The Comprehensive Embers of the World Tree Preview

Data Reaper Report - Druid

Charred Chameleon

Chameleon is a great addition for Imbue Druid, as it allows us to give Plant Golems rush and turn them into bodies with an immediate impact on the board. Chameleon’s impact also scales into the late game alongside our Plant Golems, making it always useful at every stage of the game.

2/4 stats with rush attached for 1 mana is just super efficient, to the point it may become an inclusion in future Druid decks that utilize other upgraded hero powers. For now, it becomes a core inclusion in Imbue Druid, helping the deck find swing turns it is currently desperate for.

Score: 4

Overheat

This is a decent board buff for aggressive Druid decks that flood the board, one that the class currently does not have access to. Its condition does make us question whether it can make an immediate impact, as it is reliant on us to incorporate a sizeable Nature spell package in the deck, while also losing card advantage in the process.

Discarding is not a huge drawback for an aggressive deck, but if we do not have a Nature spell in our hand, Overheat does not trigger, so it is terrible. One pathway for Overheat to see play is Grove Shaper, as it acts as both a value engine for Nature spells, as well as a board creator, but it is very slow.

We suspect that its best home will be a Token Druid deck with a very low curve, one that gets on the board quickly and snowballs hard. We are not confident that such a strategy emerges this expansion.

Score: 2

Amirdrassil

This location represents a lot of value for the cost. In total, Amirdrassil summons 6 mana’s worth of minions, gains 6 armor, refreshes 6 mana, and draws 6 cards. That is a lot for a 4 mana package.

Of course, the downside is that Amirdrassil takes a long time to fully resolve. If we play it on turn 4, we enjoy the full impact of the card on turn 8. That may not matter in faster matchups.

However, it is enough to trigger the second charge for Amirdrassil to make it worthwhile, which means it should be cost positive by turn 6. This is quick enough to be relevant in every matchup in the current format. Summoning 3 mana’s worth of minions, gaining 3 armor, refreshing 3 mana, while drawing 3 cards, is absolutely worth a 4 mana investment.

Amirdrassil is a generically strong card that can fit every Druid deck with late game aspirations, so we suspect it will be popular.

Score: 4

Final Thoughts: Exciting set for Imbue Druid enjoyers, especially when adding the neutral Petal Picker to the equation. We think the deck will experience a power boost and revived interest.

 

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