New Druid Card: Miracle Growth

Common · Spell · Voyage to the Sunken City · Draw 3 cards. Summon a Plant with Taunt and stats equal to your hand size.

Yikes thats a Growth card that doesnt ramp not sure Druid wants to run this but it might be support for the Naga card that looked meh to me.

Good card, will see play.

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Hahaha imagine paying 7 mana for three measely cards and it doesn’t even kill minions or your opponent.

Let me just not play Druid an I can start to imagine this… :eyes:

The going rate for good card draw is 1 mana per card. And that’s leaving out Secret Passage. This is double that and just a moderate taunt, which still probably dies for 3 mana.

This is not too shabby. Draw + defense all in 1 card, albeit a bit pricey.

Usually you have to choose between defense and draw, this combines the two.

Let’s assume you have 5 cards in hand, including this.

This is 7 mana, draw 3, put a 7/7 with taunt on board. That’s probably right about equal to what you would want. So, no less than 5 cards in hand AND play this to get benefit.

7 mana draw 3 put a 6/6 taunt on board might be a bit of tempo loss.

It’s not terrible, but it’s not OP.

I’d say 3/5. Looks fairly balanced for the cost. Druid’s can pay 6 to draw 3, why not pay 1 more to put a taunt down?

Also, I would assume this is a pretty busted Arena Card.

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It is a druid card, why is so expensive? I am kind of confused here. :dizzy_face:

If was follow the logic of the cards they release recently for druid this one will cost 5 manas maximum. :stuck_out_tongue_closed_eyes:

It´s all in all a lot slower than what we got used to this year, especially in terms of card draw - a really promising sign.

Still a decent card, if we assume the powerlevel indeed drops this is kinda skull of gul´dan ish in terms of power (tells you a lot of the powercreep that the card enabling the onslaught of DH back in his release month now is considered far too slow and clunky to consider playing).

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Very good card you get value and do not lose tempo 5 out of 5 for me.

Except druid will cast it on turn 5-6-7, most likely, maybe 2x. It really depends on what they move into the core set.

No card is drawing 3 cards for 3 mana after rotation. No card draw is going to be cheaper than 3 mana at all actually.

This is a really good card. 7 mana draw 3 play a 10/10 with taunt is very powerful.

This type of card will be great if there’s another Bogbeam style card.

Overgrowth and Bloom are 100% not making the core set i wonder where you see that issue.
I dont think Wildgrowth (a card that actualy has a chance to make it in) is enouth.

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Rare · Spell · United in Stormwind · Discover a copy of a card in your deck. If you play it this turn, draw the original.

arguably 2 cards for 2 mana, depending on the situation ofc, still very potent draw just for the cloning effect.

Epic · Spell · United in Stormwind · Give your minions

in decks it´s played its always at least 1card per mana

Common · Spell · United in Stormwind · Tradeable Draw 3 cards. If drawn this turn, this costs (3).

3mana, draw 3 - there you are

but yea, a lot of powerful draw is rotating, and i´m very glad the new draw so far is looking a lot slower.

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It will see play worse case is you get a 3/3 with your draw 3. Druids would probably still play Ancients of Lore Today if it was still draw 2. This card you get -2/2 stats and draw 1 more card for worst case and best case you get a 10/10 with your draw 3. 5-7 what you will probably usually get.

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If you compare to Dark Alley Pact, this is 1 mana a card. That is a 4 mana Warlock card that summons a fiend with stats equal to hand size. This is 7 mana, draws 3 cards, and the minion has taunt. If druid keeps any ramp, this could be played turn 5 or so.

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Decent card and will
Definitely see play in ramp druid!

Those are all pretty situational. You can’t just sit there and cycle through half your deck using those.

There’s Gruff and the coin/innervate. Also be kinda surprised if there isn’t any other early ramp (besides wild growth)

Coin realy …you include coin i cant even …