New Druid Spell - Overgrowth
Submitted 4 years, 7 months ago by
Arthas
A new Common Druid Spell, Overgrowth, has been revealed!
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A new Common Druid Spell, Overgrowth, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Ashes of Outland
Head on over to our dedicated guide for Ashes of Outland!
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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DO you gain 2 Excess Mana if cast at 10 mana? otherwise it's unplayable.
I mean....it's double Wildgrowth in a not too awful mana slot.
Nourish at 5 was used for ramp occasionally back in the day, so this doesn#t seem too far off.
In fact, this might actually be just enough to justify not running Quest in Druid for once. It curves directly into Overflow and also activates both of the new cards that need to be at 7-mana to cost 0, which, combined with Overflow could be big.
I mean, realistically, if Quest Druid can afford playing suboptimally for like 3-4 turns then regular Druid can probably do it for just one turn, especially when you get more than enough mana to clap back on the following turn.
At the very least it gives Spell Druid something to do in the early game outside of just stalling.
I tried having fun once.
It was awful.
Double Wild Growth that costs 1 more mana. Wild Growth doesn't see play right now, so i guess neither will this card.
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.
Need clarification on Excess Mana, the least explained mechanic in the game.
This might see play as a one of in some decks.
The huge Advantage this has over Nourish is that it can come out way earlier, in a State of the Game where Ramp has a much bigger Impact.
T2 Coin/[Hearthstone Card (Inervate) Not Found] Wild Growth into this would be a perfect Start. Imagine planting down a Winged Guardian on t4. Or, even better, a Marsh Hydra that'll keep on destroying tiny enemy Minions and giving you one big Guy after another.
Might be a Dream Scenario, but it's more than possible.
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Ramp Druid was dead after the nerfs to Wild Growth and Nourish. Maybe this archetype will return with the next expansion. The currently strongest Druid decks, i.e., Quest Druid and Embiggen Druid, won't use this card though.
Not sure what this will give you when you reach 10 mana. Probably just one Excess Mana.
Its probably not going to see any play. Nourish as an option is just better since it can also draw you cards and is infinitely better when played in quest druid. But if it gives 2 Excess Mana at 10, there may be some use of this in a kael-thas deck to warrant play.
Considering that Wild Growth was nerfed from (2) to (3) mana, this (4) mana one - doubling the effect for just (1) extra - seem to indicate that they had been too severe with the nerf hammer.
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Wow, big Wild Growth.
At 4 mana, I think this will see play but won't be as impactful as pre-nerf wild growth.
They try to bring back Ramp Druid with some tools this expansion, but it need more to be playable!
Maybe next expansion!
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t2 breath
t3 overgrowth
t4 overflow into zero mana stuff (defender / bog beam), or winged gaurdian, or marsh hydra + ironbark
t5 do one of the above again
t6 ysera, maybe with an ironbark on it
put some dragons in there, kaelthas and some innervates, nourish
idk maybe its a deck. probably not but it would be nutty.
I really feel that they have to make the Excess Mana more consistent. I remember playing Jade Blossom on turn 10 in the past, thinking that it will give me an Excess Mana since Wild Growth has the same effect with an additional minion summoning. To my surprise, it doesn't. I was a new player back then.
Hence, in theory and according to how Wild Growth works, you should get two Excess Mana when played on turn ten. However, it is very likely you will only get one Excess Mana.
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Its hard to evaluate since team5 have said before that Excess Mana is given so Wild Growth isnt a dead card at 10, which is why Nourish for mana at 10, and Jade Blossom doesnt work the same way (they both have secondary effects)
I'm fairly certain they will give an excess mana at 10, but its not certain if it would be 1 or 2.
Based on other cards (and I know they're not always consistent), this should definitely give you an Excess Mana, but only one. Remember Astral Communion? One Excess Mana card.
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Damn. The mana ramp will be off the charts. I don't think that was such a good idea :(. Druid will ramp the first 3 turns and then start slamming those big minions and then you have to nerf this card or dragon's breath or both. Why?
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Ramp Druid returns!
Nice ramp card makes wild growth look silly. Regardless of the cost a turn 4 allowing you to play 7 cost on turn 5 is pretty nice ramp.
Overgrowth turn-4 into Marsh Hydra turn-5 is a solid play. But it really needs to produce Excess Mana, as others have noted, so it's not a dead card at the end of the game.
Yay, Ramp Druid! I think this card is playable. People played Nourish on turn 5 to ramp 2 mana back in the day and that was pretty good. This is one mana cheaper in exchange for getting the mana empty, I think that is a fair trade. The best part is that this curves perfectly with Breath of Dreams to get 7 mana on turn 4.
The card may not see as much play if you don't get the Excess Mana card after 10. And what happens if you play this on turn 9? Will you get 1 mana and 1 Excess Mana?
Carrion, my wayward grub.
Very strong ramp, but not very good until you play it on exactly turn 4. I think decks that want to ramp will play Breath of Dreams and a few dragons instead of this.
I'm pretty sure that Celestalon said that it will give you 1 Excess Mana.
It's hard to evaluate, but right now Wild Growth it's good choice from Zefris on curve. 2 mana advantage are huge, but only in not agro meta
Ramp typically does not do well in wild. A deck that really needs to get to a certain amount of mana fast would do better with ritual cards in most cases. Really highlights the power of biology project.
This post is discussing the wild format.
It's like playing two unnerfed Wild Growths in one card! Brilliant!
Real question: if you play this on ten mana will you get an Excess Mana? I'm always confused why Wild Growth is the only ramp card to give you one of those if you are on full mana already. It's not like it specifies that you get it if you are fully ramped when played.
Quick! Someone give me something clever to write here.
The answer is that you gain 1.. so late game it's a 4 mana cast 2 spells and draw a card... you REALLY gonna want to ramp to play this card..
on the brightside it's MUCH MUCH better Astral Communion.
it jumps you straight tot he late game saw some footage from the preview this might make it so you are at 10 mana while your opponent is at 5.
If aggro doesn't run us over, this will be a good card.
I can't see this seeing any play.
Wildgrowth isn't seeing any play because of breath of dreams being so cheap and drawing a card.
This is just not as flexible Nurture for 2 mana less and no upside at 10 mana...
Nourish just 2 less mana and no choice. Seems playable.
Druid mana generation is back baby! Can't wait to see what I can do with this in wild.
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playing this at 4-mana means that next turn you will get 7-mana.
With Bogbeam and Ironbark, I feel like they are trying to make a new archetype based on ramp for druid. It is hard with Ironbark and Bogbeam tho. It needs better cards and It seems they will add some in next expansions imo.
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Looks decent I guess? Expensive for what it does, but the 0 cost cards are gonna help out a good bit for dealing with what your opponent plays I guess
Who needs consistency when you could have fun?
Just to confirm, this does give 1 excess mana, I saw it during the streamer thing.
Dog was playing this in a ramp druid with breath of dreams, the druid sidequest, some big dragons, and the ten drop that is a 7/7 that deathrattles a 7/7. It honestly looked pretty solid. Has potential to be like a tier 3 or even tier 2 deck. Pretty similar to embiggen, not sure if it would be better or worse. If druid gets some better cards to ramp into, especially dragons, it could be a big deal deck. Ysera, Unleashed is a hell of a card.
It's Wild Growth MK2!
The mana coming out empty is this card's biggest flaw, I think. To me, it's what makes Nourish as a mana ramping card pretty good, the fact you get 2 leftover mana (which is what I believe made the card cost 6 mana in the first place).
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)
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Is there a point of mana ramp that costs too much mana? Nourish before nerf costed 3 mana in teory due to giving 2 mana to use, and after nerf it only got played in quest druid.
This one costs the same as nourish, doesn't buy you 3 cards, and competes with nourish or breath of dreams.
Won't say its bad because mana maniplation is always tricky, but I don't see it work.
Good value compared to Wild growth or Nourish. Outclassed by Breath of Dreams.
YESSSS! more mana ramp? Yes please. There are already many mana ramps for Druid, this one is something for turn 4 and it makes Druid even stronger and they can drop down some big minions, even though it is early in the game