Oh I was hoping the ? by the level 1 was a guess. That's a pretty rediculous level 1 card imo. It's not very often that there are burn markers all over the board, so that's not my primary concern. My main beef is the super cheap cost for a board wide spell that can not only remove all markers (say a mage being rushed by a flame whipping warlock for instance) but that all creatures and conjurations get a heal. This is a must include for living swarm builds and of course nature/holy any build.
Not in a Priest build, unless the player likes removing the burns on their opponents. Also I believe it is only creatures, not conjurations.
It looks like it is level 1 from the video, but it is hard to tell. I'm ~90% sure it is. Even if it was a higher level though, I don't think it would be epic.
I would imagine getting a "Reconstructing Mist" 9 mana/ level 1 that would reconstruct 2 health of all undead would be an enormously huge advantage. I mean, could you lose.
There's Mort, which is I suppose the closest thing. Only Skeletons, but you don't have to recast the spell over and over.
Here is how i'm going to lose to the Druid. She will stay in her start square, shower rain wand, my zombies will be obliterated by Kralathor. He will grow and grow. He will also get his normal 2 regen and get Renewing Rained no matter his location on the board each round. Essentially giving an already incredible juggernaut of a creature a 4 regen. This is a total of three cards. All other creature effort will be to negate any finite life conjurations. I'm worried.
I'm assuming you're speaking from the perspective of the Necromancer? While you have Deathlock out Kralathor heals 0 each turn. If the Druid sends a couple of plants after your Deathlock a Poison Gas Cload/Malacoda and an Idol of Pestilence gives most plant creatures 4 turns of life if they somehow manage to not take any other damage, such as from sacrificing a Plague Zombie to Sacrificial Altar (after it attacks first, of course) for a rot marker on all enemy creatures in the zone (with your special ability this equals an extra 2 direct damage each turn) and an extra 2 dice for your next attack. There are ways to nullify Kralathor and Renewing Rain. There's always Poisoned Blood, especially if the Druid is hiding in the back corner the whole time.
Also if the Druid is spending 9 mana every turn on an incantation, how exactly is she going to have mana available to cast more than 1 or 2 creatures besides Kralathor, unless you've let her build up an absurd amount?
An extra example: Area effect Firestorm for 11 mana full action. Ok go ahead, i'll just pull out a shower rain quickcast. Squashed that. You just spent 3 points (assuming your warlock/ fire wizard) while I only had to spend 1. Hmmm
Now you're talking about a Priestess? The spell is a full action, by the way, not a quick.
Compare it to a Group Heal; if we're only concerned with 1 zone of creatures the Group Heal is superior to Renewing Rain if the creatures you care about have 0-1 burns on them. (Same mana cost, but Group Heal heals an average of 5 per creature, while a Burn does less than 3 on average [in any game of finite length]).
Like I said, very powerful.
Honestly I see it more as a way for a Druid to sort-of cover the major weakness of Flame +2 on pretty much
everything she has. Just because a Fire mage won't be able to completely dominate the Druid now doesn't make Renewing Rain OP. Isn't casting heal spells generally considered to be a loss in tempo anyway?
This spell screams "Hey opposing mage, run directly to the Druid, ignore all other distractions, good luck"
I disagree.