Seems totally broken. Druid loses to aggro because aggro can kill Druid before Druid has a chance to get out its big cards. Playing this doesn't help aggro that much... they'll play out their whole hand by turn 3, while Druid has so much armor and card draw now, it can easily defend and survive. This is gonna get nerfed fast.
So... does it give you empty mana crystals or 2 to play with? Can a turn 1 druid hypothetically get 7 mana crystals?
Either way, druid will be super powerful until UI rotates with this card. They can go ramp, and outlast the opponents initial turns and start answering with big taunts and threats.
It works exactly like pre nerf Innervate
BUT! For 1 mana you ramp up both players permanently
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*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
a meta depending card,impossible to evaluate this atm
1 mana can ramp up is ridiculous good but use this at turn 1 is very risky because you dont what your opp playing (imagine kirin tor + secret or van cleef shennanigan),probably better at late game for combo piece and opp doesn't receive mana
How is this a good card? With the special effects when reaching 10 mana, the whole point is to get there with as wide a gap as possible before your opponent does - this card doesn't help with that. Unlike Wild Growth or Nourish, at 8+ mana it's a completely dead draw. Even Greedy Sprite is less of a dead draw in the late game.
The only value to this card is in a deck that specializes in 10-mana plays, so hopefully the help it gives you outweighs the help to your opponent. But that's speculative - this card could easily never see competitive play.
"10-mana plays" are one of the mechanics that are introduced this set (OMEGA yo)... so: maybe blizz did this intentionally to speed up the game (for all classes, not just druid) ??
With the addition of the omega cards.. ramp druid could easily be devastating.. its hard to say right now.. the benefit of ramping is getting up to high mana before your opponent is able to develop, giving them the 2 mana might not be worth it.. an aggro deck with 2 extra mana early in the game could snowball the board before you can respond. probably going to have to have UI in hand to make it work
but with low cost cards, they will run out pretty fast of what to play... druid (with a deck designed with expensive cards) will exploit high amount of mana much better...
My only hope is that other Classes' projects will make this card less of an advantage. I could envision something like the Star Wars CCG, which had "Objective" cards that one player would play, but both players could manipulate to their advantage. There were lots of different Objectives, so you'd often get games where players had decks built around different objectives without much to help them or stop the opponent's objective. Sometimes this led to players running past each other to complete their own objective. But more often, it forced players to build decks that could both complete its own objective while stalling an opponent's. Just another reason Star Wars CCG was the best CCG ever. Sigh.
Anyway, in a vacuum, this card is insane. I really hope it doesn't stay that way.
If a card does something good to both players, I hope that I can benefit more from it than my opponent. Such cards have worked before (ex. Mistress of Mixtures) but I'm not sure how my deck can leverage the power of this Project to my advantage.
That said, I bet we're going to see a Project that heals both players. That could be great in a Control deck.
Druis is the top class right now (alongside or maybe even better than warlock) giving druid even MORE tools to get insane isn't a good choice.. it ramps your opponent.. yeah.. but if your opponent isn't druid they don't have UI, and we saw how good is UI.
if the ladder is mostly druids though.. you probably don't want this card though.. but it will be mostly druids,,
can druids NOT be at the top ONE expansion please?
Blizzard logic: release this card then nerf UI they won't nerf this card or any other ramp but UI in the next round of nerfs (KOFT sold enough packs by now)
I think someone here forgot about Razakus Highlander Priest and Bloodreaver Gul’Dan Warlock meta :P
Also you call it logic but if Blizzard end up nerfing an old card like UI then it will be a mistake and not their logic. It will cost them thousands of thousands of dollars to nerf because they will have to provide tons and tons of free dust to the players.
Your deck will be much more suited for that effect than your opponents. They also won't be able to mulligan properly because they can't just assume they're going to start with 3 Mana Crystals. This is real scary, as if we hadn't enough of druidstone
Yeah this was my exact concern when I saw this card. I was hoping this expansion would have some greed punishes, similar to Coldlight Oracle, but blizzard seems to be doubling down on braindead and ruining mulligan strategy even further.
You don't read the card correctly, what you said make perfect sense if the crystals are empty, the opponent get the benefits before you but don't is the case, you play this card and get 2 mana crystals first, so, don't tempo loss.
Vs aggro you don't need to fear a full board in turn 3 if you able to play SP in 4 and vs any other deck a faster UI negate any downside this card possible have.
Stable in any druid deck until rotation, for sure.
Each time I look at this card I can't help but think of the combo and deck possibilities for not only a druid deck but if this becomes popular then very heavy control decks will become very much a thing and benefit off this card. Unless this card doesn't actually give empty mana crystals like nourish does, then oooh boy were in for the biggest clown fiesta HS has ever seen, this is no joke. This card doesn't give a shit about aggro either. I would say this could be the most broken card in the game, you'd think blizz learned something from Innervate, but nope they made a waay better innervate that warps the metagame.
Seems totally broken. Druid loses to aggro because aggro can kill Druid before Druid has a chance to get out its big cards. Playing this doesn't help aggro that much... they'll play out their whole hand by turn 3, while Druid has so much armor and card draw now, it can easily defend and survive. This is gonna get nerfed fast.
It works exactly like pre nerf Innervate
BUT! For 1 mana you ramp up both players permanently
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
a meta depending card,impossible to evaluate this atm
1 mana can ramp up is ridiculous good but use this at turn 1 is very risky because you dont what your opp playing (imagine kirin tor + secret or van cleef shennanigan),probably better at late game for combo piece and opp doesn't receive mana
"10-mana plays" are one of the mechanics that are introduced this set (OMEGA yo)... so: maybe blizz did this intentionally to speed up the game (for all classes, not just druid) ??
but with low cost cards, they will run out pretty fast of what to play... druid (with a deck designed with expensive cards) will exploit high amount of mana much better...
I'm not sure why I haven't seen this from more sources. It's such a good use for the card.
My only hope is that other Classes' projects will make this card less of an advantage. I could envision something like the Star Wars CCG, which had "Objective" cards that one player would play, but both players could manipulate to their advantage. There were lots of different Objectives, so you'd often get games where players had decks built around different objectives without much to help them or stop the opponent's objective. Sometimes this led to players running past each other to complete their own objective. But more often, it forced players to build decks that could both complete its own objective while stalling an opponent's. Just another reason Star Wars CCG was the best CCG ever. Sigh.
Anyway, in a vacuum, this card is insane. I really hope it doesn't stay that way.
If a card does something good to both players, I hope that I can benefit more from it than my opponent. Such cards have worked before (ex. Mistress of Mixtures) but I'm not sure how my deck can leverage the power of this Project to my advantage.
That said, I bet we're going to see a Project that heals both players. That could be great in a Control deck.
Now I'll be able to play Nourish on turn 4 with coin.
Balance.
I've no clue what I'm doing...
This is insane in druid, what is the problem if aggro can full board early if you can play Spreading in turn 3 or 4?
This card is op. Totally broken. The power level of this new cards seems very very high
I think someone here forgot about Razakus Highlander Priest and Bloodreaver Gul’Dan Warlock meta :P
Also you call it logic but if Blizzard end up nerfing an old card like UI then it will be a mistake and not their logic. It will cost them thousands of thousands of dollars to nerf because they will have to provide tons and tons of free dust to the players.
The card seems pretty lackluster.
Ramp your aggressive opponent more so they can throw burn out at you faster.
Ramp your slower opponent more so they can answer your threats easier or churn out their own value engines/big threats.
The card is also pretty much guaranteed to provide no benefit for you when facing any sort of druid deck (especially combo decks).
I need this in Golden. I don’t care if it doesn’t become meta.
.
Yeah this was my exact concern when I saw this card. I was hoping this expansion would have some greed punishes, similar to Coldlight Oracle, but blizzard seems to be doubling down on braindead and ruining mulligan strategy even further.
You don't read the card correctly, what you said make perfect sense if the crystals are empty, the opponent get the benefits before you but don't is the case, you play this card and get 2 mana crystals first, so, don't tempo loss.
Vs aggro you don't need to fear a full board in turn 3 if you able to play SP in 4 and vs any other deck a faster UI negate any downside this card possible have.
Stable in any druid deck until rotation, for sure.
I think everyone is overestimating this card; everything is fine and dandy until some Warlock pulls out his Possessed Lackey on turn 3 or 4.
Each time I look at this card I can't help but think of the combo and deck possibilities for not only a druid deck but if this becomes popular then very heavy control decks will become very much a thing and benefit off this card. Unless this card doesn't actually give empty mana crystals like nourish does, then oooh boy were in for the biggest clown fiesta HS has ever seen, this is no joke. This card doesn't give a shit about aggro either. I would say this could be the most broken card in the game, you'd think blizz learned something from Innervate, but nope they made a waay better innervate that warps the metagame.
Well this sees play in Legacy. The second most broken MtG format
Of course deck curves in Legacy stops at 3-4 because mana destruction is a thing. Still, symmetric cards always find a way to be abused.