Clarifications
- You do not gain Excess Mana if it is played when you are at 10 Mana Crystals. (Source)
Battlecry: Gain an empty Mana Crystal.
Deathrattle: Lose a Mana Crystal.
She loves mana crystals, she hates mana crystals. So fickle!
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Turn 5 - 2xSavage Roar for the win lol
cool.
I wonder what happens when you have an Innervate or the coin in play. Do you still lose the mana crystal, or does it just get rid of the extra mana?
you still lose the mana crystal i believe
If you play this guy turn 2 and he survives you can follow it up with Spellbreaker. Giving you a turn 3 4/3 and an extra mana crystal for the rest of the game.
Druid would never run spellbreaker because of keeper of the grove. Still a cool interaction and I would definitely do it against an aggressive deck to ramp and establish a board state that would trade into early minions until I could drop the big guys. Seems like a very promising card.
Problem with this play is that both keeper of the grove or spellbreaker have sub-stats for their mana worth and you're sacrificing their offensive potential with the silence just to make this card slightly better..
In turn 3 would you rather have a silenced Darnassus Aspirant with Keeper of the Grove for a 2/3 and 2/4 bodies
or
A Darnassus Aspirant that can die and say a Hungry Dragon for a 2/3 and 5/6 bodies? I say if you don't want them to kill your aspirant give them a higher priority target.
You're right, but I mentioned I would only do that against an aggressive deck. Most cases I recognize that it's just a wasted potential but both cards are good alone and I think there's niche cases just like with everything.
Awesome card, I really liked it!
This card is pretty insane in my opinion. Even if you gain the crystal and lose it on your opponent's turn, you still have the same amount of mana crystals on balance. Not only that, but this card combos extremely well with Recombobulator, Brewmaster, and forces a removal from your opponent, as well as being anti-Mirror Entity and other stealing effects. On top of those, it's a solid 2/3 body which is great/ok against aggro.
The only downside, which can be nullified, is if you end up trading this card on your next turn. If you play this turn 2 and it survives, on turn 3 you would have 4 mana crystals, but if you trade this card first, you would only have 3 mana. If this card gets any use, which I predict it will, I will be expecting some blunders with this card :P
Gonna play it with Wailing Soul and Ancient Watcher.
Hell to the YES.
A temporary Wild Growth that also summons a 2/3 (or a 2/3 that gives a temporary Wild Growth, whatever floats your boat).
And its effect is also by default a better taunt since it's so threatening that your opponent would probably want to kill it immediately.
The Darnassus Aspirant gave and the Darnassus Aspirant has taken away.
combos well with rebomb ;) really good if you can innervate both
I love this card, much more upside than downside if played well. Also makes some of the random minion summons more interesting.
What I dont get is why people even care about the drawback. This card is pretty much River Crocolisk and Wild Growth combined. If it survives the next turn then you are at a huge tempo advantage over just using Wild Growth, and if it doesnt survive the turn then you forced your opponent to use removal on what is essentially a River Crocolisk and have lost nothing because of it (if you lose the crystal you shouldnt have anyway are you really losing anything?) This drawback is nothing like Felguard because you counter its drawback with its Battlecry. I can see this getting a slot in most ramp/combo decks just due to the insane value it can potentially have.
Its kinda like Pint-Sized Summoner or Mechwarper IMO. Althrough is way better than the first listed and way more balanced than the second mentioned. (Becouse the effect doesn't 'stack' in multiples - no 0 mana robots) Nice card, seems balanced.
You get 11 mana PogChamp
This is better than river croc but should be considered basically the same. If your opponent cant deal with it on their turn... you can lay out an early 4 drop yeti or something. Thats basically it. Kill this or give me a tempo gain next turn.
I think its pretty good but probably more so for arena since some decks and draws struggle with the early game.