Scholomance Academy Arena Impact - Druid Cards

Forest Warden Omu - Druid Arena Review

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Forest Warden Omu by AbusingKel

Refreshing mana is quite powerful. This is a late game card that offsets its own tempo loss by allowing you to double down on your turn. Terrible in top deck mode and reliant on a small-ish spell to trigger it, and even then you still need enough cards to take advantage of the refresh. All of that, to me, means you're probably hoping for a better option when the draft offers you 3 legendary cards. 

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Forest Warden Omu by Boozor

Not bad effect - understatted and requires comboing multiple cards to make it worthwhile. 

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Forest Warden Omu by sinti

Free 5/4 isnt bad, but it also isnt something too amazing. It is not a bad card on its own and at high mana, you can actually get back the 6 mana for this plus the mana for the spell you cast, so it can create a big turn, but you probably want a legendary that provides decent value without this much effort.


Speaker Gidra - Druid Arena Review

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Speaker Gidra by AbusingKel

Another very interesting use of spellburst, which is great to see. This is a scalable minion with 2 strong abilities that should be able turn a board in your favor and maybe win the game if it sticks. The stats are not great without a buff so it's draft dependent and you need to get a spell in hand to get the value. 

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Speaker Gidra by Boozor

Another card that requires combination of cards to make the most of it. The baseline stats are so/so but a cheap spell makes it reasonable. For example, 2 mana Wrath along with this card makes it a 5 mana 3/6 WF/Rush which is great. 

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Speaker Gidra by sinti

If you can combo it with a spell, shes awesome, if you cant .. well, just combo it with a spell, ok?


Shan'do Wildclaw - Druid Arena Review

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Shan'do Wildclaw by AbusingKel

Druid will likely find it a bit difficult to take advantage of this cool ability in the arena. The card pool isn't loaded with beasts but there are certainly a few big ones that could make Shan'do a game changer. 

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Shan'do Wildclaw by Boozor

Reasonable body and effect, but buff effect is limited, and transform effect is situational.  

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Shan'do Wildclaw by sinti

This card will be heavily draft dependent, if you get enough Beasts to benefit from this, it might be cool, but you need to draw enough Beasts, then draw into this card and then draw into said Beasts to benefit from it. That is a pretty long process. It does have the added versatility where you can either play it on curve and buff the Beasts in your deck or if you draw it later on just transform into a Beast you have already in play and get a tempo boost that way.

Druid will probably struggle more than a Hunter to make use of this, since they have less Beasts in their arsenal. But maybe the next set will change that.


Survival of the Fittest - Druid Arena Review

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Survival of the Fittest by AbusingKel

High power level card that will ensure you get out valued throughout the rest of the game. There will be times when you feel the massive tempo loss but the more likely scenario is you walking away with the game once you've played this. 

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Survival of the Fittest by Boozor

Problem with this card is it's cost. You need immediate impact from a 10 cost card, minimum needs to hit 2 on board to be worthwhile.  

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Survival of the Fittest by sinti

Insanely strong card, that when played can either end the game on the spot or in a few turns because whatever minion you play after this is going to come out very strong. That being said, you do need to have some kind of board prior, you really cannot afford to play this card without being on the board, which might be the thing that will make this card not as good in Arena. If you will be on the board in a position to play this, you might not need it. Still, as with any crazy card like this, getting it via random generator will be brutal.


Guardian Animals - Druid Arena Review

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Guardian Animals by AbusingKel

A very cool card to build around but that's much trickier in arena than it is in constructed. This is only an option late in your draft phase if you know you have a good selection of beasts to take advantage of it. If you're lucky enough to have the support, this card will be a game changer.

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Guardian Animals by Boozor

Spread can be wide on this, it's unlikely to be very good in most Druid drafts since the beast pool at <5 mana is not that impressive.  

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Guardian Animals by sinti

Obviously super draft dependent and you will want to get 4- or 5-drops with this ideally. It can be a decent play, but it will not fit in every deck. If you can get a pack of Twilight Runners, you probably win the game off this play alone haha.


Runic Carvings - Druid Arena Review

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Runic Carvings by AbusingKel

8/8 worth of stats for 6 is good, giving them rush is great. Overload is generally easier to manage when you hit the mid-to-late stages of any match. If you need the rush it's well worth the sacrifice and if you just need the board population you can skip the overload.  

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Runic Carvings by Boozor

The stats and ability are fine in a jam - however, it's not very mana efficient if you need to pay 6+2 mana for an 2 damage AOE.  They should have let the Treants retain the shaman abilities, would have been a nice buff. Better in Druid then Shaman. 

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Runic Carvings by sinti

Exceptionally versatile spell, can create 8/8 worth of stuff on the board or can be used as a pseudo board clear. Both Druid and shaman will want this.


Twilight Runner - Druid Arena Review

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Twilight Runner by AbusingKel

The power level on some of these cards are getting downright silly. Stealth means you are nearly guaranteed to get the 2 cards, which makes this an incredible bargain. Pit Fighter is a staple 5 mana 5/6 when it's in the pool. Twilight Runner gives up 2 health to gain stealth and draw 2. 

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Twilight Runner by Boozor

Insane card, almost guarentees the draw, potentially more. Hard to remove with Stealth. 

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Twilight Runner by sinti

Absolutely insane card, for 1 less Health vs Stranglethorn Tiger, which is a pretty good Arena card, you get to draw 2 cards? What? Get as many of these as you can.


Teacher's Pet - Druid Arena Review

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Teacher's Pet by AbusingKel

Hunter has 4 excellent class beasts at 3 mana. Druid has none and will rely solely on the neutrals, which aren't as good. Still, this card is incredible value that gets a boost from the beast tag. Here's the card pool of minions you'll get from the deathrattle. 

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Teacher's Pet by Boozor

Very strong card - lots of stats. Beast pool is stronger too. 

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Teacher's Pet by sinti

Amazing value for its cost. 4/5 taunt for 5 is already decent. Getting a 3-drop is going to push this a lot and the Beast tag can matter as well.


Groundskeeper - Druid Arena Review

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Groundskeeper by AbusingKel

Another well thought out dual class card. Druid and shaman have some good, high cost spells that are definitely worth drafting. Great body for the cost on this, especially with taunt so it's really good even if you don't get the healing. Big enough to be difficult to deal with on curve at his cost. We'll be seeing these regularly.

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Groundskeeper by Boozor

Power creep is real. A better Senjin Shieldmaster . The heal is mostly irrelevant but this is a great extra bonus. 

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Groundskeeper by sinti

Great Taunt on its own and if you happen to hold a costly spell, you can heal too.


Partner Assignment - Druid Arena Review

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Partner Assignment by AbusingKel

A great way to replenish your hand and an awesome way to fix a bad mulligan. Great card. Draft a few. 

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Partner Assignment by Boozor

Perfect card for curve - still generate 2 for 1 mana, insane card early - playable late.  

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Partner Assignment by sinti

1 mana card that gives you two cards, what is not to like? Not only that, it is actually a decent T1 play, since it provides minions to play on the next two following turns. It can bring interesting decision making during drafting, essentially skipping on the early game, if you get few of these, or during mulligan for the same reason.


Gibberling - Druid Arena Review

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Gibberling by AbusingKel

Nowhere near as awesome as his predecessor, Feral Gibberer. Ultimately, a 1/1 for 1 isn't great in arena and the spell to trigger it pushes the cost too high to care about the additional 1/1 when you do get it. 

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Gibberling by Boozor

Can chain cast them with small spells. Not great but has some potential to spam.  

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Gibberling by sinti

Not the worst 1-drop ever and if you have few cheap spells, you can chain the value, but probably not worth it most of the time.


Nature Studies - Druid Arena Review

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Nature Studies by AbusingKel

We know discover is very good and this is a cheap way to find an answer to a bad board state or a potential win-con when you're ahead. I like it a bit better than Haunting Visions because of the lower cost. 

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Nature Studies by Boozor

A better Primordial Glyph. Spells less good in Druid compared to Mage, but still a great dig card. 

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Nature Studies by sinti

Cheap spell generator that will even lower the cost of your next spell. And not necessarily the one you discover either, which can be used to your advantage. I can't really see why you wouldn't want to draft this card unless there was something even better offered.


Adorable Infestation - Druid Arena Review

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Adorable Infestation by AbusingKel

A truly versatile card that is good as a 1 drop to start off the game aggressively and even better if you can take advantage of the buff. As a common card, we'll be seeing this quite a bit.

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Adorable Infestation by Boozor

It's a lot of stats for a 1 cost card, however it requires something on the board first so it's not a 1-drop card.  

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Adorable Infestation by sinti

Very strong card, basically Fallen Sun Cleric, that has its cost and stats split between to cards, which makes it a lot more versatile. And Cleric was already a decent Arena card. And yet again, cheap Spellburst activator.


Lightning Bloom - Druid Arena Review

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Lightning Bloom by AbusingKel

A quick cheat early can really take board control and lead to steamroll wins. Still I don't see this as a good card for druid since there's no overload synergy for the class. 

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Lightning Bloom by Boozor

Better innervate? The immediate tempo depending on its use should offset the drawback of the overload. 

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Lightning Bloom by sinti

Im a bit torn about this card, even old Innervate that gave 2 Mana wasn't a particularly great card in Arena. This is basically worse than that. That being said, the power spike you could do with this card is still the same as ever, playing a 4-drop on T2 or even T1 can sometimes even win you the game on the spot. It will definitely be draft dependent and you might need to keep it in mind if you pick this up and draft accordingly.


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