The only way I can see this working is as a win condition for a fatigue deck, or if you somehow can build a high tempo deck that also draws a ton of cards. Probably won't see play for the same reason The Mistcaller didn't.
If you have 3 coins, and on turn 5 you use all 3 coins at start of turn, giving you 8 mana.
Playing this card then removes the 3 additional 'free' mana and you keep your 5 mana crystals ?
Having 3 coins at turn 5 means you need to have played Gilded Gargoyle at turn 3 and 4 and have them dead at turn 5. which means you have an extremely weak early game and have a huge disadvantage.
Besides that, you question about the 3 additional 'free mana' is not how it works.
I thought Prince Keleseth's effect was costly, but this one takes the cake! I do not see myself casting this spell and then surviving long enough to take advantage of it, though it might be fun to try.
Why do priest always get the cards that sound cool on paper but turn out to be real shit? That card is also super cool but I can't see it becoming a thing with the tempo suicide.
If you have 3 coins, and on turn 5 you use all 3 coins at start of turn, giving you 8 mana.
Playing this card then removes the 3 additional 'free' mana and you keep your 5 mana crystals ?
It doesn't work that way. The mana crystal that The Coin generates is destroyed after the turn anyway. This spell would destroy three of your already gained mana crystals. Leaving you with two mana crystals after you end your turn.
So this costs 3 mana on turn 3, 3 mana on turn 4, another three on turn 5, three more on turns 6, 7, 8, 9 and 10 followed by 2 mana on turn 11 and just 1 mana on turn 12.
It costs 3 up front, the 3 more each turn from 4 to 10, 2 on turn 11, and finally 1 on turn 12; this therefore totals 3+3*(10-3)+2+1=3+21+3=27 mana. The total cost goes down by 3 for each turn you delay casting it, until you reach 10 mana at which point it hits the minimum cost of 6 (3 up front, then 2, then 1). However, if you cast it on turn 2 (with the coin) I believe you will only destroy two mana crystals, which would lead to a cost of 3+2*(10-2)+1=3+16+1=20, which is slightly less then the cost of casting it on turn 5.
Overall, the total cost for casting this spell before reaching 10 mana is absolutely insane, generally well over 10 mana, and the effect is relatively weak by that point in the game. I therefore conclude that this card is completely unplayable and should be dusted, unless a card is revealed which somehow counteracts the mana crystal destruction.
I don't know if anyone's already mentioned this, but clearly this card is not meant to be played before the late game. It is "interesting" to say the least but it appears that the Devs have constructed this card to be an instant minion snowball when combined with Bwonsamdi and his spirit card. The way I see it, this card can make a deck that plays a lot like Keleseth aggro decks but more focused on the end game. Also, I believe the combo works more reliably with Priestess Talanji in the deck as well (though the Devs did say that the legendaries were not intended to be rolled in the same decks). Basically, it goes as follows:
1. Card draw early? Not exactly sure if this is the play yet or if you should just play low cost minions. Depends on whether you want to stack a lot of low cost minions into your deck (note: this will be impacted by StM but will also impact Bwonsamdi).
2. Play distracting minions that are semi-threats that your opponent feels obligated to deal with during the midpoint of the game. Make sure sure you defend and maintain your Spirit of the Dead if possible!
3. Empty hand to make room for minions (best situation is that you have Surrender to Madness. Princess Talanji, and Bwonsamdi left in your hand)
4. Turn 10: Drop StM and Bwonsamdi
5. Drop Princess Talanji
6. Spam 1-cost, buffed minions (or wait to spam if you used Princess Talanji)
Not sure how well this deck can survive in the current meta but it does seem fun and makes sense to include a bunch of taunts and midrange threats. Past turn 10, it won't matter that you destroyed three mana crystals considering a bunch of your deck will be powerful 1-cost minions. On the bright side, it allows for a semi-agressive priest deck while still leaving room to add cards such as Shadow Visions and Psychic Scream. Card draw would be nice for if you drop Princess Talanji but it's also likely that a Northshire Cleric would go out with it (assuming you used them) so that may be all you need for card draw at this point. Not sure if more end-game threats are necessary (such as Lich King) but is worth looking into when the expansion drops. DK Hero would have good synergy with a lot of 1-cost minions as well. Lemme know what anyone's thoughts are on this! Thinking of theorycrafting a deck for this to see how it would look.
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Is this a joke? Mana crystal destruction to the class that ramps.............
Fun > Meta
Being able to Discover a crap card does not make the card any better.
Cool design, alas it's a majestic tempo suicide. Imma go with the dusting option. Sadly.
Ready for action
The only way I can see this working is as a win condition for a fatigue deck, or if you somehow can build a high tempo deck that also draws a ton of cards. Probably won't see play for the same reason The Mistcaller didn't.
Right now the only way I can see this being viable is if it enables some weird Star Aligner combo, but that seems like an extreme stretch.
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By the time you got this combo ready in wild, you're long dead.
Nice try though.
Having 3 coins at turn 5 means you need to have played Gilded Gargoyle at turn 3 and 4 and have them dead at turn 5.
which means you have an extremely weak early game and have a huge disadvantage.
Besides that, you question about the 3 additional 'free mana' is not how it works.
I thought Prince Keleseth's effect was costly, but this one takes the cake! I do not see myself casting this spell and then surviving long enough to take advantage of it, though it might be fun to try.
Glimmer Moth. Lady In White. Chameleos.
Why do priest always get the cards that sound cool on paper but turn out to be real shit? That card is also super cool but I can't see it becoming a thing with the tempo suicide.
It doesn't work that way. The mana crystal that The Coin generates is destroyed after the turn anyway. This spell would destroy three of your already gained mana crystals. Leaving you with two mana crystals after you end your turn.
/whoooooooooosh
The Caverns Below anyone?
Rejoice, for even in death, you have become children of Thanos.
Lol
Insane, but the drawback is huge. Zoolock cards like soul infusion and void analyst just does it better, and without the drawback.
I don't even think that's entirely crazy.
So this costs 3 mana on turn 3, 3 mana on turn 4, another three on turn 5, three more on turns 6, 7, 8, 9 and 10 followed by 2 mana on turn 11 and just 1 mana on turn 12.
25 mana, right?
It costs 3 up front, the 3 more each turn from 4 to 10, 2 on turn 11, and finally 1 on turn 12; this therefore totals 3+3*(10-3)+2+1=3+21+3=27 mana. The total cost goes down by 3 for each turn you delay casting it, until you reach 10 mana at which point it hits the minimum cost of 6 (3 up front, then 2, then 1). However, if you cast it on turn 2 (with the coin) I believe you will only destroy two mana crystals, which would lead to a cost of 3+2*(10-2)+1=3+16+1=20, which is slightly less then the cost of casting it on turn 5.
Overall, the total cost for casting this spell before reaching 10 mana is absolutely insane, generally well over 10 mana, and the effect is relatively weak by that point in the game. I therefore conclude that this card is completely unplayable and should be dusted, unless a card is revealed which somehow counteracts the mana crystal destruction.
I don't know if anyone's already mentioned this, but clearly this card is not meant to be played before the late game. It is "interesting" to say the least but it appears that the Devs have constructed this card to be an instant minion snowball when combined with Bwonsamdi and his spirit card. The way I see it, this card can make a deck that plays a lot like Keleseth aggro decks but more focused on the end game. Also, I believe the combo works more reliably with Priestess Talanji in the deck as well (though the Devs did say that the legendaries were not intended to be rolled in the same decks). Basically, it goes as follows:
1. Card draw early? Not exactly sure if this is the play yet or if you should just play low cost minions. Depends on whether you want to stack a lot of low cost minions into your deck (note: this will be impacted by StM but will also impact Bwonsamdi).
2. Play distracting minions that are semi-threats that your opponent feels obligated to deal with during the midpoint of the game. Make sure sure you defend and maintain your Spirit of the Dead if possible!
3. Empty hand to make room for minions (best situation is that you have Surrender to Madness. Princess Talanji, and Bwonsamdi left in your hand)
4. Turn 10: Drop StM and Bwonsamdi
5. Drop Princess Talanji
6. Spam 1-cost, buffed minions (or wait to spam if you used Princess Talanji)
Not sure how well this deck can survive in the current meta but it does seem fun and makes sense to include a bunch of taunts and midrange threats. Past turn 10, it won't matter that you destroyed three mana crystals considering a bunch of your deck will be powerful 1-cost minions. On the bright side, it allows for a semi-agressive priest deck while still leaving room to add cards such as Shadow Visions and Psychic Scream. Card draw would be nice for if you drop Princess Talanji but it's also likely that a Northshire Cleric would go out with it (assuming you used them) so that may be all you need for card draw at this point. Not sure if more end-game threats are necessary (such as Lich King) but is worth looking into when the expansion drops. DK Hero would have good synergy with a lot of 1-cost minions as well. Lemme know what anyone's thoughts are on this! Thinking of theorycrafting a deck for this to see how it would look.