It is extremely fucking OP imo. I do like the idea of a balanced 10 mana Druid Hero card that uses ramp mechanics since it's supposed to be Druid's identity. But definitely not a Hero Power Mechatun wthout any conditions.
Ah sorry this is a missprint ill fix it later the 0 mana hero power is suppost read "destroy all friendly mana crystals"
That seems pointless, if you're going to do that, the other hero power should be more powerful and beneficial. Or am I misunderstanding something?
Discovering a minion for a 10 mana hero card seems pretty worthless, maybe if it was "Discover a legendary minion, it costs (1)". then that would be cool. Although that would look like it will take up some text space for your hero power, I would sacrifice it for that no matter what.
EDIT: By the way, Waterboy will never see the sunlight in the meta, give him a chance.
Ah sorry this is a missprint ill fix it later the 0 mana hero power is suppost read "destroy all friendly mana crystals"
That seems pointless, if you're going to do that, the other hero power should be more powerful and beneficial. Or am I misunderstanding something?
Discovering a minion for a 10 mana hero card seems pretty worthless, maybe if it was "Discover a legendary minion, it costs (1)". then that would be cool. Although that would look like it will take up some text space for your hero power, I would sacrifice it for that no matter what.
EDIT: By the way, Waterboy will never see the sunlight in the meta, give him a chance.
Discovering a minoin is just to give the user a little bit more steam when they are working up from zero mana to the win the game hero power
But again im going to do a complete rvamp on the card
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yo
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This card is cool but sucks i think anyway
i tried hard to stop twig of the world tree cheese
Ah sorry this is a missprint ill fix it later the 0 mana hero power is suppost read "destroy all friendly mana crystals" instead of discover a minon
And its Op with water boy soo ima gonna completly redesign this
yo
It is extremely fucking OP imo. I do like the idea of a balanced 10 mana Druid Hero card that uses ramp mechanics since it's supposed to be Druid's identity. But definitely not a Hero Power Mechatun wthout any conditions.
It becomes an obnoxious card as soon as it turns playable in the meta. Star Aligner, but worse.
Ah sorry this is a missprint ill fix it later the 0 mana hero power is suppost read "destroy all friendly mana crystals"
yo
That seems pointless, if you're going to do that, the other hero power should be more powerful and beneficial. Or am I misunderstanding something?
Discovering a minion for a 10 mana hero card seems pretty worthless, maybe if it was "Discover a legendary minion, it costs (1)". then that would be cool. Although that would look like it will take up some text space for your hero power, I would sacrifice it for that no matter what.
EDIT: By the way, Waterboy will never see the sunlight in the meta, give him a chance.
I like elementals and totems.
Discovering a minoin is just to give the user a little bit more steam when they are working up from zero mana to the win the game hero power
But again im going to do a complete rvamp on the card
yo