Moonshadow >>> Shuffle your hand into your deck,
then draw that many cards.
Card Number -
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 11.14.06
Moonshadow's ability is very, very interesting.
While she hasn't got any ability that allows you to
deal damage, she allows you to completely change
your hand. Some may not see this as being useful as
a lot of decks seem to have hand problems mid-late
game where they are low on handsize and it's like
2-4 cards they'd get to rotate in their hand.
However Druids from what I have seen have
exceptional drawing. Innervate is a amazing card,
for a cost of 4 you get to draw 3 cards. This goes
really good in any druid deck, especially a
Moonshadow lead druid deck. Innervate will net you 2
cards more than you had. You draw 3, you're really
just netting 2 however due to the fact you're
PLAYING Innervate to get them, which is decreasing
your hand by 1 to begin with so you kinda counter
balance yourself there with 1 of those 3. Other than
that, cards like Starfire, maybe throw in Randipan,
or Kena Shadowbrand mixed with something to heal
Kena shadowbrand every turn so you can continously
draw cards. I think if you can find a way to
maximize your card drawing potential, she could
definately be a good hero to play for a Druid deck.
Only downfall to her is I've not seen an abundance
of weapons yet that I think mix well with a Druid
hero. I don't think outside of using allies you will
be able to deal much damage to the opponent. I think
you might be better off being ally reliant with her.
However she may surprise me with some of these high
strike cost weapons/low damage weapons that Druids
seem to get and have some nuts control combo. I
think there is a chance for that with her,
especially as more cards are released. If you play
on making a Druid deck, you may be better off with
Thangal and making a feral druid deck.
For now tho she gets a 2.5/5
Level 60, Human Fire Mage
Did it take long to find me? I asked the faithful
27 Health. Not bad.
Her power is very attractive to my play style (and
the limited cards I own), but it is very
situational. Let’s say you have 0 to 2 cards in
your hand. Not worth playing her power unless you
KNOW what the next few cards in your deck are and
you KNOW that they will not help you in the
If you are holding 3 to 5 cards in your hand, you
need to consider what else is in your deck and what
you are saving those resources are.
If you have 6 to 8 cards in your hand, you are
probably hurting right now. Use the power.
Druid Abilities… Moonshadow won’t be playing
Predatory Strikes, which makes bear form less
attractive. However, you do get access to Nature’s
Swiftness. It costs 3 and saves 5 – for a net of +2
resources. This allows you to play a 6-cost card
like Starfire when you only have 4 resources, for
example. I wish they would have given the resto-spec
druid a healing ability. Nature’s Swiftness feels
better geared toward a future, balance-spec Druid.
The Druid’s healing spells are nice, but again
cancel out bear form.
As I said yesterday, I like Horde allies better than
Alliance (in general). Druid’s selection of armor
and weapons doesn’t really do much for me (compared
to some of the other classes).
Overall, I don’t see myself playing Moonshadow.
Raid: 3.50 (ok – I
haven’t even read the raid rules yet, but I imagine
her healing powers will be welcomed as long as she
stays out of direct combat.)
Pleasant days and pleasant nights.
Level 60 Human Fire Mage
Night Elf Druid
3, Flip Moonshadow: Shuffle your hand into your
deck, then draw that many cards.
Moonshadow's a Druid, a deck design choice that
really wants you to pick, 'bear form or
support/spells?'. Nothing says you HAVE to choose,
but like the Shaman, your deck will flow better with
focus, and unlike the Shaman one of your paths
doesn't seem to want to be a Warrior. As Alliance
she has access to Parvink, and with some Druid
ability cards she can probably draw cards faster
than Graccus. Her Talent ability, Nature's
Swiftness, is and isn't great...for 3, you pay 5
less for the next card you play, essentially letting
you 'cheat' the resource curve. Early game to toss
something out, and certain people have debated a
Druid Stall that uses it to play Rise to the
Challenge on turn 13.
Moonshadow's personal ability is to essentially give
you a mid-game mulligan. One of my friends didn't
like her ability, talking about how you don't need
to use it late into the game...but with all the card
drawing she can execute, getting yourself up to 7
cards, then flipping her can give you a much needed
churn and refresh, especially of 'search' quests
ended up tossing your best stuff to the bottom of
Moonshadow can really get some momentum going, much
like some primal force of nature...go figure. Her
biggest flaw is the ability to outright crush her
foe, but she is very flexable.
Her flexability really is a strength here, if you
get just one or two Druid abilities, there's nothing
she really CAN'T use effectively.
Druids are one of the heroes I'd love to use in
Draft, for the same reason as Sealed...no real
'reliance' on combos to do their thing, just buffing
and fighting alongside their allies.
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