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If anyone did read the card effect they should know it. But if you are doing some kind of zoodeck, it shouldn't be too hard to get 2 or 3 mana crystal(which honestly is crazy if you pull it off and have the cards to take advantage of it for the next few turns) if you have board control. That's only my opinion and it remain to be seen how well this card will work, it has potential though!
I was simply mentioning all the way a druid is getting mana crystal now a day lol
I think this is the only card that will the druid a chance to beat the new priest cards.
a friendlier version of Astral communion?
In wild, Haunted Creeper is already good. Think of this insanity!
T1 Living Roots
T2 Haunted Creeper
T3 trades, even if you only have 3-2 minions left, you're going to be on 6 or 7 mana next turn.
I think its one of those stomp or cramp cards that will get you further ahead if your ahead.
If your maintaining board and have 3 or more creatures by turn 3, you can get a stupid mana advantage on the enemy.
example, by turn 3 (going second) i have 3 creatures and I drop this:
4:6 (2 extra mana), 5:7 (3 extra mana), 6:8 (4 extra mana), 7:9 (5 extra mana), 8:10 (6 extra mana total) + able to drop bigger/more things for 6 turns.
This is why mana ramping is so OP (just it dosent give you hand advantage).
3 mana for theoretically 6-7 extra mana and able to play bigger/more things for 6-7 turns...
In the right circumstances this is best value since mysterious challenger.
Ramp is excellent early game, meh in mid game and useless in late game, now, why would you play a 3-cost card that may or may not give you empty crystals?
Trash card, can't be played with good effect on turn 3 unless you got a living roots dream, turn 5+is bad, doesn't give you Excess Mana if played on 10 so it's a completely dead card afterwards. I know you want to downvote, but just think about it, don't consider dream scenario the most when rating a card.
Huge potential, with one major downside- in order to have enough minions out on turn 3 to get a lot of mana, you need to be running a sort of token deck. On the other hand, in order to get the most of your mana, you need to be running a lot of larger minions. So while token druids will be benefited by this card, it'll be very difficult to balance your large + small minions in other Druid decks.
This might be very strong in Wild with Haunted Creeper, maybe token-beasts will become a thing?
It might simply replace Wild Growth in some decks, as it is hard to both WG and spam the board in the opening turns.
Insane
What does it do on turn 10? Same as Wild Growth or Astral?
Guess we will have to wait and see. But i'm guessing just nothing happens.
Did they have any minions on the board? It might only work if you have at least one minion.
I actually like this card in a Fandral Token Druid deck. Given the potential to drop living roots turn 1, a minion turn 2, and this turn 3 lets you jump to turn 7, the stage where you can pull off combos very easily with Violet Teacher or Fandral himself.
Assuming your opponent has no ping to kill any of em off. We have astral for early mana tbh
And an empty hand :^)
Almost: However turn 1 the player with coin has 5 minions (4 from mulligan +coin +drawn)
turn 2 druid has 6 minions and plays 5
that makes turn 3 still potentially powerfull with 7 mana and 2 minions in the hand
However I doubt ramp players have lots of living roots in the mulligan or lots of low cost minions.
The logic is to have more high cost minions if you ramp up anyway. So this card kind of makes for a weird deck with lots of low mana flood the board and high cost ramp minions. But we will see.
turn two play 2 living roots turn 3 on 7 mana
This card offers a complex balancing act. To provide sensible value for the card slot and tempo loss the card represents a Druid needs to play it to get 10-15+ extra mana over his/her opponent by turn 10. This means having 2+ minions by turn 3, 3+ minions by turn 4 or 5, or 4+ minions by turn 6). After turn 7, the max additional mana the card can provide is 6 and by turn 8 its 1. It's deadweight turn 9+.
The highly situational value creates another problem. Do you have only one of these cards or two?
But the challenges are greater still. You need cheap minions to get the value described above but you can't overload the deck with small minions or all that extra mana isn't particularly useful. So the probability of getting the spell early and the minions to play also will likely be smallish.
Everybody said Beast Druid would never exist.
Now people said Token Druid would not be that sucessfull