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152 totalVery cheap at 5-mana and t1he upgraded Mage spells are very powerful. Only drawback is the kinda wonky statline, though its resilient health means that it is a prime target to survive, be copied and played again. A very good …
A good card when played on curve. This on turn 1 plus a targeted hero power on turn 2 lets you kill a 2/3 and keep the Sharpshooter alive or just outright wipe out a 3/2 or 2/2. It’s value …
Dealing 3 damage to a minion for 2 mana is already good. The upside is just a nice bonus, but the card is plenty playable without it.
Poison means it will probably trade well, it is a Dragon and replaces itself with another Dragon in hand. Another workhorse card if any Dragon-based Hunter deck forms.
This played alongside Unseal the Vault is rather scary to me. You already play a few Rush minions in Unseal the Vault or summon Locusts with Rush from Desert Spear and Swarm of Locusts. You can complete this sidequest, get …
Well-statted 2-drop, Beast tag, effectively draws cards for you. Only issue is what kind of deck will be happy to play this card and then spend time and mana using the Hero Power often enough to get value out of …
I think this is a fantastic card. Essentially a removal tool that guarantees drawing a second removal tool since even with the barest support will draw your second Diving Gryphon.
The ability to summon three minions upon completion makes me think of Unseal the Vault. However using the Hero Power 3 times is going to cut into your ability to play lots of small minions. This might not make the …
Oddly one of the few cards that synergizes with Dragons but requires them on board rather than in hand. A decent removal tool and one that never “runs out” so long as you keep a Dragon alive, but a very …
This card makes me consider Even Hunter in Wild as a possible deck. The randomness is a bit of an issue since it might go face when you really want to clear something, but the 1-mana hero power off Genn …
Good stats, Dragon tag, powerful effect. Only downside is that while it applies an Equality style effect, Hunter is probably not equipped to actually clear that board of debuffed minions, so you might still take a beating unless you happen …
Potentially huge upside, letting you summon a big thing early by playing a few medium sized minions in the midgame. Or in the lategame it lets you double up on big guys by playing a 10-cost minion and yanking out …
Another obvious Treant Token card. Develops the board very early with 2 bodies to benefit from any buffs you play. Good enough to play but boring in effect.
Very basic card but a reliable one. A dragon that replaces itself in hand with another dragon, but does not itself need a dragon to activate it’s effect. Decent stats, protects you with taunt. A workhorse card.
Probably does too little in terms of the buff. Simply generating a 1-cost 2/2 is probably far better, providing a nice curve into Dendrologist on Turn 2. Again, assuming a Treant Token deck actually forms and isn’t just swept away …
Very good assuming that a Treant Token Druid actually materializes. A friend pointed out a cute combo in Wild of Poison Seeds into Aeroponics even in a non-Treant Druid deck, since having even 2 minions of your own replaced with …
Card draw and ramp combined for 2 mana is fantastic, especially since the card demands dragon synergy and dragons tend to be medium- to high-cost cards.
People are saying this card is good for an aggro/token style Druid deck but I’m on the fence about it. You want to play this earlier so that it hits a lot of minions but this card taking up space …
Meme-tier card that can enable amusing Gonk shenanigans but probably not competitive by any means.
Seems to be far too expensive for a card that synergizes with Treant tokens. A deck that would use Treants will probably aim to stick a wide board, buff it and go face quickly to kill the opponent. It won’t …