Clarifications
- If played when you're at less than 10 Mana, you will not receive Excess Mana. (Source)
- You receive 1 Excess Mana if you play this when you're already at 10 Mana. (Source)
Gain 10 Mana Crystals. Discard your hand.
Hey! Moon! Can I have some mana crystals?
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The only scenario in which this is good is drawing Ultimate Infestation right after. But if you did...
Not so good thx god it went out of rotation.God bless blizzard on that idea.We FTP players can catch up with rest of people.
It would be okay if it had the effect of playing Wild Growth on turn 10.
It does in fact have the same interaction. The only such card that does not is jade blossom.
This feels like it could really use a "Choose" function, since it is a gamble at best and a total dead card at worst.
Even if we could simply choose to draw two cards instead or something it would be much less painful to draw late-game.
An interesting wild ranked game I played a week ago
Turn 1.
Enemy Druid: Innervate + Coin + Astral Communion
Turn 2.
Me:Mana Wyrm
Enemy Druid: Barnes> Y'Sharraj > Ket'Thuzad
*sh#t*
(I concede)
lol i swear my opponent gets this spell every time with yogg
i really hate everytime i used this, i cant never get minion and always few cards spells then minion, like elise u can get golden monkey when only 3-5 cards left on your decks,
This card is to Servant of Yogg-Saron as Doomsayer was to Piloted Shredder
My friend is on a win-streak till rank 1 (innkeeper not legend) then winning another game will get him to legend. Then he met a druid that The Coin Innervate Astral Communion but he found it is too late at it is already April 30 23:58 so he can't get to legend in time.
This card should be a choose one effect: "Discard your hand and gain 10 mana crystals" or "Draw one card"
I love Yogg-Saron, Hope's End. I hate this card.
This card is hilarious when you get perfect draws:
Turn 1. The Coin + Innervate + Astral Communion
Turn 2. Deathwing
Turn 3. Ancient of Lore
Hmm, well played.
This has to be one of the more interesting cards added.
Blizz Add this to the Card Collection Section
*adds Astral to deck*
Highlighting card says: "What would be possessing you to put a 2nd one into your deck??? Please just no."
10 mana isn't worth having no hand, hoping to draw something useful.
If your opponent play that on turn 1, don't concede, play the game. You're more than likely to win, because you have cards and removal, while they're just hopping to get lucky on the next draw.
Unless someone build a good deck with this, revolving around card draw to rebuild the hand, instead of Ramp Druid in which it doesn't work at all. Then, maybe it won't be a free win, but until then, as long as they're just trying to drop big minions one by one without any way to deal with your own board, you're pretty much safe.
your expecting you actually have infinite removal
Worth crafting just 1 of these to toss into a druid deck?
Bli$$ard should Change the text to: if played on turn 1, win the game at the start of your next turn.
I was playing combo priest, and turn one mind visioned astral communion, coined it out turn 3, then ended up getting off my Prophet Velen mind blast shenanigans a few turns later.