All the people with their devolve and stuff.. just doesn't help this card purpose is to set up savege roar or/and mark of the lotus mass dispell doean't clear the board, so does evolve against such decks you play it on 10/9 just to get a full board while having sr in hand, the point if this card is playing a risky token card generator with good value so you can buff it, normally the opponent want to hinder you by not killing it, but with token buffs avaible to druid (and savage roar) this can backfire..
Draw out AOEs early with lots of small minions. Set up big taunts mid-game. Next turn put this up. They all get silenced/devolved. Who cares, savage roar follow-up for the win.
Oh? Didn't you know? Yogg-Saron, Hope's End never dies, not even when he's moved to wild due to his new cult member and my newest favorite card Toki, Time Tinker!
It really isn't a good card. Hearthstone has evolved a lot over the years and constructed play is now a finely tuned machine. The reason you only ever see a handful of top tier decks is because some thing are obviously better than other and the community quickly learns what does and doesn't work. You are making a lot of assumptions in your reasoning. First you cannot play this on turn 7 and simply Ravage Roar next turn. This card takes all available mana crystals and converts them into 2/2s. This mean that if you play this on turn 7 you fill you board but only have 1 mana crystal available next turn. If you want to Savage Roar the following turn you also need an available innervate. So this is a combo that requires 3 prerequisites to work: 1. you opponent doesn't clear your board; 2. You draw into Innervate, Living Mana, and Savage Roar; 3. you haven't had to use any of these cards to stay alive up until this turn. This card has so many counters/downsides that it is hard to see it as anything but terrible.
if it works with innervate is insane. turn 1, double innervate summon 5 2/2, the worst scenario is devolve, but in that case you still with 5 minions on board.
It is a really risk card, but if you is playing a aggro deck, in the late game, you need to do risk plays or you will lose anyway. so, looks like a playable card, maybe even better than it
actually this card can be very good, if you combo with innervate it generates 2 more mana crystals for the next turn, innervate becomes gain 2 mana crystals
actually this card can be very good, if you combo with innervate it generates 2 more mana crystals for the next turn, innervate becomes gain 2 mana crystals
Mike Donais just revealed on Trump's stream that Innervate and Coin don't have synergy with the card, temporary mana crystals don't summon Living Mana tokens
actually this card can be very good, if you combo with innervate it generates 2 more mana crystals for the next turn, innervate becomes gain 2 mana crystals
Mike Donais just revealed on Trump's stream that Innervate and Coin don't have synergy with the card, temporary mana crystals don't summon Living Mana tokens
Yep saw that! Seems like a pretty big letdown as Innervate + Living Mana seemed like a great combo.
not really, innervate doesn't give you mana crystals, only mana, that's why when you use the mana it disappears, which you will when you cast this.
If this isn't clear is look when you cast innervate and then use it, the mana disappear, they don't go grey.
To be fair, the wording on Innervate is actually very dubious since it does state that you get 2 mana crystals. The visual effect does however indicitate otherwise.
I reconsidered my initail vote and rate it playable now. I was too much focused on the potential mana loss and the uselessness, but this is not a card for mana ramping. It is essentially a lategame card to prepare your final blow. Lategame because the tokens steal your mana crystals and you need at least 3 mana for savage roar.
One major problem in token Druid is to keep your board. Violet Apprentice is just easily removed and there are not many sticky minions left in the game like Haunted Creeper or Nerubian Egg. So I see this card as a possibility to gain another board, threaten lethal and if they remove the board on their turn, you can proceed as if nothing happened. If they don't, then you can threaten up to 30 damage just with savage roar. And if they actually play devolve or mass dispel before removing your board, you can just concede. But it might be worth the risk.
I guess it will be tried in token Druids or other decks which play savage roar (if I get it, I will try it in beast Druid).
Seems like a fun card, but one that is vulnerable.
I like the creativity behind it, though. I want to see it in action.
Game losing outcomes:
Devolve - Easiest counter
Mass Dispel - If Druids will start playing Living Mana, Mass Dispel will be included in some decks
Vanish - Possibly also mills few cards, before Druid will be able to empty his hand with no mana lol
Kazakus - 10 mana Polymorph potion ^_^
Frost Nova - RIP whole next Druid's turn
Protect the King! - Almost same as Frost Nova
Potion of Madness - 2/4 mana swing - doesn't hurt that much, but still wrecks
All the people with their devolve and stuff.. just doesn't help this card purpose is to set up savege roar or/and mark of the lotus mass dispell doean't clear the board, so does evolve against such decks you play it on 10/9 just to get a full board while having sr in hand, the point if this card is playing a risky token card generator with good value so you can buff it, normally the opponent want to hinder you by not killing it, but with token buffs avaible to druid (and savage roar) this can backfire..
Turn 5 Living Mana + Coin + Innervate + Pilfered Power
Draw out AOEs early with lots of small minions. Set up big taunts mid-game. Next turn put this up. They all get silenced/devolved. Who cares, savage roar follow-up for the win.
With this card and Lakkari Sacrifice / Nether Portal Baron Geddon will be OP
Joking
Oh? Didn't you know? Yogg-Saron, Hope's End never dies, not even when he's moved to wild due to his new cult member and my newest favorite card Toki, Time Tinker!
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/22541-new-card-piloted-shredder-discussion
I'm just gonna leave this here lol
It really isn't a good card. Hearthstone has evolved a lot over the years and constructed play is now a finely tuned machine. The reason you only ever see a handful of top tier decks is because some thing are obviously better than other and the community quickly learns what does and doesn't work. You are making a lot of assumptions in your reasoning. First you cannot play this on turn 7 and simply Ravage Roar next turn. This card takes all available mana crystals and converts them into 2/2s. This mean that if you play this on turn 7 you fill you board but only have 1 mana crystal available next turn. If you want to Savage Roar the following turn you also need an available innervate. So this is a combo that requires 3 prerequisites to work: 1. you opponent doesn't clear your board; 2. You draw into Innervate, Living Mana, and Savage Roar; 3. you haven't had to use any of these cards to stay alive up until this turn. This card has so many counters/downsides that it is hard to see it as anything but terrible.
if it works with innervate is insane. turn 1, double innervate summon 5 2/2, the worst scenario is devolve, but in that case you still with 5 minions on board.
It is a really risk card, but if you is playing a aggro deck, in the late game, you need to do risk plays or you will lose anyway. so, looks like a playable card, maybe even better than it
I predict discussion of this card having more play than the card itself.
actually this card can be very good, if you combo with innervate it generates 2 more mana crystals for the next turn, innervate becomes gain 2 mana crystals
This card can be a part of the Druid quest, so... is not easy rate now. But i think that the design is great.
I reconsidered my initail vote and rate it playable now. I was too much focused on the potential mana loss and the uselessness, but this is not a card for mana ramping. It is essentially a lategame card to prepare your final blow. Lategame because the tokens steal your mana crystals and you need at least 3 mana for savage roar.
One major problem in token Druid is to keep your board. Violet Apprentice is just easily removed and there are not many sticky minions left in the game like Haunted Creeper or Nerubian Egg. So I see this card as a possibility to gain another board, threaten lethal and if they remove the board on their turn, you can proceed as if nothing happened. If they don't, then you can threaten up to 30 damage just with savage roar. And if they actually play devolve or mass dispel before removing your board, you can just concede. But it might be worth the risk.
I guess it will be tried in token Druids or other decks which play savage roar (if I get it, I will try it in beast Druid).
Confirmed by Mike Donais: it DOES NOT count the Mana given by Innervate or The Coin.
Link