2. play Potion of Madness on one of your opponent's minions. This gives Djinni of Zephyrs charge, similar with how it works with Shadow Madness now. (If there is no suitable target, play Pint-Size Potion first)
Wait does Djinni actually get charge if you use Potion of Madnes on another minion whe he's down xD
If it works the same as Shadow Madness, then yes. When you play Shadow Madness, you first cast an enchantment on the minion to take control of that minion, then it grants charge. In case you don't have space on your board, it would die.
Did some looking around and according to the interwebz, you keep the Djinni at the end of turn. Meaning that the way it's coded for Shadow Madness is that the enchantment to take control is casted on an enemy minion, then the granting of charge is casted on a friendly minion, which is also applied to Djinni.
Potion of Madness being significantly cheaper than SWM, makes this quite a fun possible looking combo!
How do you win the game:
1. play Djinni of Zephyrs.
2. play Potion of Madness on one of your opponent's minions. This gives Djinni of Zephyrs charge, similar with how it works with Shadow Madness now. (If there is no suitable target, play Pint-Size Potion first)
3. play double Divine Spirit and Inner Fire on the minion you just took control of.
You only have to Emperor Thaurissan on one of the cards mentioned above to play it within 10 mana.
THERE IS NO GAME.
Interesting. Though far from reliable enough to build a deck around. Have to wait until turn 10 (or 9 with coin) and have the requisite cards in hand.
I'm pretty sure they will fix Djinni/steal interaction bug if it'll become a thing.
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