The Jungle Giants quest for Druid is an interesting one. You really have to curve out so perfectly to complete the quest in anything resembling a timely fashion. There are plenty of 5, 6, and 7 mana minions that push the quest forward (too many to list), but it's 3 and 4 mana where things are pretty rough. Even if you really try to mulligan for Wild Growth and Innervate, sometimes you don't draw them, and you need something to do when you only have 3 and 4 mana. It is kinda fun in that it makes you pore over all of the cards available to Druid to find a way to get a 5/X minion (or better) on the board in any way possible.
I made myself sad by looking at some of the cards that just rotated out of Standard. In a Jungle Giants deck, the following cards would've been worth considering just to make your early turns more consistent in advancing the quest:
- Druid of the Flame (3 mana for a 5/2, copyable with Menagerie Warden)
- Hungry Dragon (4 mana for a 5/6)
- Savage Combatant (4 mana for a 5/4 with a possibly useful upside, copyable with Menagerie Warden)
- Ice Rager (3 mana for a 5/2)
- Armored Warhorse (4 mana for a 5/3, possibly Charge if you win the joust which the Druid deck would actually have a good chance at, copyable with Menagerie Warden)
- Evil Heckler (4 mana for a 5/4 with Taunt)
I'm not saying all of those make the cut, but holy hell, there were so many useable 3 or 4 mana cards with 5 attack in Blackrock Mountain and The Grand Tournament. By comparison, all you have in Standard now is:
- Celestial Dreamer (3 mana for a possible 5/5, can be fairly inconsistent if your board happens to be empty, you can never actually play it on turn 3 unless you got out an early Elder Longneck) **actually good**
- Elder Longneck (3 mana for a 5/1 with Adapt, copyable with Menagerie Warden) **actually good**
- Shellshifter (4 mana for a 5/3 Stealth, copyable with Menagerie Warden) **actually good**
- Devilsaur Egg (3 mana for a 0/3 that summons a 5/5 when it dies, but this is way too slow to fit into an already slow deck)
- Faceless Shambler (4 mana to copy the stats of a friendly minion, can be fairly inconsistent if your board happens to be empty) **maybe actually good, I still haven't decided**
- Gentle Megasaur (4 mana for a 5/4, Adapts your Murlocs which is more or less pointless in Druid, copyable with Menagerie Warden)
- Genzo the Shark (4 mana for a 5/4 that possibly draws cards when it attacks)
- Midnight Drake (4 mana for an X/4, but unless you haven't played a damn thing, the X is probably less than 5)
- Naga Corsair (4 mana for a 5/4 that buffs your weapon, so pretty bad in Druid)
- Twilight Summoner (4 mana for a 1/1 that summons a 5/5 when it dies, but this is way too slow to fit into an already slow deck)
- Worgen Greaser (4 mana for a 6/3)
It's a longer list currently, but for most practical purposes it's vanilla 4-mana 5/4s or a 6/3 that I don't want to play, and I would gladly trade those options for the 3 and 4 mana options from Blackrock Mountain and The Grand Tournament. I think the next couple sets will hopefully go a long way to helping Jungle Giants, because the options right now are kinda slim.
Also, while you're here, Basic/Classic technically has:
- Magma Rager (3 mana for a 5/1)
- Blood Knight ????????? (3 for a 3/3, possibly a 6/6 if you steal Divine Shield somehow from an enemy minion, or exactly from your own Elder Longneck)
- King Mukla (3 mana for a 5/5 with a considerable drawback, copyable with Menagerie Warden)
- Tinkmaster Overspark ???????? (3 mana for a 3/3, the Battlecry could turn your own minion into a 5/5, but I'm not sure if this interaction counts as summoning a 5/5)
- Ancient Brewmaster (4 mana for a 5/4, lets you bounce one of your own minions which actually isn't completely terrible for the quest)
So definitely some of the weirder/joke options.
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