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This is already an okay anti-aggro tool if you cast a 2 mana spell with it, and it only gets better for higher costs. The problem is that it comes down a little too late against aggro if you want to combine it with a 2 or 3 mana spell.
At higher mana costs, both classes don't have many strong 4+ mana spells that aren't board clears.
I can't see this getting widespread play, but it definitely works.
Speaker Gidra is super powerful. In Shaman you can easily pair this with a 3 mana damage spell (e.g. Lightning Storm, Lightning Breath, Serpentshrine Portal) to clear a midgame enemy board with ease. Druid has slightly less attractive spells to pair with her in the midgame (maybe BEEEES!!! or Swipe), but that's probably fine because Druid lacks a lot of board clear tools and will still like to have something like this in any Control Druid deck, and maybe even in an aggro/tempo deck as an insurance policy to ensure you can push through enemy taunts and end the game by pairing her with spells like Savage Roar or Blessing of the Ancients.
As a stand alone card, i like it. Powerful and quite flexible. Mainly for removal i guess, but can be a surprise if opponent dont deal with it when the spellburst isnt activated.
BrandonOld God Fanatic 13102094 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
Solid removal, and sometimes sticks on board after trading into something. Pretty good! Solid minion all around, will see a lot of play. Also you could just play this + a big spell on board to make it a super dangerous minion, that your opponent is forced to remove. Kinda like Siamat with divine shield & Windfury, but Speaker Gidra CAN have bigger stats.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
My god, is this removal? In Druid?? Jokes aside, it's pretty good. Clears two minions and leaves a threat, but it's not something that will make control druid/shaman work, only support it.
DarkFrostXOld God Fanatic 8301229 PostsJoined 07/26/2019
Posted 2 years, 8 months ago
Can be used as a different Walking Fountain, like play this along Hex and remove 2 minions. Doesn't seem bad but Walking Fountain just seems better, at least this can be played way earlier with a 1 mana or 2 mana spell.
NOW IN DRUID, this can be either an early threat to a spell next turn or a good use of your reamaining ramp to remove a few minions since druid doesn't have much AoE.
3 mana, 1/4 is a statline seen in a lot of minions that don't see constructed play (Dalaran Mage, for example), but having RUSH and WINDFURY makes this card a potential removal for cheap tokens or lackeys created by your opponent.
The spell burst effect is nice, but an expensive spell is probably not going to be super effective to increase this minion's attack if you're needing her to remove threats, due to her having a modest 4 health. However, using a big spell with her is definitely viable if you're wanting her to go face. You'll just have to make sure the fist spell you play isn't 0 or 1 mana if you need to deal big damage to your opponent with the windfury.
But again, modest 4 health, you'll need her to survive long enough to get that additional damage from mid to big spells
A potentially very strong card, that requires careful thought by the player to get the most of this minion.
I love this card. Seems quite good. Can be combo'd because it has rush but you can also tempo it on 3 against a lot of decks so it's good early. Can be combo'd with a three/two cost spell for a powerful midgame minion, and you can combo it with a big spell later in the game to generate a sizeable threat that impacts the board with two trades.
This is kind of like creating your own Walking Fountain for a cheaper cost and minus the lifesteal, plus the effects of whatever spell you get to cast. I like it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
It's like a flexible, cheap and ofc weaker version of walking fountain or siamat. But the main point is - flexible. For both classes.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
BloodMefistOld God Fanatic 825728 PostsJoined 05/28/2019
Posted 2 years, 8 months ago
Seems super strong with Shaman's spell-generating capabilities and Druid's access to good spells. It can help stabilize on a turn where you play something like Nourish, which is really strong in some matchups.
It's a great defensive card, because you're rewarded for doing something which you would anyway - playing spells. Getting a 3-6 for 5 mana is only slightly better than Grook Fu Master (wait, that exists?), but it has rush and you also get the effect from that 2 mana spell. It's nothing that breaks the pie, but it is very efficient board control tool.
Put in a faster deck like Token Druid or Totem Shaman, this is just as good - it's an efficient tool that works at a premium with your buff spells, proactively protects your littler dudes, and puts pressure on your opponent if it sticks around. Especially since Token Druid wants to run 5+ cost spells at the moment, I think we'll see this gal more in faster decks than slower decks.
A new Legendary Shaman/Druid Minion, Speaker Gidra, has been revealed!
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Just...solid. just play it whenever you need to cast a spell anyways and it's good value.
Best removal tool Druid has
I tried having fun once.
It was awful.
This is already an okay anti-aggro tool if you cast a 2 mana spell with it, and it only gets better for higher costs. The problem is that it comes down a little too late against aggro if you want to combine it with a 2 or 3 mana spell.
At higher mana costs, both classes don't have many strong 4+ mana spells that aren't board clears.
I can't see this getting widespread play, but it definitely works.
This post is discussing the wild format.
Good card overall.
Works as a nice removal too - at least if you cast a decent Spell afterwards :)
Challenge me ... when you're ready to duel a god!
Something tells me we going to see a lot of trolden moments where some plays this and accidentally cast inervate/lightning bloom.
Speaker Gidra is super powerful. In Shaman you can easily pair this with a 3 mana damage spell (e.g. Lightning Storm, Lightning Breath, Serpentshrine Portal) to clear a midgame enemy board with ease. Druid has slightly less attractive spells to pair with her in the midgame (maybe BEEEES!!! or Swipe), but that's probably fine because Druid lacks a lot of board clear tools and will still like to have something like this in any Control Druid deck, and maybe even in an aggro/tempo deck as an insurance policy to ensure you can push through enemy taunts and end the game by pairing her with spells like Savage Roar or Blessing of the Ancients.
Flexible, and will likely clear the board for you.
Its more druid than shaman. Druid needs something like this, shaman less so.
As a stand alone card, i like it. Powerful and quite flexible. Mainly for removal i guess, but can be a surprise if opponent dont deal with it when the spellburst isnt activated.
Solid removal, and sometimes sticks on board after trading into something. Pretty good! Solid minion all around, will see a lot of play. Also you could just play this + a big spell on board to make it a super dangerous minion, that your opponent is forced to remove. Kinda like Siamat with divine shield & Windfury, but Speaker Gidra CAN have bigger stats.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
My god, is this removal? In Druid?? Jokes aside, it's pretty good. Clears two minions and leaves a threat, but it's not something that will make control druid/shaman work, only support it.
This card is must have in every spell based shaman or druid.. the power level of this expansion is off the charts.
even a 2 mana spell makes this minion insane for it's cost.
Can be used as a different Walking Fountain, like play this along Hex and remove 2 minions. Doesn't seem bad but Walking Fountain just seems better, at least this can be played way earlier with a 1 mana or 2 mana spell.
NOW IN DRUID, this can be either an early threat to a spell next turn or a good use of your reamaining ramp to remove a few minions since druid doesn't have much AoE.
3 mana, 1/4 is a statline seen in a lot of minions that don't see constructed play (Dalaran Mage, for example), but having RUSH and WINDFURY makes this card a potential removal for cheap tokens or lackeys created by your opponent.
The spell burst effect is nice, but an expensive spell is probably not going to be super effective to increase this minion's attack if you're needing her to remove threats, due to her having a modest 4 health. However, using a big spell with her is definitely viable if you're wanting her to go face. You'll just have to make sure the fist spell you play isn't 0 or 1 mana if you need to deal big damage to your opponent with the windfury.
But again, modest 4 health, you'll need her to survive long enough to get that additional damage from mid to big spells
A potentially very strong card, that requires careful thought by the player to get the most of this minion.
I love this card. Seems quite good. Can be combo'd because it has rush but you can also tempo it on 3 against a lot of decks so it's good early. Can be combo'd with a three/two cost spell for a powerful midgame minion, and you can combo it with a big spell later in the game to generate a sizeable threat that impacts the board with two trades.
This is kind of like creating your own Walking Fountain for a cheaper cost and minus the lifesteal, plus the effects of whatever spell you get to cast. I like it.
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If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
Carrion, my wayward grub.
It's like a flexible, cheap and ofc weaker version of walking fountain or siamat. But the main point is - flexible. For both classes.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Rockbiter Weapon makes that minion a 5 mana 6/6 Rush windfury, sweet.
By The Holy Light!
Seems super strong with Shaman's spell-generating capabilities and Druid's access to good spells. It can help stabilize on a turn where you play something like Nourish, which is really strong in some matchups.
It's a great defensive card, because you're rewarded for doing something which you would anyway - playing spells. Getting a 3-6 for 5 mana is only slightly better than Grook Fu Master (wait, that exists?), but it has rush and you also get the effect from that 2 mana spell. It's nothing that breaks the pie, but it is very efficient board control tool.
Put in a faster deck like Token Druid or Totem Shaman, this is just as good - it's an efficient tool that works at a premium with your buff spells, proactively protects your littler dudes, and puts pressure on your opponent if it sticks around. Especially since Token Druid wants to run 5+ cost spells at the moment, I think we'll see this gal more in faster decks than slower decks.
Better call Thrall!