Every time Blizzard releases a new mana-crystal manipulation effect, we need to get specific clarification "Oh, does this give the Excess Mana spell to draw a card?" because it never specifies on the card. Wouldn't it be great if they just eliminated the inconsistent and semi-hidden mechanic? There are enough "choose one" cards that reworking Wild Growth to be "Choose One: Gain an Empty Mana Crystal or Draw a Card" wouldn't be confusing. Change Astral Communion in the same way. It'd be a minor nerf to spell trigger effects like Violet Teacher, but that seems like a small price to pay for making the game clearer and more straightforward.
No. There is a very specific reason Excess Mana exists: its to give a little legitimacy to cards which sole purpose lies in gaining mana. Astral Communion and Wild Growth are completely useless at 10 mana, so blizz gave us a little incentive in order to not make them completely dead cards.
Only spells that gives mana crystals WITHOUT another feature, so absolute useless cards at 10 mana give you Excess Mana. Nourish also gives you mana crystals, but does not give excess mana even at 10 simply because you can choose another effect.
I don't remember in what video but Ben Brode has talked about wanting card text to be clearer and letting players learn the nuances on there own. Like howAncient of War and Druid of the Claw have the same text but one summons a new minion and the other gets a buff.
Just because a neutral card has the class keyword doesn't mean it isnt still that classes thing though, right? Like most cards that involve stealth are rogue despite their being a few options outside of the class, same for whatever applicable windfury dudes and the Shaman class or Divine Shields and Paladin.
Just because a neutral card has the class keyword doesn't mean it isnt still that classes thing though, right? Like most cards that involve stealth are rogue despite their being a few options outside of the class, same for whatever applicable windfury dudes and the Shaman class or Divine Shields and Paladin.
Just because a keyword is a specific class's thing doesn't mean it's unique to that class, there's a difference between those.
Its just highly inconsistent, this game often is highly inconsistent. Blizzard does not give us specifric rules, they make it up as they go along, we just have to figure it out using try and error.
It's not inconsistent, the above comments explain it.
There are enough "choose one" cards that reworking Wild Growth to be "Choose One: Gain an Empty Mana Crystal or Draw a Card" wouldn't be confusing.
The problem with that suggested change is that basic cards do not utilize their class's unique keywords.
Pretty sure Freeze is the unique keyword of Mage and Frostbolt and Frost Nova pretty clearly have that text on them while being basic cards.
Freeze is not exclusive to Mage cards. Mages do have the most access to Freeze effects but any minion that produces spare parts can give access to Freeze through Emergency Coolant. Shamans also have access to Freeze through Frost Shock, and any class can use Frost Elemental. While Mages undoubtedly have the most Freeze cards, it's not exclusive to them just like Windfury is not exclusive to Shamans, and Divine Shield is not exclusive to Paladins.
Every time Blizzard releases a new mana-crystal manipulation effect, we need to get specific clarification "Oh, does this give the Excess Mana spell to draw a card?" because it never specifies on the card. Wouldn't it be great if they just eliminated the inconsistent and semi-hidden mechanic? There are enough "choose one" cards that reworking Wild Growth to be "Choose One: Gain an Empty Mana Crystal or Draw a Card" wouldn't be confusing. Change Astral Communion in the same way. It'd be a minor nerf to spell trigger effects like Violet Teacher, but that seems like a small price to pay for making the game clearer and more straightforward.
Does anything outside of wild growth give excess mana? I don't think it's particularly confusing myself.
No. There is a very specific reason Excess Mana exists: its to give a little legitimacy to cards which sole purpose lies in gaining mana. Astral Communion and Wild Growth are completely useless at 10 mana, so blizz gave us a little incentive in order to not make them completely dead cards.
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I think its just that spells give excess mana and minions don't. I believe its that simple.
Why am I sticky?
It's not even complicated.
If ALL the card does is make mana, it gives Excess Mana.
If the card does something else (like being a minion), it does not.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
Oh woooow... you are unhappy that you didn't guess right SO much that you would rather have the whole game changed.. savage
"The light shall burn you!" - heals face.
I don't remember in what video but Ben Brode has talked about wanting card text to be clearer and letting players learn the nuances on there own. Like howAncient of War and Druid of the Claw have the same text but one summons a new minion and the other gets a buff.
Just because a neutral card has the class keyword doesn't mean it isnt still that classes thing though, right? Like most cards that involve stealth are rogue despite their being a few options outside of the class, same for whatever applicable windfury dudes and the Shaman class or Divine Shields and Paladin.
Choose One, Combo, and Overload are the only class features not available on neutral minions. Discard (warlock) is very rare, but does exist.
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