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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.
BrandonOld God Fanatic 13502416 PostsJoined 05/29/2019
Posted 3 years, 6 months ago
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.
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.
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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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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Guff's OwlTK
A Celestial Alignment Druid Deck created by
Pezman. Last updated 1 year, 9 months ago
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?
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
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.
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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.
ArtStation | Twitter
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.
Struggle with Heroic Galakrond's Awakening? I got your back :
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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"A hundred kings will rise again!"
"Who knows what secrets we'll uncover?"
"The stars align!"
"The stars align!"
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.
"Be excellent to each other." -Bill and Ted
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?
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
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.