Token
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At first, I was really excited about this card. Even though it does get hard countered by some cards, I thought it would let you do a lot of fun combos with it. However, I then found out that the Mana Treants give you a empty mana crystal. Unless we get a card that reads something like "refill your empty mana crystals" (Like Kun, the forgotten King) to combo with this card, it does not seem like any ridiculous combos can be done with it. However, I do think this card could see in wild in Egg Druid since it does not run a lot of high cost minions so losing a few to silence would not be THAT bad. This card also seems like it can do very well with buff cards such as Power of the Wild or Mark of the Lotus. Although it does not seem that great, I think that some form of deck can use this card for decent results.
Another toy for us token druids to play with
The combos you could do if this thing returned them as actual mana :/
Amazing design - However, being unique and having a really cool concept doesn't make it good.
In my opinion this card is just terrible. After thinking about the multiple situations you can find yourself in I have come to the conclusion that this card is usually going to be bad. First lets ignore that obvious counters (e.g. mass dispell, devolve, frost nova) and just talk about the normal situations this card will play into. 10/10 for 5 is really good, but it's not crazy/unheard of, not in a world where jades exist and shaman's have 4 mana 7/7s in a single body. Secondly, you are most likely going to play this in a token druid deck, meaning you are most likely going to play this when you already have stuff on the board, and this is a bad thing. If you already have 3 to 4 minions in play then you will only summon 3 to 4 treants, and at that point this is just and terrible force of nature. Lastly If you play this on an empty or mostly empty board it is ok, but only if you have enough mana left over for savage roar and/or you are comfortably ahead in terms of life total. If you are behind on board and/or on life this card will get you killed. You spend most if not all of your turn playing this card, which has no immediate effect, and if your opponent decides to ignore the treants you are forced to trade into your opponents minions, which means you will get your mana back but you are still forced to skip your turn (the treants give you EMPTY mana crystals). So if you are behind this card effectively makes you skip your turn and loss all initiative.
Only one person mentioned Pilfered Power?
That card works even if the Mana Treants were Devolved.
This, it was the first thing I thought, you can pull some crazy ramping if you're lucky with your draws and your Mana Treant make it to the deathrattle.
If tge tokens are deathrattles: shit card
if the tokens give mana regardless of being transformed/silenced (like Shifter Zerus)... then a prettty good card.
The main upside of the card is "you summon a heck of a lot of 2/2s for 5 mana." 5-7 of them, to be specific. Obviously, if this gets Devolved you lose on the spot, but otherwise, one of two things will happen:
1) Your opponent board clears you, and you get all your mana back in time for your next turn. Your opponent is down a board clear, which could be amazing for you depending on how heavily you're running the token theme and how many more board clears your opponent has.
2) Your opponent ignores the Mana Treants. You are open to punch him in the face for 10-14, but don't have any mana to play cards like Savage Roar. (Unless you have an Innervate. If the treants stick and you can innervate out a savage roar, your opponent is in for a world of hurt.) Even if you trade away the treants, the mana crystals come back empty, so this card basically has overload 1 for each treant unless it gets board cleared.
Here's my question: If you play this on 10 mana, what happens to the other three mana crystals after seven of them become treants and your board is full? Are they unaffected by the spell, or do they just vanish?
They showed a video where only 7 mana crystals were used to fill the board, and the guy was left with 3 mana crystals that he could still use, thus my post below yours saying that you could use "Pilfered Power" to regain those mana crystals to make sure you don't lose the game to a "Devolve" or a "Mass Dispel".
Hello Pilfered power!
At 10 mana cast Living Mana and Pilfered power!
10 mana 14/14 with no major consequence...
I like the sound of it!
Is token druid making a come back? :D
I actually came up with a similar idea for Druid a few months back, called "Living Armor", which would summon a 2/2 Treant for each point of Armor you had. Never took off on Hearthcards, but this is a wonderful design. Very unique. What the game needs.
Unique idea, too bad it's nearly unplayable, unless we get some weird mana boost cards for druid aka Super Innervate style.
A higher reward, higher risk Force of Nature . Interesting, but I don't think it will see play.
seems decent but gets hard countered by devolve or mass dispel and you also have to trade them off if you want your mana crystals back. also its otk with savage roar if they live, but you have to have innervate to play it or you have to be at 9 mana. weird and risky card overall. (Edit: It has ability to transform your innervate's temporarily mana crystals into permanent mana crystals.
Unfortunately, in practice, it won't really be able to transform temporary mana crystals. If you got it to cost zero somehow, then yes, that won't work. Otherwise, the extra mana crystals are spent to play the card and cease to exist before the card effect resolves.
Wait... does it work that way? Innervate and coin give you a temporary mana as you said.
So let's say at turn 2 you use innervate and coin and cast this 5 mana costing spell, do you actually get 5 minions or just 2 for your 2 permanent mana crystals?