Lluadian's Comments
Lucentbark
Whelp I’m thinking of a big resto druid deck with this maybe a big beast druid with some resto. Lucentbark, Floop, Gloop, Dreampetal, Jepetto, Tyrantus. I think you get the idea if don’t Jepetto 1/1 are deadly Floop just needs to make copy of Lucentbark through Gloop or after Lucent. Gloop would be dropped to clone Tyrantus or Lucentbark. Dreampetal could drop cost of big minion in hand it’s such a big removal target usually only lives one turn anyway, and a 1/1 tyrantus when dies can come back through witching hour. That’s a rather overlapping combo and long as keep beast cards to minimum it’s somewhat viable as a strategy. Just need to work out early and midgame plan and it’s useable. Would require limiting to cards that aren’t that bad if pulled by jepetto.
Big Bad Archmage
Thanks for that at least I’m just stating that there are still some ways to cheat this card out for less than 10 Mana and we have no idea what’s coming in next 5 expansions, we still haven’t seen all the cards of this one yet. Just annoys me when see people dissing some cards because looks to costly or seems underpowered at first when have several more expansions it’ll be around for and no telling what may show up to break the card. I don’t think many saw the nightmare of togwaggle druid coming that deck was just irritating. Not great reference but it’s on list of cards I can think of where would have been considered meme ish but not serious.
Underbelly Fence
They gave burgle rogue some support with the one minion that guarantees a card from a non rogue class. Also face collector can rng class legendaries as another possibility. ATM burgle rogue is going to shift more into pirate burgle due to losing kobold to tutor Cutlass have a spell to tutor Cutlass and 2 pirates. So Tess and Cutlass aren’t completely dead against mirror match just not as effective.
Underbelly Fence
You forgot the new classic pilfer card 1 cost same effect as fox stolen steel can be coined into as well.
Underbelly Fence
Turn 1 pilfer turn 2 drop a 3/4 rush minion man rogue got an aggressive opening set up with this there’s also coin stolen steel then this and preparation espionage then this. Overall there’s 3 different ways rogue COULD drop this on turn 2 but only the first 2 would be a viable play since espionage early hurts without a drawing card in hand.
Archmage Vargoth
You know there’s another usefull thing about this card in druid after reach 10 Mana wild growth gives 1 0 cost spell to draw a card if played that with this out that’s draw 2 cards. Definitely gives a better return if pull growth in late game.and with the draw being a 0 cost it doesn’t hurt you to hold out on using it unless you really need to try to pull something from your deck. Of course this is just a late game option there’s also fact if play this and wildgrowth it could be a better version of nourish for 7 Mana draw 3 possibly 4 cards and get a 2/6 body once you reach 10 Mana. Not a bad result for those times when top deck growth in late game.
Tak Nozwhisker
Oooh turn 9 drop this prep espionage be nice play anyone thinking turn 8 get ready to burn a card. Also works well with togwaggle scheme but I think that’s more a turn 10 play with pogo. Overall it’s a very good late game value generating card I’d guess at this with pirate theif rogue as a tactic for if can’t close game out early.
Desperate Measures
This has value even if doesn’t effect other secret based cards the fact that only 1 secret is a bad rng *Wisdom* isn’t so bad when consider for 2 slots this is 4 secrets and even if one is wisdom that’s still 3 secrets of value if wisdom isn’t triggered. Btw it looks like wisdom has a higher chance of proccing now with these cheap spells and minions being added in this expansion so paladin may be able to get by without divine favor even if not as good.
Call to Adventure
This works well with immortal if keep 0 and 1 cost minions out of deck it works like witchwood Piper for 1 less Mana and 1/1 less stat value and it buffs card draw instead of giving board presence so it’s fairly balanced. Add in the fact that this can be a tutor card to buff a low cost card that’s dangerous like prelate and it has some uses. There’s another trick this does of interest it let’s you pull out low cost minions from deck so you can set up for higher cost value from things like duel and crystalizing lens. And if duel pulled say prelate it could at least be buffed up before hand. So over all it has a few interesting possibilities and will definitely see play in meme decks. Btw at least half of the time I’m playing a deck it’s meme based. I’ve killed people with the penguin and the chickens this time I wanna kill someone with the druid squirrels only annoying bit is some people quit before I can kill them with the stuff.
Big Bad Archmage
Um for everyone dissing this card please don’t forget shamans spell eureka this is a very scary card to pull with that basically a 6 Mana 6/6 with a random 6 Mana summoned at end of each turn. If you can manage hand right running just 1 copy is scary also we have mage lunara pocket galaxy as well as hecklebot can pull this from deck. Then you have jepetto joybuzz for a 1 cost 1/1 that summons a random 6 cost and you can just buff the 1/1. Get lucky with that in mage and it’s playable with khadgar. Then there’s shaman much Morpher, as well as a possible pull of paladin duel. Paladin can also rng with crystalizing lens to get this cheaper at cost of big cost spell. For those that mention the Mana cost to spells there’s chance your opponent may trigger with unseen saboteur. Take into account we still haven’t seen if there will be other cards to cheat out minions and this could get a little scary. On side note don’t forget witch lackey can rng evolve a card into this if it was a 9 cost or you had double battlecry on an 8 cost. Since mention witch lackey must also mention bag bad voodoo.
Archmage Vargoth
Ok this card is just nuts mage will break this card before rotation with tempo mage drop this with missles and cinderstorm to bring pain. And priest otk are going to be more annoying for a bit.
Lifeweaver
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.
Lifeweaver
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.
Lifeweaver
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.
Acornbearer
Your forgetting soul of the forest give those squirrels deathrattle summon treants.usually it’s played with whisps.
Lifeweaver
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.
Dreamway Guardians
It also provides good targets for buffing if you’ve had bad Mulligan and your facing another aggro deck. The theme for druid this expansion seems to be token, heal, and spell and it looks as if crystalizer will be an auto include for all token druids. I’m guessing we may see other cards that allow you to hurt yourself during this year.
Dreamway Guardians
Man token druid is getting alot of power when put this expansion with witchwood. And since druid seems to be moving away from armor some now it heals with lifesteal tokens.
Looks like warlock strategy this time is split up between draw triggers, deck power and zoo uses. It’s a good card considering the heal when draw not like having in Mulligan is an issue it still has taunt and you have a card that can shuffle it back into the deck. Overall it’s rather decent also this goes to show wild even lock is getting another boost since that deck is all about spamming hero power. Seems to be a theme ATM getting alot of cards to support a few decks that are in or going to wild