8:11 to Skipperino KripperinoWhat? It's a running Kripp joke
The card is totally worthless. Pretty much as any other Druid card added so far.
Unless you set up for it on board in some manner (as Kripp mentioned, either having draw effects that can go off after this, or having something else that would allow you to use the mana in some way like some of the hero power stuff from TGT), it accelerates you dramatically but then puts you at the mercy of your topdecks - and the thing is, you need to still have early game plays as you can't guarantee that you're always going to get this on turn 4 (or 3 + coin), not to mention that aggressive decks would punish such a deck that did only include expensive cards to abuse with it.I have no doubt that we'll see some crazy highlights with the card, with someone playing it on turn 3 then getting something absurdly powerful on turn 4 (or even just getting Nourish into a solid 5 drop). I won't discount the card completely due to the sheer potential power level - but I'd honestly be more surprised than not if someone makes it work competitively.Edit: in case it's not clear, when I say Nourish, I mean draw 3 - reloading the hand to make use of the 10 mana now available. ^^
Too bad it will works like and won't gives you , unlike .
To be fair, ramp druid tends to weight their decks towards high mana cost end so this could fit in with that sort of deck. You'd need to include a bit more card draw. Particularly card draw you can place in advance like , , , , , or .You'd probably be playing anyway and there's always so you can catch up afterwards as well.With enough card draw you many not even need big minions, just lots of smaller ones!May not be reliable but I can see it working.
I think it will be funny to use this on turn 4 and keep drawing big minions.