New Druid Spell - Lunar Eclipse
Submitted 4 years, 1 month ago by
Arthas
A new Common Druid Spell, Lunar Eclipse, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
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A new Common Druid Spell, Lunar Eclipse, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Madness at the Darkmoon Faire
Head on over to our dedicated guide for Madness at the Darkmoon Faire!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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A nice card to control the board in the early game as well as chain off multiple spells from Kealthas. I think this card will see a similar level of play as Wrath. It is a strong card, not crazy or anything, but good enough.
Carrion, my wayward grub.
Fairly good card. Combo potential is probably more limited than it looks, but is definitely still there. Not sure that this slots into existing druid combo lists because druid has no shortage of free or negative-costing spells, and the other free 3 damage, Bogbeam has the advantage of always being free without needing to be coupled with a 2+ costing spell.
This post is discussing the wild format.
Great control tool, and it helps chain spells into Kael'thas Sunstrider and Exotic Mountseller, which means it will surely see play as those decks are already well established. Also this fits perfectly into OTK decks, as they will take ANY kind of removal, mainly for the early game and before their big clears. Also if you play this along something like Swipe you can really setup some board wipes on turn 4.
It has some competition with Bogbeam, but i feel like both cards are good and are still going to get slotted into the deck. Maybe they will include 1 copy of both Lunar Eclipse and Bogbeam into their decks, as Lunar Eclipse is better before they hit 7 mana, and Bogbeam after 7 mana. And honestly Lunar Eclipse will see play over Bogbeam in (OTK) Decks that don't ramp with cards like Overgrowth.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
This seems really, really good to me as it's basically a 0 mana Darkbomb.
Or alternatively, a Bogbeam that you don't need to wait until turn 7 for it to be "free" if you play another spell afterwards.
Not terrible, but it does not seem to do much for you in a general situation, more like a combo piece imho.
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Its a card that deals 3 damage for nothing. But wait. It doesn't exactly do that.
For this card to be worth its use (at 0 mana), you need another spell that is 2 mana and above, and also needs to be casted the same turn its played.
So, at its very best, its a deal 3 damage during your Overgrowth and Wild Growth turns. Outside of that, its almost always going to cost at least 1 mana at the end, since druids typically play lots of cheap spells. And when they don't need to, this is completely superseded by Bogbeam.
We'll need to see the rest of druids cards first to determine anything from this card.
It gives Exotic Mountseller more fuel with two cheap spells, and if coupled with cheap card draw can be very powerful in the right situation.
Very good for chaining spells, follow up with Solar Eclipse and then a huge spell that could be cheap with Kael'thas Sunstrider. Potentially scary.
great have that kind of druid go rampant.. why not.. they really just give so many spell synergy while shaman for example is a mess of different directions every expansion and then they wonder why druid is strong all the time..
In a vacuum, this card looks balance.
However, I feel the combo this enables will be borderline imbalanced.
There have been many 2-mana deal 3 damage cards with a variety of modifications. They have all seen some play, and this will too.
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I second that - this will for sure see pla
Struggle with Heroic Galakrond's Awakening? I got your back :
3/5. It seems like a good early removal that does not remove your ramp turns.
It is a board control tool and combo enabler in 1 card, I think is very good
Really solid card
More Kael'thas fuel...
By The Holy Light!
Luckily Team 5 added the "to a minion" text. Combo decks would be having a field day, and will probably still have a field day. More fuel for that Yogg-Saron, Master of Fate Rod of Roasting :D
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Well if spell style of druid is good this is good. But not sure if makes the cut, spell druid already has a lot of cards filling similar role.
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Solid card, I don't really see any downside with it. Dealing 3 damage for 2 mana with extra effects is good (see Soul Shear). I think this can slot into any Druid deck/archetype, but we'll see.
Fuel for spell lovers and adding to a critical mass of deal 3 cards to druid. The card may have some difficulty finding a spot in most druid decks, but it has the potential to do so.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
While not as flexible as its solar counterpart, this card is still super strong. 2 mana 3 damage to a minion is a strong baseline, and getting a cheaper spell behind it its a wonderful cherry on top. I see this in spell-token decks and of course KT decks due to both archetype's heavily reliance on spamming spells.
They keep nerfing Kael'thas Sunstrider while also printing Druid spells that could make him broken again :D The question is what can this replace in the current lists, if anything.
Just adding another solid damage spell for Druid is a pretty big deal. Of course, this is the end of an expansion cycle, so I suppose a lot of ciritical masses throughout the game are reached at this time.
idk how good this will be compared to [Hearthstone Card (Solar Eclispe) Not Found]
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I guess its sort of useful I mean its sort of just slapping a free 3 damage ping on your next spell right?
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I see this replacing Bogbeam as Lunar Eclipse is essentially that card with the caveat of playing another spell in the same turn instead of having seven mana for it to be effectively 0 mana. This can be easily paired with ramp cards in the early game, which is also when the 3 damage is most useful in removing early aggression that Druid is weak against. I think this easily makes its way into any Druid deck with a spell focus like Guardian Druid.
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What can I really say about this, its a “free” 2 mana deal 3 only if you combo it with a spell on the same turn. Seems very decent and probably replaces Bogbeam in most Druid decks
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Solid card, I like it a lot.
Not as good as Solar Eclipse, but still okay. This doesn't get put into the deck, but you're happy to see it generated.
I think people underestimate this card when comparing to solar eclipse. Its a free 3 damage, which also can combo with Kael'Thas.
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Top card can see it being played on most druid decks
All hail the banshee queen.
I can see this run in the place of Bog Beam or as a one-of-each. Similar roles but leans heavier to early control, ex: Eclipse + Wrath to squelch an aggressive opener.
So Wrath but with Preparation stapled to it? Yeah that's good. Not as good as Solar Eclipse, but an effectively free 3 damage to enemy minion is still good.
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The kind of card that you didn't expect a lot from it but late with the expansion you discover that is nut if played at the proper time.
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This is quite good for spell Druid.
Probably good in some huge brain, expensive, chesty Druid deck.
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Weave in some free damage if you were already planning on playing a spell that turn. Not exactly mind blowing, but something to help smooth early ramp turns perhaps?
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Basically, this is adding 'deal three damage to a minion' to any spell you already plan on playing. Not too bad.
Unfortunately, common sense isn't as common as it should be.
Cheap, flexible removal. Allows Druid a lot more versatility in answering minions while still progressing their Ramp agenda.
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A decent card, will likely see some play