im testing druid vs all mages, and the new warlock, i believe that the druid need something:
-A creature plant of level 1
-A resilent wall, because a fire mage run first turn and destroy your tree and end game. xd
-Seeding post are very slow, don´t work very well many times, maybe an especific spell that gives their +1 channeling, because the former problem it´s that you need 3 mana on seeding post to cast a spell.
Hey Isel!! Sorry I burned your tree
. It did survive, though you had to transfer some damage to your Druid.
Not sure if you play exclusively online or IRL too, but either way, Conquest of Kumanjaro offers 3 different creatures with Intercept (blocks ranged attacks while on guard!), which is probably the option you're looking for to defend your Treebond-ed tree.
All the currently released Intercept creatures are really good and cheap to cast considering how difficult they are to destroy, so you (and probably most Druid players) should include one of them in books. They're all Living too, so they have synergy with the rest of the Druid cards.
More OT...
With the release of Acid Ball and Meditation Amulet into the card pool, I think Spawnpoints could become much stronger. In the past, I largely stayed away from them except Battleforge, because of the intense mana cost and the fact that small creatures quickly became obsolete when armor came into play. However, Corrode and the ability to ramp mana with Amulet appear to solve those exact problems. Is this the case? I'd like to hear what the playtesters, or just anyone with some solid experience, think about the viability of spawnpoints with DvN added into the mix.
I've just got back into MW, so I don't have much experience trying out the new stuff, but from the few games I've played everything seems really strong and useful but not overpowering. Also, the Obscure trait is something I've been wanting since the core set, and it's cool to see it here.
Good job AW!