Untapped Potential & Ossirian Tear discussion

Druid quest. Always start in the hand.
Quest: End 4 turns with any unspent Mana. Reward: Ossirian Tear.
Ossirian Tear : Choose one cards choose both affects,

So I guess the Dev heard how most ‘ramp’ druid do nothing till turn 4 and thought this card would make sense, the affect kinda decent if choose one cards are plentiful. But requiring 4 turns of unspent mana is hard to do Early game without giving so much, I honestly would say make this co-side with the Ramp Cards, Ramp 4 mana crystal would see this and the “ramp your opponent” affect on Biology Project see some decent play, , the list of “Choose 1 cards” I’ll be kind of to list, now i’ll leave this to Stander cards only or i’ll be having to list Every card, but i’ll say we need treat this affect like Fandral Staghelm so if there is more then 2, you don’t get ‘all’ unless its the minions. Card like Branching Path don’t do all for those who are new, or never knew this interaction.

How choose 1 minions work with forms
Highest # Atk and Health + Keywords Example Taunt And Charge.

How Choose 1 spell work that scale with Spell damage [SD]
(# + SD) + (# + SD)

So The cards in stander we’ll have is the following.

Crystal Power - Deal 2 damage to minion, heal 5 (you wouldn’t want to heal the minion generally so this more for triggering heal druid, heal druid does float mana sometimes), Side note to know if you use it on Hero face, it’ll only heal and not deal the damage.

Power of the Wild - Summon a 3/2 beast and +1/+1 your board, good for token or wide boards summons stuff,

Wraith - Deal 3 damage to a minion and deal 1 and draw a card, 4 damage or Spell damage Math,

Druid of the Scythe - 4 atk with rush and the 4 health taunt are the highest when combine, making a 4/4 rush taunt beast. Now bad for 3 mana, but only can be done later game.

Mark of Nature - +4/+4 and give taunt to a minion

Wardruid Loti - all her combine forms make her a 4/6 Taunt poison rush Stealth minion for 3 mana, VERY good all times in the game, maybe one the best choose 1 creature we have.

Keeper of the Grove - Silences 1st then deals 2 damage, still a 4 mana for 2/2 but this could be game changers later in the game for single target big things like mechs.

Mark of the Loa - You give the +2/+4 taunt buff to a minion on board then the 3/2 raptor come out.

Druid of the Claw - 4/6 Charge Taunt for 5 mana, OH GOD I MISS YOU BUDDY! Hope this becomes viable somehow.

Starfall - Deal 5 damage to a single target minion then the 2 AoE happens, like wraith you treat this as 7 damage to single target and 2 damage to rest the minions before doing spell damage math.

Nourish - Gain 2 mana crystals and draw 3.

Tending Tauren - Summon the 2 2/2 Treants then +1/+1 the board (not including the Tauren themselves).

Ancient of Lore - Draw a card and gain 5 health. Heal Druid like this allot as a combo.

Ancient of War - Becoems a 10/10 Taunt for 7 mana VERY EFFECTIVE WITH NO SILENCES/KILL MINION AFFECTS.

Cenarius Summons the 2 2/2 Taunt Treants then +2/+2 the board (not including him much like the Taurent).

So this is all the current Stander Choose 1 cards and how they act.


So what do I think with this card? It might help Heal Druid as right now it’s the only class that floats on mana, and can make sure of the choose both affects, in Wild this card can make a new “choose all paths” type of deck, but by far the best cards for the Choose all remain to Loti in Stander gaining the most out of this and AoL for Heal Druid, and if a Mid-range Druid ever comes to be, Cenarius and Tending Tauren in some sort mid-range Token Treant Druid can be made.

Now if we look in decks inthe past that rely on Fandral Staghelm you can say this card is the same fit, but we do loose our hero power, so this mean we loose armor generation and removing 1 health minions.

That’s enough typing on my end, let’s read you’re ideal on deck and type of deck this might see play in, Right now i’m leaning on Heal Druid Support that is very much needed. Do you Agree or Don’t please explain down below.

The problem I see is that a deck built around this concept are …

  1. It would need a high number of Choose Cards, which limit the deck’s construction.
  2. It would be slow to develop (Turn 1 cast the quest, turn 2-5 you play underpowered stuff).
  3. It would need INCREDIBLY powerful, undercosted turn 2-5 cards to survive into the mid-game.
  4. It doesn’t have an obvious win condition. Instead it is a “high value” deck that would rely on turns where you dumped out Stalladris after the quest triggered to generate massive card value & (hopefully) board control.
  5. The one decent win condition such a deck had (Lucentbark) just got hard countered by the new Priest spell.
  6. Such a deck would probably be inferior to token Druid in speed, reliability, and consistency.

I hope I’m wrong here. I really do. But I don’t see how this quest is anything but a mid to late game value generation tool. Building a deck to “win” around the concept sounds like it would be a challenge … if not impossible.

My initial impression is that this concept would be best applied as an “afterthought” mechanic. Meaning this is not something you build a deck around per se … but it is a solid “added value” mechanic you include as a secondary method of value generation.

For example … you could toss this quest into a deck that already had a modest number of Choose One cards in it (PotW, Wrath, Mark of the Loa, Nourish) and you don’t necessarily try to trigger the quest ASAP as much as you just allow it to trigger while your deck does it’s primary task. Then when it does trigger - boom - you have extra value turns built in. Toss in Stalladris and Loti and that’s pretty much all you add.

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Unless we get a choose one along the power of: Draw 5 cards or gain 20 armor, I don’t think is going to be very competitive.

The card itself is definitely powerful, in a vacuum. The effect is great with a number of cards and requires a very minimal investment (you don’t need to complete it within the first few turns and this triggers as long as you don’t curve out. you can play it, ignore it, and it’ll complete itself in no time). Aside from Token Druid-style decks, Druid doesn’t have a lot to do on Turn 1 anyways, so I’d imagine the overall resource investment won’t be high.

Heal Druid isn’t in a good position right now, but between Wrath, Ancient of Lore, Crystal Power, and whatever Choose One cards might be in this set, there’s already a package of good cards that make this worthwhile. I’ll hold my breath because non-token Druid decks aren’t great right now, but if other styles of the deck become popular post-Uldum, then this will be one of the reasons.

Well I like it. It was a shame to get rid of Fandral’s dual effect, and having it back as a quest is cool. I kind of hope it doesn’t eclipse him like Baku did Justicar Trueheart, but I’d be okay if that happened too.

That’s a strange requirement though, having to float mana for at least four turns, making it a strangely expensive effect. Still, it gives the option of completing the quest early or finishing it up later when mana is abundant, and there’s a ton of Choose Ones that might see play again if both their effects are possible.

Well I like it. Seems to be the basis of a new archetype.

It is an interesting concept.

You have 4 inefficient turns with 1+ floating mana (luckily these happen fairly often even when you aren’t trying to force them), and then you get an efficiency bonus from that point on for all of your choose cards.

This could be very decent given the right set of choose cards existing.

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I did state we need some decent choose 1, but I wanted to list all the current ones as we know it current worth, but if we look in wild, this card has loads of choose 1 that make this card good in wild only thing bothering me is the “unspend mana” might make the coin into a win con. to curve out…

But i’ve already stated i’m worry due to lack of choose 1 cards, and the minions might be the strongest part outside of spells.

Eh, that’ll be a 10 mana card if anything, but I don’t think we need it that badly of draw 5, we have tons of draw cards now we don’t need the ‘draw’ ATM.

I agree on that part, but we’re also in a state of the game where ‘agro stone’ is key.

may I remind you that we also had hero power that gain allot from it with the FT. So in wild I don’t think he going be replace if they’re going use the hero power on DK Mal.

or just an other half bake class build like how RR was for druid.

But we loose our hero power gaining armor/attack to trade, this is a major downside for this type hero power, we truly need them to actually give druid decent cards this time, and not half bake like in RR with “Gonk”

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