Galakrond's Awakening Adventure Guide & Card List
Quest: End 4 turnswith any unspent Mana.Reward: Ossirian Tear.
The official term is "strategic laziness."
Needs to be nerfed to one turn more to complete
Yeah more Druidstone.... the designers of this game are fcking useless.
Why does it have 0 cost (Free) when it's so easy to complete?
The real question is why does Shaman quest ability costs 2 when it does basically the same and takes longer to complete.
How this works with Wardruid Loti ?
She will turn into this:
It's time to craft Wardruid Loti.....
I think one trap people will fall into when building this deck is trying to pack in many choose 1s for maximum value. I think the fact that you have to survive behind curve until turn 6 is where the real focus of deck building should be, with a mid-late game high value cards like Nourish and Cenarius. The new Hidden Oasis seems to reflect this little necessity in deck building, and looks like one of the best cards to have on Turn 6 given what the game will probably look like if you've been deliberately playing sub-optimally for 5 turns.
maybe Elise will be the druid legendary
Help me with english wording: "End 4 turns with any unspent Mana" means: do not use any mana for 4 turns?That is: turn 1 you play this card, then you do nothing for 4 turns and in turn 6 you obtain the reward?
Hi, based on the way it is phrased I believe it means you can end a turn with any amount of unspent mana, it doesn't have to be "spend no mana". So turn one you play this, turn two you could play living roots or another one cost card, turn three wrath, etc. Each turn it will upgrade as long as you do not use all of your mana. Hope this helps!
Sounds correct. But then, the quest can be fulfilled relatively easy? Maybe too easy?
Not as easily as you think. Look at it like this, this card effectively does nothing to the board, so it's costing you both a card in your opening hand and your turn 1. Then, you have to play behind curve for FOUR turns, giving up copious tempo. Now you could argue that you don't necessarily have to complete the quest by turn 6, but if you packed your deck with enough Choose 1s to make it relevant, you're going to want to complete it asap.
You could play this on turn 2 so that you can finish 1/4 progress immediately.
if u use it on turn 1 or turn 2 will be the same because u can't get the power up untile turn 6
You can play one cost cards such as Acornbearer on turn 1 for better tempo.
Don't think a tempo deck will be eager to use this though.
Tempo is not only meaningful for tempo decks, other decks can also gain tempo for better board control.
True, but not many late game decks are eager to play a lower impact card like Acornbearer in them.