Besides in Ramp i'd rather play Shade that will grow up on each turn uncontested so i can take out some bigger minion with it, and then play my big guy ready to be uncontested on the board.
What people seems to forget is that this card let druids have more high mana-cards in their decks. Druids have a heavy endgame and a big burst potential but only with enough mana. This card let you simply skip rounds while allow you to bring in the big hitters or the savage-roar-combos.
Is it strong enough to keep it in most druid decks: probably not, but it is strong enough for some decks and it has a big potential.
Yeah shade is much better we both agree on that, about the rest we will have to agree that we disagree :p
Indeed it might end up being better than expected but the card is plainly terrible when facing any Control decks where both options are just terrible news for you.
I was going to say it's really bad, but then I reread it and noticed that it gives you a FULL mana crystal. While probably not the most significant point of the card, this makes it not 100% symmetrical seeing as you can use the mana it gives you before your opponent. For some reason, to me, it feels like this is what could let it be constructed playable. I also highly doubt my own statement, but one can hope, right?
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Favorite class: keeping all 9 of them equal in level.
You get a full crystal to use before your opponent yes, however you've spent 3 mana already so on turn 3 that gives you one free mana. On the other hand that's one extra mana you're giving to your opponent in addition to all the manapool he already has.
So your play first, Turn 3 you drop this guy. You coin and play Wild Growth (probably the best Turn 3 you can make)
Opponent's turn 3 becomes Turn 4 and he plays Yeti or something like that.
You get a full crystal to use before your opponent yes, however you've spent 3 mana already so on turn 3 that gives you one free mana. On the other hand that's one extra mana you're giving to your opponent in addition to all the manapool he already has.
So your play first, Turn 3 you drop this guy. You coin and play Wild Growth (probably the best Turn 3 you can make)
Opponent's turn 3 becomes Turn 4 and he plays Yeti or something like that.
Now you better come on top on your next turn!
If you've the coin and a Wild Growth, why didn't you play it on T1? Then you could play this on T2.
As for card, generally terrible, needs some very specific deck. If you cast it and don't use extra mana crystal immidiately you're getting 2/4 for 3 with no benefits and a mirror effect. For card draw, you could use 1 more mana and deny opponent draw with Gnomish Inventor. And effects that give you +1 card over your opponent are usually costed at 3.
I doubt mill deck will ever become viable, but perhaps deck that uses this, Naturalize, Poison Seeds and is working with dealing enemy board with mana effective answers and not caring for card advantage? Seems too crazy though...
imo this card is +1 mana and a 2/4 body with no big downside. Druid has much better use off getting mana then any other class so the drawback is small. with recycle being introduced and druid all ready having 2 good silence effects druid have a ton off removal. if you have enough situational cards to deal with what ever your opponent might be running this card is great and vs aggro its always great, only real downside i can see with running this is if the meta becomes MEGA control I'm talking a ton off 7+ drops in every deck other wise the effect off giving you opponent a crystal is much better for druid then any other class. The mechanic of chose one that druid has makes it easy to make a deck that has answers for everything in the game. The card is also a minion meaning if this is played on turn 3 your opponent will need to remove it because the 5 drops that druid now has are REALLY strong(druid of the fang combo etc). Having the option off also drawing a card can be useful but the mana effect will most likely be the main use as giving your opponent a card is never good since card draw is so important in hearthstone, the card draw effect might be good late game.
I think the card will be good in a deck built around removal and sticky minions like malorne,belcher so on. Combo decks might also run this since the game is over if druid gets to 9 mana with combo in hand.
I had always fantasized about a card that gave both players mana crystals (effectively fast-forwarding the game to its mid/late stages, thereby favouring control decks over aggro). This fits the concept I had though I would have preferred it to give TWO mana crystals to each player instead of one, to make more of an impact.
You get a full crystal to use before your opponent yes, however you've spent 3 mana already so on turn 3 that gives you one free mana. On the other hand that's one extra mana you're giving to your opponent in addition to all the manapool he already has.
So your play first, Turn 3 you drop this guy. You coin and play Wild Growth (probably the best Turn 3 you can make)
Opponent's turn 3 becomes Turn 4 and he plays Yeti or something like that.
Now you better come on top on your next turn!
If you've the coin and a Wild Growth, why didn't you play it on T1? Then you could play this on T2.
Very true!
Was trying too hard to find the best turn 3 with it that i forgot about that O_o
In the end i think that most of us will try it but won't find it good enough to stick with it. At least it's only a rare so it won't be hard to get two copies to test it out!
If nothing else, it makes ramp druid a bit more consistent. T2 Wild Growth is great but leaves you behind in cards, so you can draw to make up for it. Missing your ramp also sucks, this gives you another chance to ramp, and while your opponent benefits as well your deck is probably more able to take advantage of the extra mana. How you play it depends on your early hand and your opponent's deck. I think it stabilizes Druid even further and can be very strong if you read your opponent's deck/hand well.
The effect is symmetrical thus it's hard to time the right turn to play. On turn 3, druid players don't really have other good drops to play right now. This fills the 3-mana gap in druid decks and gives you early board presence with a resilient body. In mid or late game, you usually get to use the effect before you oppoent does. Therefore I believe it's undervalued. I'll try this as a 2-of in my druid.
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Besides in Ramp i'd rather play Shade that will grow up on each turn uncontested so i can take out some bigger minion with it, and then play my big guy ready to be uncontested on the board.
What people seems to forget is that this card let druids have more high mana-cards in their decks. Druids have a heavy endgame and a big burst potential but only with enough mana. This card let you simply skip rounds while allow you to bring in the big hitters or the savage-roar-combos.
Is it strong enough to keep it in most druid decks: probably not, but it is strong enough for some decks and it has a big potential.
Yeah shade is much better we both agree on that, about the rest we will have to agree that we disagree :p
Indeed it might end up being better than expected but the card is plainly terrible when facing any Control decks where both options are just terrible news for you.
I was going to say it's really bad, but then I reread it and noticed that it gives you a FULL mana crystal. While probably not the most significant point of the card, this makes it not 100% symmetrical seeing as you can use the mana it gives you before your opponent. For some reason, to me, it feels like this is what could let it be constructed playable. I also highly doubt my own statement, but one can hope, right?
Favorite class: keeping all 9 of them equal in level.
You get a full crystal to use before your opponent yes, however you've spent 3 mana already so on turn 3 that gives you one free mana. On the other hand that's one extra mana you're giving to your opponent in addition to all the manapool he already has.
So your play first, Turn 3 you drop this guy. You coin and play Wild Growth (probably the best Turn 3 you can make)
Opponent's turn 3 becomes Turn 4 and he plays Yeti or something like that.
Now you better come on top on your next turn!
Between this and the tree of life mill Druid could be a bit more viable.
If you've the coin and a Wild Growth, why didn't you play it on T1? Then you could play this on T2.
Link on the main page to here is broken.
As for card, generally terrible, needs some very specific deck. If you cast it and don't use extra mana crystal immidiately you're getting 2/4 for 3 with no benefits and a mirror effect. For card draw, you could use 1 more mana and deny opponent draw with Gnomish Inventor. And effects that give you +1 card over your opponent are usually costed at 3.
I doubt mill deck will ever become viable, but perhaps deck that uses this, Naturalize, Poison Seeds and is working with dealing enemy board with mana effective answers and not caring for card advantage? Seems too crazy though...
imo this card is +1 mana and a 2/4 body with no big downside. Druid has much better use off getting mana then any other class so the drawback is small. with recycle being introduced and druid all ready having 2 good silence effects druid have a ton off removal. if you have enough situational cards to deal with what ever your opponent might be running this card is great and vs aggro its always great, only real downside i can see with running this is if the meta becomes MEGA control I'm talking a ton off 7+ drops in every deck other wise the effect off giving you opponent a crystal is much better for druid then any other class. The mechanic of chose one that druid has makes it easy to make a deck that has answers for everything in the game. The card is also a minion meaning if this is played on turn 3 your opponent will need to remove it because the 5 drops that druid now has are REALLY strong(druid of the fang combo etc). Having the option off also drawing a card can be useful but the mana effect will most likely be the main use as giving your opponent a card is never good since card draw is so important in hearthstone, the card draw effect might be good late game.
I think the card will be good in a deck built around removal and sticky minions like malorne,belcher so on. Combo decks might also run this since the game is over if druid gets to 9 mana with combo in hand.
Top 5 Legend every season. Twitch.tv/vbsof
I think it's great for ramping taunts against aggro decks, so, for example, you can play a Druid of the Claw or a Sludge Belcher a turn earlier.
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I had always fantasized about a card that gave both players mana crystals (effectively fast-forwarding the game to its mid/late stages, thereby favouring control decks over aggro). This fits the concept I had though I would have preferred it to give TWO mana crystals to each player instead of one, to make more of an impact.
Very true!
Was trying too hard to find the best turn 3 with it that i forgot about that O_o
In the end i think that most of us will try it but won't find it good enough to stick with it. At least it's only a rare so it won't be hard to get two copies to test it out!
If nothing else, it makes ramp druid a bit more consistent. T2 Wild Growth is great but leaves you behind in cards, so you can draw to make up for it. Missing your ramp also sucks, this gives you another chance to ramp, and while your opponent benefits as well your deck is probably more able to take advantage of the extra mana. How you play it depends on your early hand and your opponent's deck. I think it stabilizes Druid even further and can be very strong if you read your opponent's deck/hand well.
I like it, it's a card whose symmetry is broken by deck construction.
This card is amazing cause it allows for more chances to draw into bgh and bgh is the best card as stated by multiple hearthpwn forum goers.
The effect is symmetrical thus it's hard to time the right turn to play. On turn 3, druid players don't really have other good drops to play right now. This fills the 3-mana gap in druid decks and gives you early board presence with a resilient body. In mid or late game, you usually get to use the effect before you oppoent does. Therefore I believe it's undervalued. I'll try this as a 2-of in my druid.