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HomeHearthstoneMSOG - Let's discuss Druid

MSOG - Let's discuss Druid

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As of now, from what we can see, Druid is going to be very centered around the use of Jade Golems, along with Rogue (probably?). The cards that we’ve seen from Druid that have Jade Golem interactions seem to be incredibly strong, and have a lot of sustain.

Those cards that include Jade Golem interactions are Jade Idol, Jade Blossom, and the Jade Behemoth. The Idol is easily the most exciting of these cards, as it can provide the possibility to, quite literally, never hit fatigue, ever. A good strategy could be to play this turn 1 and shuffle the 3 copies into your deck, and use every third Idol in this way, knowing full well that there are at least 3 copies in your deck at all times. Keeping this cycle up can not only mean more chances to draw it throughout the game, but also allows you to, quite literally, scale the Jade Golems up, bit by bit, infinitely.

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The Jade Blossom can be used a couple of ways, mainly as either a substitute for Wild Growth, or in combination with Wild Growth. If we’re going to revert to a classic version of Ramp Druid, this could indeed be the way of doing it.

Pilfered Power. Speaking of Ramp Druid, holy freaking moly. This card has the potential of being absolutely insane. Put yourself in this scenario – turn 1 as a Druid, you cast Living Roots for the 2 1/1’s. They survive until next turn, when you play you 2-drop minion of choice, and coin out another Living Roots. Turn 3? Pilfered Power for 5 empty Mana crystals. 2015 Ramp Druid is smiling down at us, I have no doubt.

Lunar Visions is another interesting card, and I really don’t think it’s all that. It won’t be used for the reason Far Sight is used, in the sense that if it hits the right targets, it can (we’ve used this word a lot, so I apologize that we’re going to use it again here) ramp the game up quite fast. However, if it misses its targets, the card was pretty much not worth the mana in the slightest. The definition of a good card that involved RNG typically means that if it lands on the right target, the effects can be insane, but even if it misses, the effect wasn’t a net loss. This violates that rule, and it is for that reason that I think this card won’t be particularly potent in the Meta – but hey, Druid has plenty of other mechanics to ramp the game even faster than it was ever meant to be anyways.

For whatever reason the Legendary minions are the coolest, and yet simultaneously the least complex minions we have. Kun, the Forgotten King is no exception. He has a couple of functions, being either to essentially be a 0 mana 7/7 (take that, Shaman), or as a sort of comeback mechanic to develop a minion that is pretty sub-par for 10 mana, but also gain 10 armor. I think it will almost always be used for the first of the two uses, as a 0 mana 7/7 is pretty insane, but a 10 mana one with an okay armor gain isn’t what we’re going for. Obviously, any of these “Choose one” effects are pretty insane when used with Fandral, but that felt obvious enough to leave out.

Finally, a unique effect that is usually associated with the Grimy Goons faction has emerged, and that is the mechanic of buffing cards in hand, which in turn buff each other. If you’re still a bit confused, take a look at Celestial Dreamer. This card, which works off of cards that have been buffed in hand (usually – they work with just vanilla 5 attack minions), and in turn, buffs itself. The level of depth of this mechanic may indeed make it see play, so we’ll have to wait for December to see.

All Druid Class cards here:

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