can be really great when you play fandral , go face with last durability and then Kun/DK. Actually really strong control matchup card. So hope priest will destroy aggro and druid will be destroying priests even better then now :)
It is not for one turn so if you destroy this at next turn you will ramp druid. but if you destroy this at late game it will be useless so if you use this at early turns it will be better.
Kun only refreshes your mana crystals, so if you play him on turn 8 with double Innervate, he will only refresh 8 mana crystals. This weapon specifically says 10 mana, so I think it gives you 10 FULL mana crystals
Come to think of it, it actually would be a good idea to destroy this weapon when playing against it, to negate the crazy 18-20 mana turns this can generate.
Not as meta-defining at second look, point being is that the opponent can remove your weapon should you decide to equip it on turn 7 hoping for a huge swing at turn 8 with medivh. Well I could be wrong but we will have to see how the mechanic works out when your opponent destroy the weapon at their turn. My guess is that you just gain 10 empty crystal, leaving you with 10 mana crystal next turn.
It's good and definitely playable, but I don't think it's meta-defining and some of the OP combos as mentioned earlier with medivh + UI might not work out as expected.
I am almost certain this will bring 10 new and full mana crystals, otherwise it would not be playable. As mentioned,Medivh, the Guardian and Blingtron 3000 are good synergies, but if you don't draw them, you need to attack 5 times for the effect to trigger.
Remember that if your opponent destroys the weapon on his turn, the refill is gone, and you might have 10 crystals already, so there is good counterplay available! This is a potentially awful draw lategame...
The card is actually countered by ooze and Harrison like all the other weapons because if you equip it on turn 4 and your opponnent holds their weapon removal until just before turn 8 when you're about to break it they can remove the weapon and negate the huge mana swing while the druid only ramps 2 mana.
For those not sure how this works, it is worded just like Nourish and should work the same way, meaning it will give new full mana crystals until you are at 10 total, and then it will "refresh" used mana crystals until you have 10 shiny new gems.
Basically, no matter what you did before snapping the twig, you will have 10 mana to spend afterwards.
The potential that everyone is highlighting with Medivh, the Guardian is definitely pretty powerful, but in the absence of double Innervate, you have to do that combo over two turns (Twig of the World Tree on turn 7, Medivh, the Guardian on 8). There are a couple of major issues with that: 1) if you're spending 4 of your 7 mana prepping a crazy combo, you're not doing much else, and 2) if your opponent has weapon removal, they're very willing to give you a 2 mana boost (so you start turn 8 with 10 rather than 8 mana) since it means you don't get a 20 mana turn. This card has the potential to be insanely powerful, but I don't think it's a slam dunk.
I'm not gonna vote on this card for now, because it seems bad, BUT mana manipulating effects have the potential to be desastrous, and it is 10 FREAKING MANA!
I don't understand why people think this will refresh your mana crystals. On the gamepedia for Astral Communion(Which has the same card text) it says you gain Excess Mana when you have 10 mana crystals because it otherwise would have no effect. If Astral Communion does not refresh the mana crystals you already have then Twig of the World Tree shouldn't either.
Either way Twig of the World Tree into Medivh, the Guardian into Ultimate Infestation is really kinda wrong. A huge tempo swing, refills your hand, and lets you thump something. In a deck like Jade Druid, that's basically game over if you can pull that off.
Not as meta-defining at second look, point being is that the opponent can remove your weapon should you decide to equip it on turn 7 hoping for a huge swing at turn 8 with medivh. Well I could be wrong but we will have to see how the mechanic works out when your opponent destroy the weapon at their turn. My guess is that you just gain 10 empty crystal, leaving you with 10 mana crystal next turn.
It's good and definitely playable, but I don't think it's meta-defining and some of the OP combos as mentioned earlier with medivh + UI might not work out as expected.
it has to be full mana crystals or it is a terrible wepon. if its only empty you have to play it on turn 4 or it is wasted and even if you do play it on turn 4 you are only getting 2 ramp off it. even if you manage to pull off the twig into medivh on turn 7-8 its still only 2 ramp there are better ways to do that that are easier and more versatile.
all that being said i agree it could be less usfull than others think simply because if the wepons become as dominant everyone will run removal maybe more than 1. if thats the case and you are basing your whole deck around crazy big plays then people will start removing them before you have a chance.
i think this is a hard one to judge untill it has been played with. it seems very powerfull but it could prove too hard to pull off or open to disruption to make it consistent
I agreed, sorry for not making myself clear at the very beginning, what I'm trying to say is that if the opponent destroy the weapon on their turn, it leaves you with 10 empty crystal on their turn, and when it's your turn you start with 10 full mana crystal, which is not technically game-losing for your opponent.
Good point by the TripleOmega for pointing out that you might not even refresh your empty mana crystal if you have 10 full mana crystal, use it all and break your weapon. If it's to refresh it will have the same card text as Kun, which mentioned refresh your mana crystal. But in this case it's written as gain 10 mana crystal, which I believe will leave you with an Excess Mana.
Play this Blingtron 3000 on curve. Then on the next turn just play UI to regain the tempo lost
can be really great when you play fandral , go face with last durability and then Kun/DK. Actually really strong control matchup card. So hope priest will destroy aggro and druid will be destroying priests even better then now :)
Guys if it says give mana crystals, means they are full, so it refresh. in the other case it will say "empty mana crystals"
4 mana 1 5 is insane with buffs. And it gives 10 mana? I wouldnt honestly craft this card,yet it really is neat.
It is not for one turn so if you destroy this at next turn you will ramp druid. but if you destroy this at late game it will be useless so if you use this at early turns it will be better.
Kun only refreshes your mana crystals, so if you play him on turn 8 with double Innervate, he will only refresh 8 mana crystals. This weapon specifically says 10 mana, so I think it gives you 10 FULL mana crystals
Come to think of it, it actually would be a good idea to destroy this weapon when playing against it, to negate the crazy 18-20 mana turns this can generate.
Not as meta-defining at second look, point being is that the opponent can remove your weapon should you decide to equip it on turn 7 hoping for a huge swing at turn 8 with medivh. Well I could be wrong but we will have to see how the mechanic works out when your opponent destroy the weapon at their turn. My guess is that you just gain 10 empty crystal, leaving you with 10 mana crystal next turn.
It's good and definitely playable, but I don't think it's meta-defining and some of the OP combos as mentioned earlier with medivh + UI might not work out as expected.
Now that's a legendary I consider crafting. That, or Harrison Jones : /
So...
I am almost certain this will bring 10 new and full mana crystals, otherwise it would not be playable. As mentioned,Medivh, the Guardian and Blingtron 3000 are good synergies, but if you don't draw them, you need to attack 5 times for the effect to trigger.
Remember that if your opponent destroys the weapon on his turn, the refill is gone, and you might have 10 crystals already, so there is good counterplay available! This is a potentially awful draw lategame...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
The card is actually countered by ooze and Harrison like all the other weapons because if you equip it on turn 4 and your opponnent holds their weapon removal until just before turn 8 when you're about to break it they can remove the weapon and negate the huge mana swing while the druid only ramps 2 mana.
For those not sure how this works, it is worded just like Nourish and should work the same way, meaning it will give new full mana crystals until you are at 10 total, and then it will "refresh" used mana crystals until you have 10 shiny new gems.
Basically, no matter what you did before snapping the twig, you will have 10 mana to spend afterwards.
The potential that everyone is highlighting with Medivh, the Guardian is definitely pretty powerful, but in the absence of double Innervate, you have to do that combo over two turns (Twig of the World Tree on turn 7, Medivh, the Guardian on 8). There are a couple of major issues with that: 1) if you're spending 4 of your 7 mana prepping a crazy combo, you're not doing much else, and 2) if your opponent has weapon removal, they're very willing to give you a 2 mana boost (so you start turn 8 with 10 rather than 8 mana) since it means you don't get a 20 mana turn. This card has the potential to be insanely powerful, but I don't think it's a slam dunk.
I'm not gonna vote on this card for now, because it seems bad, BUT mana manipulating effects have the potential to be desastrous, and it is 10 FREAKING MANA!
......but it does seem to SUCK
Very interesting card, I like what they have shown for druid so far!
I don't understand why people think this will refresh your mana crystals. On the gamepedia for Astral Communion(Which has the same card text) it says you gain Excess Mana when you have 10 mana crystals because it otherwise would have no effect. If Astral Communion does not refresh the mana crystals you already have then Twig of the World Tree shouldn't either.
Or it's going to work like Kun the Forgotten King.
Either way Twig of the World Tree into Medivh, the Guardian into Ultimate Infestation is really kinda wrong. A huge tempo swing, refills your hand, and lets you thump something. In a deck like Jade Druid, that's basically game over if you can pull that off.
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Secrets in Rogue, Weapons in Druid... Can Blizzard get any more retarded, lazy and non-creative?!?
Oops...