yeah but a ton of cards which aren't supposed to be played on curve are still played in decks. A Turn 3 Grove Tender + Coin + Innervate + Shade for instance is really strong (and happens often since that's what you're mulliganing for.) Most people expect a Druid T9 to be like Lore + Hero Power, but now you Grove Tender first, then Lore, and the mana crystal doesn't matter because they're already at 10 next turn.
Grove Tender can be good as long as you use its versatility to your own advantage rather than your opponent's (obviously.) It's also good at cycling through your deck to find the combo while still maintaining a board presence, which is nice.
I've seen a fair bit of people running Nourish over Wild Growth now. You get two ACTIVE mana crystals so you can still hero power or 2 drop, and it only takes up 1 card in your deck. Might be worth considering.
Quote:
Originally Posted by D104
I can't decide if running a doomsayer instead of wild growth is the dumbest or smartest thing I've ever seen.
Sincerely,
A mostly druid player that can't seem to win with druid anymore.
The Grove Tenders are your Wild Growths. The idea is that against any aggro deck, you as a Druid can always use mana better than they can. You need 7 mana to play a Lore or 9 mana to combo.
So ask yourself, when it's T2 and they have out a naked Zapomatic or a Worgen and Knife Juggler, would you rather play Wild Growth, or play Doomsayer?
Also on later turns when you're behind, playing like Doomsayer + Shredder or Drake is really insane. If you just played the drop + hero power instead, they clear your drop easily. If you play Doomsayer too, they're forced to clear that to keep their board, often leaving your other minion on board, giving you more time to catch up, draw Swipe or combo to win, etc.