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This looks like a gimmick that'll never work for a deck that has better cards to put in, and I sure hope I'm right because I'd hate fighting against this.
"Living Roots is a card I think might already be a little off curve, actually. ... But far more importantly, a card like this is at significant risk of leading to the second major cause of future power creep: unforseen combinations. Because, see, this card does far more than simply create two small token creatures. By doing that, it also enhances the power of any card whose efficacy depends on the number of creatures you have in play. This means it makes cards like Savage Roar, which gives all of your minions currently in play +2 attack for that turn, all the more powerful, and in doing so, makes Living Roots useful both in the early game and in the late game, thereby increasing its power.
Now I'm pretty confident that the folks at Blizzard tested the heck out of this, so I'm sure they've considered all the angles and everything's probably fine for now, but here's the thing. Leaving combo potential on a card that's already off curve is pretty dangerous. Because some time, maybe 3 years down the road... some card is gonna be released that makes having a bunch of small creatures already in play amazing, and in doing so, will make Living Roots again break the curve. And once that's out there, that can't easily be undone."
Enter Pilfered Power, the card of the prophecy.
The thing is now that standard is a thing, blizzard has mostly solved their own problems that are explained in the video. We only have to deal with this for about another 2-3 months after standard and Gadgezan, so that is what allows blizzard now to diversifiy their card design, and make more powerful cards that may combo nice now, but not as much later.
Though overall this card is just INSANE. Like it could literally be an astral Communion, for 1 less mana and without discarding your hand. Even 2-3 mana crystals is INSANE for a 3 cost card. Even if you play it on turn 5, that is straight up to 8 mana.
You look away for one moment, next thing you know druid has 10 mana to your 3
How are you ever going to get 7 minions on the board on turn 3 as a druid?
There's always a way.
I think it involves Innervate
Yeah, but if you've used innervate, played multiple minions and triggered pilfered power, you better topdeck nourish or lose the game at the first board clear.
Turn 1 Innervate + Ancestral. Turn 2 Onyxia?
Then you don't need the empty msna
Only need 4 minions to go to seven mana.. double living roots.
Misread it initially as "for each enemy minion." I'd prefer that version.
You would only need two minions for this card to be better than two Wild Growths. For this card to be good, it would depend on how well you can pull it off.
Teacher innervate coin pilfered power for a 4 mana ramp on turn 4? Coin, teacher innervate pilfered power on turn 3 with a minion on board? Does it give excess mana when you're at 10 mana? Wisp wisp tinyfin tinyfin innervate pilfered power on turn 1?
The combos seem very specific, for now, and seems like a dead card in most competitive decks
Your turn 1 example requires 6 card. You can only have 4 cards, or 5 and a coin, on turn 1.
Then why don't you use Astral Communion? You burnt your entire hand anyways
Agreed. It seems quite clunky, and bad
An unusual deck type. One that uses both the smallest and largest minions... I'm not so sure about that one.
This card is already so overrated af. Its not that good... for every game it works there will be ten games that it would not work. In an aggresive deck (token) there is often not that much to do with all of the mana, and in a control deck you are basicly playing a astral communion that instead of discarding your hand makes you play unimpactful minions in your deck.