Refreshing Spring Water has no downside in any deck that it's included in. Worst case scenario, you pay 4 mana to draw 2; best case scenario you get back 2 mana to draw 2. It isn't just good in 1 deck, it's a staple in all mage decks and will be until it rotates out.
Draw 2 for 4 is relatively bad, but it's not a bad worst case. 2 for 2 is actively good (better than AI), and relatively reliable even with a decent chunk of minions. 2 for 0 is always good. Add in cost reduction and it is just great, though catches people out that it refills, not grants new, mana. Have to spend it first.
It has a deckbuilding downside, but will be above average in most decks that aren't heavy minions - and mage has never been too heavy on minions. 5 minions hits 2 spells from RSW most times, and pretty much never hits 0.
”In the posts, people compare the card to the iconic Pot of Greed card from Yugioh. Pot of Greed allowed the user to draw 2 cards, without any requirements“
I love how many people argue that it has no requirements, as if running a deck containing zero minions to be a guaranteed “pot of greed” isn’t a requirement.
I understand spell mage is a very strong deck, and has enough support, but people need to stop acting like RSW doesn’t have a requirement lol.
RSW has a requirement to be good; running 0 minons ain't it. 2 mana draw 2 is stilll very good; the fact it can't happen until T4 makes it just good. You can get away with five minions, certainly, and still have RSW be good; probably more, but I'm speaking from experience. It can easily be bonkers.
I'd tone it down to 'restore two mana crystals if you draw a spell', personally, but it is a strong, pushed card.
I still think that the card should say "refresh 1 mana per spell drawn". By doing that, it becomes a 2-mana draw 2 in spell mage, which is totally reasonable, if no Incanter's Flow was played. You also aren't gaining mana unless you discovered a 3rd Flow.
The comparison with Pot of Greed is obviously not the best way to go about it because Pot of Greed is playable on turn 1 and YGO game mechanics/tempo work different to HS. You could, for instance, play 3 Magicians of Faith and have access to a total of 6 Pot of Greeds by turn 4 with no banned/limited lists whatsoever (no rng needed).
I only use PoG as ironic comparison to express the brokenness and lack of mana cost of Spring Water (or cards like Cutting Glass).
I do prefer to compare to MTG's Gush - that's generally T2 playable, which compares, roughly, to T4 HS with some squinting because metas are stupid where gush can be played. Refreshing 2 mana if you draw a spell is also a fair variant, IMO.
Any reasonable human being see that Refreshing Spring Water doesn't need nerf. The restriction it has is enough of a drawback as it is.
Pretty much this, drawing 2 cards for 0 honestly isn't even that good (it's good just not really good). Memory jar draws 7 and and ancestral recall draws 3 in MTG. Classes like shaman and priest would play it if they had access since they lack card draw but I doubt most other classes would run the card themselves
Jar and recall are broken by most MTG standards - particularly Recall. So is Gush, which is a great comparison to this from MTG - blue only, with minimal deckbuilding cost, 0 mana draw two, can sometimes produce mana, and was banhammered at the time, iirc. By the 'not as good as recall' argument, you can say that recall ain't really good because contract from below is a 1 mana draw 7 (yes, contract is banned in all formats, even Vintage, but it exists).
It's worth noting that it's a reliably free draw even with minions. I've got five minions (Mozaki in STD - Mozaki, Taelan, rider, nova on a stick, and inconspicuous rider), and Water's still either good or very good, rarely a 4 mana draw 2, sometimes a 2 mana draw 2, sometimes a 0 mana draw 2.
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Draw 2 for 4 is relatively bad, but it's not a bad worst case. 2 for 2 is actively good (better than AI), and relatively reliable even with a decent chunk of minions. 2 for 0 is always good. Add in cost reduction and it is just great, though catches people out that it refills, not grants new, mana. Have to spend it first.
It has a deckbuilding downside, but will be above average in most decks that aren't heavy minions - and mage has never been too heavy on minions. 5 minions hits 2 spells from RSW most times, and pretty much never hits 0.
RSW has a requirement to be good; running 0 minons ain't it. 2 mana draw 2 is stilll very good; the fact it can't happen until T4 makes it just good. You can get away with five minions, certainly, and still have RSW be good; probably more, but I'm speaking from experience. It can easily be bonkers.
I'd tone it down to 'restore two mana crystals if you draw a spell', personally, but it is a strong, pushed card.
I do prefer to compare to MTG's Gush - that's generally T2 playable, which compares, roughly, to T4 HS with some squinting because metas are stupid where gush can be played. Refreshing 2 mana if you draw a spell is also a fair variant, IMO.
Jar and recall are broken by most MTG standards - particularly Recall. So is Gush, which is a great comparison to this from MTG - blue only, with minimal deckbuilding cost, 0 mana draw two, can sometimes produce mana, and was banhammered at the time, iirc. By the 'not as good as recall' argument, you can say that recall ain't really good because contract from below is a 1 mana draw 7 (yes, contract is banned in all formats, even Vintage, but it exists).
It's worth noting that it's a reliably free draw even with minions. I've got five minions (Mozaki in STD - Mozaki, Taelan, rider, nova on a stick, and inconspicuous rider), and Water's still either good or very good, rarely a 4 mana draw 2, sometimes a 2 mana draw 2, sometimes a 0 mana draw 2.