You have Tending Tauren, which saw fringe play, and Arbor Up is cheaper, gives +1 more attack, and both Choose One effects, and as a spell, benefits from cost reduction from Nature’s Studies/Lunar Eclipse, and doubling with Solar Eclipse.
It shouldn’t get a mana cost nerf. Instead, the 2 effects should simply be reversed (so, first the buff happens, and THEN the Treants are summoned).
The problem with the card currently is that it gives a HUGE reward for having a nice full field, but is still an excellent card (8/6 in stats for 5 mana) on an empty field. Imagine how great Savage Roar would’ve been if it was still a good effect if your board’s empty.
As per my own experience and results, the faster variants are superior.
Forest Aid is bad. Goru is only viable in the treant version, which is inferior as well, and anything slower leaves you open to palalaladin, zoo and aggro rogue. Bees! is okay (but only as a 1-off), Lunar Eclipse is better.
It’s like they took my own list and rated it the best out of the bunch. Funny.
It doesn’t. Glowfly Swarm rotates out soon and wild can deal with a board full of 4/3’s. Nerfing stuff just cause an old or new card made them broken doesn’t make sense. If an old card became op, then its gonna rotate out soon enough. If a new card became op, then the old card it became op cause of will rotate out so whatever. It’s like asking for Nozdormu or Alura to be nerfed cause of Ramp Paladin. When Nozdormu rotates out its gonna be slow af so wont be played anymore.
Glowfly Swarm is from Ashes of Outland and isn’t rotating. A few early game cards are though including BEES! Should slow down the more aggressive Gibberling builds unless the next expansion just outright replaces those options.
I think you’re missing the context of my comment. I was responding to:
He made a good point. I was sad when Force of Nature got nerfed. And please think of this in terms of the game today. Force of Nature + Savage Roar is a 9-mana combo. Sure, it’s possible with less mana if Lightning Bloom or Innervate is involved.
OTK DH can deal 100 damage or more with 10 mana so you’re never safe no matter how high your health is. ETC Warrior can deal up to 42 but of course you can protect yourself if your board is empty. Silas OTK can kill you at full health. Mozaki Mage can kill you at 45+ health and regardless of what you have in play. (I don’t know what their max OTK damage is but it probably exceeds 70.)
Force Roar can only kill you if you have 14 health (adjusted by Druid’s minions on board) and Taunts actually help against the combo. I don’t think it would be overpowered. It might have felt oppressive in that old meta but in later metas it wouldn’t have been so oppressive.
Edit: Enrage Warrior can deal 28 in a turn from hand. Even Aggro Rogue can deal a ton from hand (with weapon attacks). I remember in one game, I had 19 health as a Priest and Aggro Rogue killed me without having any minions in play. Aggro Shaman can deal 16 just with hero attacks (Doomhammer + buffs), more with spells added. And lest we forget, Soul Demon Hunter can also hit for 30 or close to 30 in a turn without having any board presence (using Aldrachi Warblades and Ilgynoth along with buffs.
It’s already oppressive to fight token druid when they have to set up their board a turn ahead of time before they can act. If you give them back OG Force of Nature (An 8 mana combo w/ Savage Roar) then throw in other cards such as improve ramp (Overgrowth) and both Lightning Bloom, Nature Studies, and even Innervate if you really want to cheese this out… Yeah, there would be a problem. Just remember Solar Eclipse is a thing too, and this wouldn’t necessarily be a turn 8 play because Druid.