A good Coin machine! Whenever a player has leftover mana and end their turn you will get a Coin. This card have high health to be able to stay longer on board. A good card for Quest Mage and Miracle Rogue.
In case the wording is unclear, the quest is to collect a total of 20 unspent mana crystals. For example, if you have 5 full mana crystals and end your turn, you'll have 5/20 collected.
And what's a Quest without a Reward?
Using your opponent's mana can be incredibly powerful, or not at all useful depending on whether your opponent is mana efficient. The Forbidden Ancients are meant to give you a way to use the extra mana in case you don't have enough cards in hand (and using your opponent's mana means they can be as big as 20/20).
Impatient Yeti wants to go out and play earlier than Yetis are supposed to... Pretty aggressive card with unfair stats that lets your opponent catch up tempo on their next turn but makes curving out a bit more awkward for them. If they have no good answers to spend their extra 2 mana on that turn, well tough luck..
"Think of him as a safety deposit box for mana. A happy, unsuspecting safety deposit box you're going to rob yourself later."
Let's face it. What do mages want? More mana. What better way then stashing it away for later when you want to go all in? Now, it does come with a bit of risk, mind you. If your opponent offs him before you get to, that mana is gone. They basically -need- to kill this guy or prevent you from doing so. Even worse, if he ends up getting MC'd somehow, your opponent just got a minion -and- your precious mana!
Use him carefully, though, and you can stash away mana for the next turn to do some crazy burst damage and set up a nasty combo.
Or even better... set him up with Time Warp for even more fun.
This card works well with Paladin's buff cards such as Blessing of Kings, Blessing of Might. It works well with a few specific card combinations if you can play this in the early game (eg. turn 4 Blessing of Kings on this = 8 mana crystals if you can kill it off), so as to provide a huge mana advantage over your opponent. However, this card is just bad if you draw it in the late game; or the second copy is often unplayable. Another major downside of this card, though quite infrequent, is when your opponent can reduce its attack to 1.
A rare source of unconditional removal for Druid. Originally called "Skywrath", this card forces you to only play it out on its own, or if you're content having a lot less mana on your next turn. Ostensibly this costs 2 mana- 1 on the turn you play it, and 1 the turn after (plus the other mana you spent the turn before).
A cool way for warlock to stay invincible until the last card from their deck. You lose out on a lot of tempo, which can be costly against a control deck (since you lose all your mana you basically surrender the board to your opponent which can make it difficult to win), but against aggro this card basically wins you the game on the spot, which is why it's such an expensive card. Maybe the amount of mana crystals destroyed should be tweaked a bit but I like the idea. Also, warlock's hero power literally draws cards so I wouldn't say it takes too long for you to die.
"Overclock your Mana Crystals, what could possibly go wrong?"
The chance to explode is 40% for each used Mana Crystal and exploding crystals are destroyed. Mana Crystals gained after casting this card are regular Mana Crystals again.
Secrets still act as normal on your opponents turn but during your turn they act like more mana crystal as shown with my terrible photoshop below:
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A good Coin machine! Whenever a player has leftover mana and end their turn you will get a Coin. This card have high health to be able to stay longer on board. A good card for Quest Mage and Miracle Rogue.
How about a Druid Quest?
In case the wording is unclear, the quest is to collect a total of 20 unspent mana crystals. For example, if you have 5 full mana crystals and end your turn, you'll have 5/20 collected.
And what's a Quest without a Reward?
Using your opponent's mana can be incredibly powerful, or not at all useful depending on whether your opponent is mana efficient. The Forbidden Ancients are meant to give you a way to use the extra mana in case you don't have enough cards in hand (and using your opponent's mana means they can be as big as 20/20).
Somehow Gul'dan bottled up Essence of Druid! You can get mana to your heart's content, but are you willing to pay the price?
"Pick your poison."
Impatient Yeti wants to go out and play earlier than Yetis are supposed to...
Pretty aggressive card with unfair stats that lets your opponent catch up tempo on their next turn but makes curving out a bit more awkward for them. If they have no good answers to spend their extra 2 mana on that turn, well tough luck..
Flavor:
Priests hate him!
Works well with cards like felguard and blastcrystal potion for example.
"Think of him as a safety deposit box for mana. A happy, unsuspecting safety deposit box you're going to rob yourself later."
Let's face it. What do mages want? More mana. What better way then stashing it away for later when you want to go all in? Now, it does come with a bit of risk, mind you. If your opponent offs him before you get to, that mana is gone. They basically -need- to kill this guy or prevent you from doing so. Even worse, if he ends up getting MC'd somehow, your opponent just got a minion -and- your precious mana!
Use him carefully, though, and you can stash away mana for the next turn to do some crazy burst damage and set up a nasty combo.
Or even better... set him up with Time Warp for even more fun.
level 70 elite mana wyvern found in Karazhan.
Basically you have 12 mana crystals can be played. Profit!
Lose mana by using mana, lose some tempo but give buffs to your demons for each crystal used.
This card works well with Paladin's buff cards such as Blessing of Kings, Blessing of Might. It works well with a few specific card combinations if you can play this in the early game (eg. turn 4 Blessing of Kings on this = 8 mana crystals if you can kill it off), so as to provide a huge mana advantage over your opponent. However, this card is just bad if you draw it in the late game; or the second copy is often unplayable. Another major downside of this card, though quite infrequent, is when your opponent can reduce its attack to 1.
Fun Overload support card.
Here's my entry. Jace, Ingenious Mage
Artwork belongs to MGT Media.
It has to be snakes.
A rare source of unconditional removal for Druid. Originally called "Skywrath", this card forces you to only play it out on its own, or if you're content having a lot less mana on your next turn. Ostensibly this costs 2 mana- 1 on the turn you play it, and 1 the turn after (plus the other mana you spent the turn before).
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
A cool way for warlock to stay invincible until the last card from their deck. You lose out on a lot of tempo, which can be costly against a control deck (since you lose all your mana you basically surrender the board to your opponent which can make it difficult to win), but against aggro this card basically wins you the game on the spot, which is why it's such an expensive card. Maybe the amount of mana crystals destroyed should be tweaked a bit but I like the idea. Also, warlock's hero power literally draws cards so I wouldn't say it takes too long for you to die.
(Edit: Changed my explanation a tiny bit)
That's Incredible!
"Overclock your Mana Crystals, what could possibly go wrong?"
The chance to explode is 40% for each used Mana Crystal and exploding crystals are destroyed. Mana Crystals gained after casting this card are regular Mana Crystals again.
(edit: removed a typo from the card)