Hearthstone

Ravishing

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Aspirant is the card Druid needs as it is awesome vs aggro. If aggro decks ignore it, Druid will be at 4 mana next turn for swipe/keeper/whatever, so they have to trade with it. It's not going to replace wild growth though, it's a great anti-aggro card, it won't have too much of an affect for control matchups. Against control the Druid will want to wild growth on 2 still.

It is also a card to counter mirror entity, which druid needed badly.
 

jooka

marco esquandolas
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I can see it now, killed on turn 6, Dr unbalanced in hand. Oh , its turn 6 again?!?!! Fuck. Lol
 

Famm

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Aspirant is the card Druid needs as it is awesome vs aggro. If aggro decks ignore it, Druid will be at 4 mana next turn for swipe/keeper/whatever, so they have to trade with it. It's not going to replace wild growth though, it's a great anti-aggro card, it won't have too much of an affect for control matchups. Against control the Druid will want to wild growth on 2 still.

It is also a card to counter mirror entity, which druid needed badly.
Well, midrange druid is generally seen to match up well with control anyway. The bigger issue always seemed like having some sort of board/stability against aggro in the early turns so you don't take too much damage before the deck starts kicking in enough to stabilize. And true it would allow two more chances for another good entity play, currently your best hope is if you can use zombie chow which you may not get or have already used the single one in the deck.
 

Gavinmad

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I'd never replace wild growth with that card. At best I'd consider running it in addition to wild growth. The mirror entity concern is sort of a trivial one, yes it would be nice for midrange druid to not get raped by tempo mage, but that's only one matchup. Kezan is a better option if you're seeing a lot of tempo mage on the ladder on any given day.
 

Angelwatch

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For pure mana acceleration wild growth is better. But that Aspirant is really good to contest the board against aground and zoo. I'd run both myself.
 

Gavinmad

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Except the idea of combo druid is to (hopefully) skip your 3 drop. That's why combo druid only runs 2 actual 3 drops. So when your aspirant dies, you have to either have a shade in hand or innervate + a 5 drop, or else you're stuck with a very inefficient turn 3. Maybe the pros will prove me wrong, but I'm pretty confident aspirant won't see much play.
 

Northerner

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We'll see. I think it is the only card I've seen so far that I think *will* get play.

Well, not really as Druid still isn't good enough but if it was...
 

Famm

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You could replace the shades with it and still run Wild Growths. Its kind of an aggro tech I guess, but that's not a bad thing.
 

Ravishing

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rrr_img_105494.jpg


Seems good actually.

It's like almost the same as Blood Knight except it's 4/2 base instead of 3/3... and it only gains 2/2 instead 3/3..

But spell damage cards are easier and more common (drakes).

This is a card that could have decks built around it, again, like Blood Knight.

Probably won't become meta but it's fun at least... I guess?

Edit: NM, looks like it can only gain the +2/+2 once, so max it can be is 6/4... eh, still ok for some decks. Could be a staple in shaman due to spell power totem.
 

Nidhogg

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Can't curve out with it unless you get it + Bloodmage, but low cost for a good body past turn 4/5. Could definitely see it in Malylock. A 6 attack Shadowflame target at 7 mana is pretty decent, and it'll explode for 7.
 

Vaclav

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It's interesting that it specifies MINION with Spell Damage - makes me wonder why there hasn't been a weapon for mages/warlocks yet that is terrible as a weapon but has a spell damage mod.
 

Ravishing

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Does it?

Does it?

Is there a deck besides miracle rogue running spell power minions? I haven't seen a single other card this expansion that would give rise to more spell power minions in play.
Any deck with drakes, all shaman decks. That's enough for this card to see decent play at least. It's like the equiv of Shade of Naxx for Druids.
 

The Ancient_sl

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It's interesting that it specifies MINION with Spell Damage - makes me wonder why there hasn't been a weapon for mages/warlocks yet that is terrible as a weapon but has a spell damage mod.
What other way would they word it?

Any deck with drakes, all shaman decks. That's enough for this card to see decent play at least. It's like the equiv of Shade of Naxx for Druids.
A potential 6/4 for 3 on turn 6 isn't really very exciting. Are you talking the totem for Shaman decks? That's certainly not something you can play around.


Edit:
I think they need to clarify "have a minion".In play? In hand? In Deck?
 

Vaclav

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What other way would they word it?
"CARD with..." "Have Spell Damage (+1 or better)"... not used to the templating but seems a wonky way to do it.

I'm not saying to expect spell damage weapons - that was just an aside - but it seems weird to have to specify minion. Could just be I'm not used to their templating yet though.
 

Ravishing

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The Air Totem. 25% chance you get an Air Totem on turn 2. It's high enough chance to play at least 1 of this card, if not 2, and Shaman tend to run drakes as well. 6/4 is still a good body even past 3 mana. There are a lot of 6 health minions popping up so having 6 attack is going to start to matter.
 

The Ancient_sl

shitlord
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The Air Totem. 25% chance you get an Air Totem on turn 2. It's high enough chance to play at least 1 of this card, if not 2, and Shaman tend to run drakes as well. 6/4 is still a good body even past 3 mana. There are a lot of 6 health minions popping up so having 6 attack is going to start to matter.
Wait you are honestly going to hero power with Shaman on turn 2 in the hopes of hitting a 1/4 chance of a 0/2 minion that you can use to buff this card turn 3 to a whopping 4 health?

Are you fucking with me?
 

Ravishing

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Shaman totem up on 2 quite frequently, it's not out of the question at all. They only have a few plays usually, weapon up, totem up, or if mech shaman you might have a mech to play. Zombie chow usually turn 1 if you can. Shaman usually plays slow since they are mostly a control class... unless mech of course.

Volcanic Drake has seen play as a 6 drop in Dragon decks and is also 6/4. Getting this card out at any time is still decent. 6/4 is nothing to scoff at. Most 4 damage removal is greater than 3 mana so it will always be worth.