What a strange card. The optimal time to play it (if there ever is one) is on turn 7, because after that crystals are wasted. Unfortunately, you probably have a huge mana drop the next turn since even if you immediately ram all the crystals into the enemy board you get empty crystals back, like a Shaman overload for your entire mana pool. And you can't follow up on a huge board of these things with a Savage Roar for crippled Druid treant combo since you won't have the mana next turn without innervate.
Then again, I imagine this being played early in the game in Wild with a Baron Rivendare.......and multiplying the mana crystals you get back.....
I'm not sure how to feel about this card. In Aggro-Zoo Druid, you can play this card to get an oversized board that will just give you a modicum of power back if the opponent tries to clear it with spells. And even with the reduced mana resulting from the spell you still have potential to play useful minions that can keep bumping up your board. However, at the same time in an Aggro-Zoo Druid deck you'd need to use Innervate or Pilfered Power to get the max value out of this card, and if the opponent has enough Taunts (which, with all the new strong Taunts that are coming out, is quite likely), then it loses a very big portion of its value. Plus, can I just say how much I'm going to miss decks like that now that Living Roots, Dragon Egg, Mounted Raptor and Druid of the Saber are rotating out?
what's there not to get? innvervate, coin ? you transform mana into board presence. druid's thing is mana ramp. if this gets 5 mana only it's already 10/10 worth of stats. plus druid has full board buff cards. a lot of them.
ok innervate probably does not work with this, as soon as you use innervate mana those crystals are destroyed, now maybe the visual is not representative of the code, maybe in the code you keep them there is just a visual that has them destroyed upon use, but that visual occurs as play does, so I think if the visual correctly represents the code, you only get actual permanent crystals.
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Just fill your deck with one drops, that is creative deck design, right?
This really depends on whether coin/innervate crystals turn into treants or not.
If it does, it's interesting. If it doesn't, then it's garbage, because any silence effectively destroys a mana crystal, devolve (which does see play, not going to use mass dispel as an example since that never sees play) destroys ALL your mana crystals, and potion of madness (which is also popular) steals one of your mana crystals.
As the reveal of this card you play this at turn 5 - you have 0 mana. If they dispel/or devolve your board you just lost the mana epically if they destroy the board after. have fun slowly gaining the mana back. this is a risky ramp card.
this should combo with pilfered power. play this turn 5 - play 2 innervate - play pilfered power gain your mana back. then if they die you hit 10 mana turn 6.
This really depends on whether coin/innervate crystals turn into treants or not.
If it does, it's interesting. If it doesn't, then it's garbage, because any silence effectively destroys a mana crystal, devolve (which does see play, not going to use mass dispel as an example since that never sees play) destroys ALL your mana crystals, and potion of madness (which is also popular) steals one of your mana crystals.
Of course it works with Innervate/Coin.
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I don't actually think this card is bad because of Mass Dispel or Devolve... I think it's just bad because it's too clunky. Like maybe it's actually really good, but it's just hard to imagine a world where you'd be able to follow up meaningfully to your board of 2/2s.
It's likely I'm going to be playing this a lot just to experiment lol.
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An effect ranging between Overload X to Destroy all your mana crystals is NOT worth it for two 2/2 minions more than Force of Nature for the same mana. It might have been decent if they were 3/3 minions, or gave full mana crystals, or the mana recovery was passive. Alas. Even vanish hard counters them, because you can't play any of them with the 1 mana crystal you'll have next turn.
I can vaguely see potential with deathrattle memes like Baron Rivendare, or, assuming they give you card draw at 10 mana, with N'Zoth, the Corruptor. But I don't think any amount of memes you can pull off is actually going to justify letting your opponent immediately win the game if they have an answer.
Conclusion: When the card backfires or is actively countered it pretty much loses you the game however the cards tht heavily punish this card are super niche and only see play in a handful of decks, on the other hand the card is an instat board that can be buffed and used to protect yourself, it will see play.
This could be very good if you can innervate/coin it and summon extras and keep the mana when they die!
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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!
I thought it was really mediocre until I realized it combos really well with Innervate by getting 2 free 2/2s and a free Nourish for mana. Could definitely have a place in a ramp druid, but I don't really see it anywhere else.
What a strange card. The optimal time to play it (if there ever is one) is on turn 7, because after that crystals are wasted. Unfortunately, you probably have a huge mana drop the next turn since even if you immediately ram all the crystals into the enemy board you get empty crystals back, like a Shaman overload for your entire mana pool. And you can't follow up on a huge board of these things with a Savage Roar for crippled Druid treant combo since you won't have the mana next turn without innervate.
Then again, I imagine this being played early in the game in Wild with a Baron Rivendare.......and multiplying the mana crystals you get back.....
Force of Nature doesn't see play, why would this?
It can turn your coin and innervates into perma crystals. If not facing against shaman I say it's a pretty great card.
I'm not sure how to feel about this card. In Aggro-Zoo Druid, you can play this card to get an oversized board that will just give you a modicum of power back if the opponent tries to clear it with spells. And even with the reduced mana resulting from the spell you still have potential to play useful minions that can keep bumping up your board. However, at the same time in an Aggro-Zoo Druid deck you'd need to use Innervate or Pilfered Power to get the max value out of this card, and if the opponent has enough Taunts (which, with all the new strong Taunts that are coming out, is quite likely), then it loses a very big portion of its value. Plus, can I just say how much I'm going to miss decks like that now that Living Roots, Dragon Egg, Mounted Raptor and Druid of the Saber are rotating out?
Hory shet
ok innervate probably does not work with this, as soon as you use innervate mana those crystals are destroyed, now maybe the visual is not representative of the code, maybe in the code you keep them there is just a visual that has them destroyed upon use, but that visual occurs as play does, so I think if the visual correctly represents the code, you only get actual permanent crystals.
Just fill your deck with one drops, that is creative deck design, right?
This really depends on whether coin/innervate crystals turn into treants or not.
If it does, it's interesting. If it doesn't, then it's garbage, because any silence effectively destroys a mana crystal, devolve (which does see play, not going to use mass dispel as an example since that never sees play) destroys ALL your mana crystals, and potion of madness (which is also popular) steals one of your mana crystals.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
As the reveal of this card you play this at turn 5 - you have 0 mana. If they dispel/or devolve your board you just lost the mana epically if they destroy the board after. have fun slowly gaining the mana back. this is a risky ramp card.
this should combo with pilfered power. play this turn 5 - play 2 innervate - play pilfered power gain your mana back. then if they die you hit 10 mana turn 6.
This should be priest card. Insta quest.
Almost just venture co but wide instead of tall
Mass Dispel for the clutch!
This could probably work as a one of in aggro egg druid. Not sure what else you would use it for though.
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I don't actually think this card is bad because of Mass Dispel or Devolve... I think it's just bad because it's too clunky. Like maybe it's actually really good, but it's just hard to imagine a world where you'd be able to follow up meaningfully to your board of 2/2s.
It's likely I'm going to be playing this a lot just to experiment lol.
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Looks really interesting, I always liked playing token druid. I have to hear all the implications of the card though.
An effect ranging between Overload X to Destroy all your mana crystals is NOT worth it for two 2/2 minions more than Force of Nature for the same mana. It might have been decent if they were 3/3 minions, or gave full mana crystals, or the mana recovery was passive. Alas. Even vanish hard counters them, because you can't play any of them with the 1 mana crystal you'll have next turn.
I can vaguely see potential with deathrattle memes like Baron Rivendare, or, assuming they give you card draw at 10 mana, with N'Zoth, the Corruptor. But I don't think any amount of memes you can pull off is actually going to justify letting your opponent immediately win the game if they have an answer.
pros
Cons
Conclusion: When the card backfires or is actively countered it pretty much loses you the game however the cards tht heavily punish this card are super niche and only see play in a handful of decks, on the other hand the card is an instat board that can be buffed and used to protect yourself, it will see play.
This could be very good if you can innervate/coin it and summon extras and keep the mana when they die!
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!
I thought it was really mediocre until I realized it combos really well with Innervate by getting 2 free 2/2s and a free Nourish for mana. Could definitely have a place in a ramp druid, but I don't really see it anywhere else.