Nourish should draw 4 cards and not cost 5

Its strictly better Overgrowth right now. Druid still has too much ramp with Guff plus this.
Making it draw 4 cards actually makes both sides of the choose one effect balanced (Sprint or Overgrowth), changing it to 5 mana like we have now makes the card unbalanced on one side.
Guff also needs to be changed so that the Hero Power gains empty mana, and the battlecry doesn’t come with a mana gain (because then the card technically costs 4).

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I be honest, Nourish is the better 5 mana play at the moment if done on curve

Edit: I will often times go Nourish, miracle growth, and ivus the next turn, and then guff. Even if i had guff on hand during all those turns

Edit 2: reason being is guff has antisynergy with the giants

I’m unsure if this is typical. I’ve seen Ramp Druids using the 3 mana 1 mana crystal spell, too. I was of the thought that with losing so much ramp that that it would become more balanced or die. Now, it seems like it’s all I run into.

Guff’s battlecry could be changed to an empty mana crystal. Maybe change Guff hero power to 3 mana, draw two cards or gain a full mana crystal to be a souped up wild growth?

Nourish should definitely go back to 6 mana.

I’m working on a slower warlock deck at D4 and I can’t get past 50%. While part of it’s me, part is deck composition, I think the biggest issue is Kazakusan. I can defend myself until the fast drawing druid runs out of cards. But, then it’s Kazakusan and presumably near or at 20 mana crystals.

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It’s not better than Overgrowth with the same tools in the last cycle. You could realistically reduce the cost of Overgrowth and play it turn 3 instead of turn 5 compared to Nourish.

Nourish has always been strong, it used to be nuts in the Fandral era of Druid. I think overall the card design is fine. Every class should have a few strong cards. Your issue really is just Guff.

Before release, I was saying that ramp druid wasn’t going anywhere and that it was only going to be 1 turn slower. This was before I saw they changed nourish to 5 mana. Now, it’s just more of the same.

Knowing that was the case, I just decided to play it because why not.

I,too, will often play nourish before guff unless I have an innervate in hand to force guff to gain 2 crystals.

It’s just regurgitated ramp druid all over again.

Guff gaining empty crystals would be wrong lore wise, since it’s hero power it’s named “Nourish” which gives full mana crystals. I think the 20 mana cap is too big, it could be decreased somewhat, and his cost could be upped to 6. Also, Kazakusan deck building restriction to “only if your starting deck had only Dragons in it” should go a long way in powering down Ramp Druid’s power.

with the same tools you can nourish on 4.

card by card comparisson:

overgrowth ramps 2 mana for 4 mana worth of tempo
nourish ramps 2 mana for 3 mana worth of tempo

pros of overgrowth: can be played 1 turn earlier
pros of nourish: effectively 1 mana cheaper than overgrowth tempo wise, can be tutored, can draw instead (or alongside with jerry)

i’d say overall the pros of nourish far outweight the pros of overgrowth.

No, it is not, ramp on 4 is superior than ramp on 5 even with empty crystals, so, Nourish still inferior but with upsides, in the endgame can draw resources the 4 manas spell can’t.

Don’t get me wrong, both are insane, it is a comparison between a 9.5/10 against a 9/10 card sometimes can be a 10/10 card.