New Druid Hero - Wildheart Guff
Submitted 3 years, 1 month ago by
Arthas
A new Legendary Druid Hero, Wildheart Guff, 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 Legendary Druid Hero, Wildheart Guff, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Fractured in Alterac Valley
Head on over to our dedicated guide for Fractured in Alterac Valley!
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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Both texts says "mana cristal" instead of "empty mana cristal", so you can play some 1 mana card when you play the hero at T5.
I love ramp druid, and that card looks amazing, I can't wait to see crazy 20 mana otk combos.
By The Holy Light!
Amazing hero card. Basicly Shield Block and Wild Growth in 1, and thats just the battlecry! And then you also get the max mana increase! Great Druid card for ramping, generating all kinds of OTKs AND can give druid a bunch more card draw. Really flexible card, and also great in Celestial Alignment druid. Oh and the hero power gives a mana crystal, so it's technically "1 mana: gain a empty mana crystal". And Wildheart Guff is also very cheap at only 5 mana! Honestly Wildheart Guff might fit into any slower druid deck. Amazing card!
I can't wait to see what kinds of crazy combos Markmckz will pull off with Wildheart Guff!
Edit: After reading the text again, Wildheart Guff gives a instant mana crystal on the battlecry, so you could say that Wildheart Guff "technically" costs only 4 mana. (Even though you can only play him when you have 5 mana crystals or more.)
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 one is a little hard, because Im certain this card isn't really as good as the other hero cards.
I can see this one being a fit for most non-aggro druid decks simply because its ramp, and the hero power allows you to basically do something while you're waiting for your heavy cards. Just dont expect this card to save your arse when things go awry. And that's the main problem Im having with this card. Its slower than Overgrowth, and the hero power don't really do much on board. Unless there's support cards that essentially fill your mana crystals for a turn, what is all these additional mana going to do?
This card is really good. for only 5 mana, you get a card, an empty mana crystal, and 5 armor. The best part is your new hero power becomes pre-nerf Wild Growth or Soul Tap. Seems strong at its current cost.
I think the mana cap increase will rarely every be relevant. Besides, if you wanted to play a lot of big cards why would you not just play Celestial Alignment? If you were going to run this card it would be for the battlecry and the drawing part of the hero power.
Your face is already dead
Tour Guide's new best friend.
Honestly, it's not even that good. Tour Guide is for cheating mana. You don't need to cheat 2 mana when you have 7+.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
This seems really crazy, but slow.
Chumbawumba is the worst band name.
Auto include for Non-aggro Druids. The battlecry is fantastic, and the hero card itself is relatively cheap. The 20 mana max is a meme though, any combos you're hoping to pull off by then would be ridiculously slow even with the Hero Power ramping. But that said, Ramp or Draw in the Hero Power is still very powerful tool to have for control and combos.
Hey, you heard about that Mario guy?
First impression was OMG, but on a second and more detailed view this is still interesting and could be bonkers but not that Game Changing as the first impression made on me :)
Still good and interesting, of course depending on how the meta will shift when the Expansion arrives!
Challenge me ... when you're ready to duel a god!
Looks like 5 mana do nothing at this point but ofc have to see support.
Wild Drus have always loved Finley getting warlock hp though. Is 5 mana better that and more worth it? Hmmm.
The Only Constructed Deck Worth Playing:
https://outof.cards/hearthstone/decks/43506-the-only-constructed-deck-worth-playing
What if you played this without taking advantage of the 20 mana thing? A 5 mana Shield Block and Wild Growth in one card seems pretty good for decks such as CA Druid or Clown Druid.
???
This card is crazy strong for 5 mana. That hero power is great for value, and the battlecry helps you offset the usual negatives of ramping by giving you cards as well. The 20 mana cap is just memey icing on the cake.
Not that I dislike the design, but I find it hard to imagine a deck that would actually win with this. On paper it's a effectively 4-mana, ramp 1, draw 1 and gain 5. That's not too shabby, but the question is where do you go with this. Unless there's some really game winning combo that you can pull off by havnig more than 10 mana it's really just a win-more "I get to play two big things in a turn" type of card, which isn't really something that necessarily works against the current "I do my thing and then kill you" lists.
I tried having fun once.
It was awful.
Druid would need more armor support or additional stall cards for this hero to see play. Might work with the quest? Hard to say, and would you include Celestial Alignment with Wildheart Guff?
It's just super slow without more support
TREMBLE before.... the most legendary dragon that ever existed!
This card does a lot for only 5 mana. I honestly don't think the increase to 20 mana is going to matter much, but that's only one aspect of this card. Playing this will also give you a non-empty mana crystal, effectively making Wildheart Guff only cost 4. And it casts a Shield Block and turns your hero power into Soul Tap as well.
Arena: Not sure if hero cards are going to be draftable, but if so, this is a very solid pick. Who wouldn't want to have Soul Tap as a hero power in druid? The only downside is that have to play an expansive Shield Block first.
Constructed: Decks that crave card draw will surely include this. That could be aggro decks to make sure they don't run out of steam. That could be combo decks looking for a specific set of cards. Or that could be decks that want to thin as fast as possible. Jade Druid comes to mind. It remains to be seen if Wildheart Guff is good enough to be run as a general inclusion without a specific reason.
Arena > Wild > Standard
What the hell?~?~? Twig of the World Tree just got a new friend
Easily worth the price up front, and the hero power is just dramatically better than the default Druid hero power for any combo or control deck, even before you account for the new max mana cap. Auto-include in any deck that wants to go into late game.
Does this mean if you play this card you get two rows of mana crystals? I wonder what the UI for that will look like. The hero power looks really strong too.
The return of Hero card makes me happy.
I haven't found a use for that one yet, but in time, it will shine..!
Struggle with Heroic Galakrond's Awakening? I got your back :
Silly T5, games never reach 10 mana and you're giving us a card trying to sell the 20 mana dream?
Now seriously, I would love the design much more if Wildheart Guff didn't mean more solitaire "I win" bull*s-word*. Because lets face it: as much fun as the dream of putting more than one big chunk of stats per turn from your hand is, Druid is still a combo class and Wildheart Guff will be treated as the alternative for when Lady Anacondra gets discarded by Fungal Fortunes.
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
Comes down insanely early for a Hero card, so that could work in its favor. The ramp is useful, and I love the idea of Druid finally being able to work outside the bounds of a 10 mana limit. Great card for tinkerers and meme-lords who want to play a slow game with tons of expensive cards. I don't think this will be too powerful.
I don't want to cure cancer; I want to turn people into dinosaurs.
Great in Jade Druid.
Agreed, but the problem I see is that there were no new cards (*except for Ivus) that really need/want any mana over 10. Yes this enables some sick/weird combos but overall I fail to see any 10+ cost support for this particular deck.
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Left it as the last card to comment on as I have no idea what it will bring to HS. Ramp, armor and draw for 5 is perfectly ok, hero power is quite nice, depends on the needs but this 20 mana thingy... I am a bit puzzled both because of possibilities and restrictions - game would need to last a long time to get value of this mana pool.
I think that while this is a super cool card, the meta is currently too fast to pull anything to crazy off. Also, most of the time in late game you rarely use all of your mana either way, so not that great. And looking at it even more, the hero power is not that great in a super late game scenario because you will draw through your deck very quickly and hit fatigue fast. Not great right now, but something to look out for in the future
"Some inspirational quote from some famous person" - Some famous person
This card leaves me with many questions. Like others have said, it feels very slow. The effects are bonkers, but how often will you get to that payoff? Will your mana keep increasing by one per turn after you hit 10? Or, do you have to hero power after hitting 10 mana to make the increase happen? I presume that regular ramp cards will get that for you but it is still 10 mana worth of ramping to get to the important stuff. This can enable some really crazy plays with both eclipses and Survival of the Fittest.
Unfortunately, common sense isn't as common as it should be.
Aviana and Kun the Forgotten King will be getting the spotlight on some MarkMckz awesome 20 mana otk combo
I was initially looking at this card for combo potential and trying to maximise taking advantage of having 20 mana at some point, but honestly I think this just works best as an alright midgame tool for any Big Druid decks. Lets you do something productive with your mana while waiting to get out something huge.
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Very interesting card, I will definitely experiment with this card. Seems like it might enable even more broken stuff in Wild, not that Druid needed more support for that though.
It's cheap, it has ramp, it has card draw, and it's adorable. I love it!