Dozing Kelpkeeper
![](https://cards.hearthpwn.com/enUS/TSC_657.png?214839)
![](https://cards.hearthpwn.com/enUS/gifs/TSC_657.gif?214839)
Card Text
Rush. Starts Dormant.
After you've cast 5 Mana
worth of spells, awaken.
Flavor Text
*Yaaaaawn* wake me up in another 5 Mana.
Rush. Starts Dormant.
After you've cast 5 Mana
worth of spells, awaken.
*Yaaaaawn* wake me up in another 5 Mana.
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Mistermath's Card Ratings for Voyage to the Sunken City:
6/10
Holdup, an actually mostly fair card? Wow! This is most comparable to Learn Draconic, which was super hyped up but didn't see any play. This is better: having rush makes up for the lost stats, and 5 mana means you can play this on turn 1, then curve it out with a 2 and 3 cost spell. Of course, you can also just play a really big spell on a later turn alongside this card, in which case it is just a 1 mana 4/4 rush, making it similar to Anubisath Defender in that sense. A solid inclusion into a spell-heavy or top-heavy druid.
Finally! Mana reductions have some kind of draw back now...
More free minions for Druid. Though I'm liking this direction for spell druid more than the Kazakusan strategy.
Actually pretty good. Late game you could play it and activate on the same turn, so it's a 4/4 rush Naga for 1. Similar to the 4/4 owl that was often played for free.