New Druid Spell - Overgrowth

Ashes of Outland
  • Arthas's Avatar
    Black Lotus 1265 5571 Posts Joined 03/10/2019
    Posted 3 years, 6 months ago

    A new Common Druid Spell, Overgrowth, has been revealed!

    Overgrowth Card Image

    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.

    Your friendly neighbourhood bot!
    Like what I'm doing? Disable ads and unlock cosmetics with Out of Cards Premium!

    0
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago

    DO you gain 2 Excess Mana if cast at 10 mana? otherwise it's unplayable.

    6
  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 3 years, 6 months ago

    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.

    1
  • Brandon's Avatar
    Old God Fanatic 1350 2416 Posts Joined 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.

    0
  • Firenza's Avatar
    550 348 Posts Joined 05/29/2019
    Posted 3 years, 6 months ago

    Need clarification on Excess Mana, the least explained mechanic in the game.

    5
  • GrayCatBlind's Avatar
    120 19 Posts Joined 05/29/2019
    Posted 3 years, 6 months ago

    This might see play as a one of in some decks.

    0
  • Koetti's Avatar
    1095 863 Posts Joined 11/21/2019
    Posted 3 years, 6 months ago

    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. 

    0
  • Haffax733's Avatar
    Devoted Outlander 1035 297 Posts Joined 04/02/2019
    Posted 3 years, 6 months ago

    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.

    0
  • dapperdog's Avatar
    Dragon Scholar 1890 5288 Posts Joined 07/29/2019
    Posted 3 years, 6 months ago

    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.

    0
  • Horus's Avatar
    Mimic 2525 3272 Posts Joined 05/29/2019
    Posted 3 years, 6 months ago

    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 : 

    2
  • JackJimson's Avatar
    670 673 Posts Joined 11/19/2019
    Posted 3 years, 6 months ago

    Wow, big Wild Growth.

    At 4 mana, I think this will see play but won't be as impactful as pre-nerf wild growth.

    1
  • melon101's Avatar
    180 47 Posts Joined 06/19/2019
    Posted 3 years, 6 months ago

    They try to bring back Ramp Druid with some tools this expansion, but it need more to be playable!

    Maybe next expansion!

    "My winged children fill the skies."

    "A hundred kings will rise again!"
    "Who knows what secrets we'll uncover?"

    "The stars align!"
    "The stars align!"

    0
  • duppie's Avatar
    HearthStationeer 320 240 Posts Joined 04/02/2019
    Posted 3 years, 6 months ago

    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.

    1
  • JagBone's Avatar
    190 106 Posts Joined 05/29/2019
    Posted 3 years, 6 months ago

    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. 

    JagBone's Wild Adventures! Uploads Once a Week. Videos about fun, Wild decks and plays!

    YouTube: JagBone| Twitter: JagBone | Instagram: JagBone | Video Thread: Jagbone

    0
  • dapperdog's Avatar
    Dragon Scholar 1890 5288 Posts Joined 07/29/2019
    Posted 3 years, 6 months ago

    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.

    0
  • Pezman's Avatar
    2125 1809 Posts Joined 06/03/2019
    Posted 3 years, 6 months ago

    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

    1
  • Emptyness's Avatar
    Supporter 520 525 Posts Joined 03/16/2019
    Posted 3 years, 6 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);

    0
  • Xarkkal's Avatar
    Servant of Illidan 900 1321 Posts Joined 03/29/2019
  • liontail's Avatar
    Draconically Dedicated 210 277 Posts Joined 09/04/2019
    Posted 3 years, 6 months ago

    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. 

    0
  • linkblade91's Avatar
    Global Moderator Serra Angel 1680 2547 Posts Joined 02/09/2019
    Posted 3 years, 6 months ago

    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.

    0
  • Leave a Comment

    You must be signed in to leave a comment. Sign in here.