A new Common Druid Spell, Miracle Growth, has been revealed!
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I’ve got NO idea what’s in that fertilizer.
Struggle with Heroic Galakrond's Awakening? I got your back :
Its going to be played simply because its the only thing druid has for a draw engine so far down the reveals. If there's nothing else, then they really are just clutching at straws, praying that the core set gives them either Wrath or Nourish because the alternative is this card, or a guff on curve.
Its practically like Overflow, a card that's only there because there's little else druid has for card draw. The fact that this can generate a decent taunt minion is a nice bonus, but will never be why druids would play this card, considering that Scale of Onyxia is the better defensive option available.
Very strong as long as Ramp options don't suck completely. Also a Nature spell so potential with Anacondra and maybe even Alignment (God I hope not). Drawing cards while generating board is always good
I tried having fun once.
It was awful.
Well if ramp druid is going to be a thing this will be a staple in the deck ! Very strong for ramp but everything else im not sure!
Challenge me ... when you're ready to duel a god!
Very good in ramp druid, if that deck survives the rotation. Also druid REALLY needs draw, considering most of it's draw is rotating. So this is a really nice card draw card, and because you draw 3 cards first, the minion will always be at the very least a 3/3 with taunt.
Another thing to remember is that Miracle Growth is a nature spell, so maybe this might help ressurect the Celestial Alignment archetype.
In wild it might just see play in a lot of Celestial Alignment druid because it's 0 mana draw 3 + summons a body when cast after playing Lady Anacondra.
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.
Hand Druid new archetype? I guess 5-6 mana is about the standard for drawing 3 cards without some drawback or condition, judging from Skull of Gul'dan or Hand of Gul'dan. Of course, actually playing Hand is a last resort, and you really want to get the outcast effect off Skull. I'd call this a combination of Hand of Gul'dan minus discard synergy and Dark Alley Pact. Both those would add up to 10 mana, and the summon from Pact doesn't even have taunt.
Lots of 7 cost cards lately... but with Overgrowth rotating out, what other options will be there? Are we going to be stuck with Wild Growth?
Crazy draw engine for Druid and a big spell that would synergize with Hedra the Heretic. Worst case the minion with taunt summoned is a 3/3 but this card will likely be in a Guff deck whose draw is decent, so most times the minion will be bigger.
TREMBLE before.... the most legendary dragon that ever existed!
Oh shit, it's a Nature spell for Lady Anacondra. Luckily, I expect that Druid's Ramp will be a lot worse without Overgrowth and Lightning Bloom (and *fingers crossed* Innervate), but that doesn't mean that Druid still won't find a way to do disgusting things way earlier than they're supposed to. I mean, Guff is still in Standard.
I have spoken.
I don't think this will be great, but maybe in some sort of ramp druid it can be run? Even still, big stats on turn 7 aren't going to win you the game, even with taunt.
"Some inspirational quote from some famous person" - Some famous person
As pointed out on VS, this is a 7 mana 5/5 taunt draw three when you had 2 other cards in hand when playing it. Just a giant wall for aggro to crash into.
Hey, you heard about that Mario guy?
Seems very strong for spell Druid, since that deck likes to draw a lot of cards and usually has a pretty full hand. Should see play there.
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