances that can just be dropped one after another. And it helps a few cards that would already be run by a quest druid.
Treenforcements
Quest druid doesn’t need to rely only on choose one cards that’s issue see alot of when compare the 2 hero powers having just a few choose one can be more valuable than 2 Mana to deal 1 dmg by smacking a minion with face. The upside of quest druid is it makes a few utility cards better nourish is basically a 4 cost draw 3 cards which isn’t so bad once you’ve run your hand out. Just that one card gives value for the quest since can help keep tempo or help get it back. The only trick is tempo druid would also like the side quest which requires the hero to attack. But that has problem of not starting in hand and would be best at around mid game.
Goru the Mightree
It does make so playing the 8 cost twinspell on curve has 15/15 value so that’s a plus.
Wyrmrest Purifier
Spiders from the ambush cards don’t count they’re rogue cards not neutral.
Wyrmrest Purifier
Academic espionage doesn’t do anything with this it’s a class card giving 10 more random class cards. This could turn around a bad set from archivist though. For quests some of the cards you’d want to use with them are neutral making mummies works well with the mechanical whelpling.
Basically bombs blood and potentially albatross are the main reasons to run this though Hakkar is only one that is a reliable reason.
Treenforcements
Quest druid approves of this card give a minion health and taunt and summon a 2/2 for 1 Mana. This is pullable from the new dragon since it’s a 1 cost you could use with the new taunt but that’s less important and this has best value with quest. Overall I’m gonna make a quest dragon after seeing this.
Treenforcements
Yeah a 1 cost spell five a minion +2 health and taunt or a treant 2/2 as a choose one sounds nice to quest druid add in fact you could make a quest DRAGON druid with the one dragon giving 2 1 cost spells and it’s good in my book. Even if you don’t run a treant package this has value especially after quest completes.
Goru the Mightree
Considering its a 7 cost 5/10 taunt it’s really nice value wise. Add in the fact you can play the 8 cost summon 5 treants twin spell on curve as 3/3s and your in business. Also possible that play Floop after making it 4/4 treants. A card like this really gives value to pulling some of the other treant summoning cards in the late game.
Embiggen
Another card added to list of thing their rogue wants to pull combo this with say Tess and scheme and you basically get a late game Pogo hopper style deck with who knows what else Tess triggers.
Embiggen
And considering we have a dragon card that cuts the cost of dragons in deck down by 2 you could play this twice for +4/4 and the dragons would break out even.
This would be a horrifying card for the token zoo druid. The down side of zoo decks is tends to be low power in late game this card boosts up the power and could even be dropped in begining which could shift early game to mid game to late game in stat value. The only thing is just need to keep drawing will possibly see card not used often make appearances if they can come out stronger.
Wyrmrest Purifier
Ok everyone’s mentioning bombs and Hakkar but did everyone forget that other neutral that was revealed bad luck albatross with deathrattle to add 2 1/1 cards to opponents deck. This card can work as an anti tech card against that card if a deck appears that takes advantage of that. And if you did run your own Hakkar to the deck all the better so it wouldn’t be a waste.
Cobalt Spellkin
Not sure more than half of paladins 1 cost spells are secret based and even then the others aren’t bad either. Divine shield, attack boost, draw when minion attacks , etc..
Overall shaman and paladin get the best deal outa this card shaman only has like 1 bad spell the totem one.
Platebreaker
The fact they released a card that targets one class more than anything is ridiculous at least the secret counter that’s brought up can apply to possibly 4 classes and even then the cards are more varied stealing secret or killing secret to gain stats. Neither of those cards can make as big an impact against one class as this one can. Most of the time warrior gets high armor it’s from playing several different cards and using up this invalidates that. Warrior also needs armor for when using weapons to remove minions or to trigger other cards that are dependant on amount of armor you have. Seems like a targeted attack to remove control warrior and force tempo warrior.
Platebreaker
The druids getting out of control also occurred during a period where one particular rotation was admitted to being overpowered. And it took several cards spread across different sets to make it powerfully this is a card from a single set that would have on its own killed the use of half a decks worth of cards. This would basically be almost like having a card that did dmg to a person equal to about half of the healing their character received.
Having cards with armor piercing or took out percentages of armor would have been more reasonable. Basically if this took out say 80% of the armor that would still have been powerful and more used when opponents built up to much armor instead of fully nullifying it.
As a 3 cost 3/4 it at least has average stats. But I think the best use comes from facing certain quest reward powers or like the galakrond hp by making it awkward to spend Mana on it.