You don't want to Shadow Madness this minion, because suiciding it would destroy your mana crystal
Maybe early on but in the later turns they won't likely care, thats assuming they don't just Pain it.
2 mana, kill a minion and mana crystal. Sounds nice to me.
You're not killing a mana crystal. The druid starts at 2 mana. You pain it. They end at 2 mana. Nothing lost.
That's sort of the trick with this. It's low risk. It's a 2/3, which is a decent 2 drop by itself, especially if you aren't aggro, and if it's not targeted ASAP it puts you at 4 mana. You lose nothing if he dies and gain a wild growth for a turn if he lives. He's better than Chow and Chow DOES go into druid decks. OR at turn 1 you drop him with a coin then drop a Shade and hit face. Whatever the result afterwards it's still good tempo.
Only issue is that if you have to sac him on your turn you better use all of your mana, as he'll eat a mana on his way out. Nothing like planning a 10 mana move, sac him first, then realize you're at 9 mana :P.
Honestly, he's a great card and a good way ot help soften up those no-innevate/wild growht starts as he can either give a temp boost to give you some play or act as a taunt to draw minions/mana away from your face or their win condition. 6 cards you are hoping for is enough for a good start about 90% of the time.
P.S. Silencing this with a Keeper would most likely not be worth it unless your opponent has no minions on the board (which is very unlikely).
I ...can see it if your hand is VERY heavy and you oh so needed that wild growth. Druid vs druid, for example. But otherwise, just use it as a semi-innevate to get a 4 drop out faster then let it die.
This card also punishes Mirror Image, Frost Trap, and MC Tech (albeit with a very low chance) and vanish. It's a bad target for Shadow Madness and cabal shadow priest. There may be others I am not thinking about but yeah. Good stuff :D
Edit: Lets not forget it's also a pseudo nerf to Shredder.
Wild Growth costs 2 mana not 0. The spinning off to the tangent was partly my fault. 2 mana for 1 card draw is insanely bad. You'd much rather have a River Croc than toss the mana away late game, but turns 5,6,7 is where this card shines over Wild Growth as it fights for board control and the momentary benefits is not near as throw away in tempo as a Wild Growth would be.
I actually find this card fascinating. I am going to make a stupid ramp deck that does nothing with this and youthful brew masters and wild growths and nourish, it'll be gloriously bad, but for at least 4-5 turns they will be like "oh shit something huge and nasty is coming".
I suppose that's not fair. If you want to defend Far Sight as a card that everyone should be running that can, please explain.
You're treating mana costs as insubstantial is the thing.
Far Sight is bad because it costs 3-mana. This means you have to spend 3-mana on one your turns to play it. 3-mana that could be better spent playing a minion or answering something on the board. Even with the reduction effect, the card you draw is still random and might not be one you want to play that turn, meaning the turn is still wasted.
But the even bigger issue is if you CAN'T afford to spend the 3-mana to cycle. If you have to spend your mana answering the board or establishing board presence. Now the card is dead weight. If it was another card it would be another option, and a potentially better answer or card to play than what you'd play instead of Far Sight.
A (0) mana draw a card has NONE of these problems. You can play it the instant you get it, no mana wasted. It would never be dead weight, since it always instantly replaces itself with another card from your deck (Far Sight's reduction effect means you practically have to play the card that turn to not waste the mana; you could hold onto the card drawn from this hypothetical card). Smaller decks are generally seen as better, and this card would turn every deck into a 28 card deck.
Well unless you are out of cards then it becomes a 0 mana deal damage to yourself, then again that makes farsight 3 mana deal damage to yourself lol.
If there was a spell that said "(0) draw a card" then almost every deck would play it. Having a smaller deck is really good formost decks as it makes them more consistent.
LOL. I assume this is sarcasm.
Actually that statement is 100% true. A spell that costs 0 and draws a card would be played in almost every deck.
No it wouldn't. That's one more answer taken out of your control deck.
I agree that there are some decks that would love it for the spell synergy, but I would guess that most decks would NOT run it as it replaces an answer, a win condition, or som other key card. Deck slots are too tight to believe a card waste on cycling would be pounced on.
Spend some time and look up why Far Sight is a bad card, get back to me.
The thing is, Far Sight and Flare cost mana to cycle, meaning you lose tempo and if you can't play them, you have one less option in your hand.
A 0-mana draw a card spell instantly replaces itself. It's not even "it would replace a better card" in deck construction. It effectively would reduce your deck size down from 30 to 28 with no consequences. And while you may lose certain mana-slot cards or certain answers, the upside of allowing you to more quickly draw your other answers or cards (your better answers too mind you, since you'd be replacing your weakest cards) means there'd be absolutely no reason not to run it.
Well except in cases where you absolutely need your other answers and now you don't have them. Albeit that scenario is rather rare, like in a case where you are down to only a few cards in deck and are running the chance of running out of cards. Like I said, my handlock is full and has no real room to replace things, but there are plenty of other decks, combo decks specifically I would run two of these. Anything that helps me draw into my ridiculous OTK is good in those decks.
If there was a spell that said "(0) draw a card" then almost every deck would play it. Having a smaller deck is really good for most decks as it makes them more consistent.
LOL. I assume this is sarcasm.
Actually that statement is 100% true. A spell that costs 0 and draws a card would be played in almost every deck.
Every deck? I wouldn't play it in handlock. But I suck at this game sooooo...
Those cards are strong, they just dont fit into current decks. This DOES fit into every current druid deck alongside wild growth, and perhaps into new decks INSTEAD of wild growth, depending on the angel lady and other druid cards.
No one will play this card in a current combo deck, Wild Growth works because the ramp is permanent but this card will only let you ramp every now and then. Even then it will unlikely be for more than a turn. Lowering the curve to make this card better only makes it more pointless.
And how does Troggzor "not fit into a deck", his effect requires no synergy whatsoever. Its simply that most of the time its useless, no matter how powerful it "could" be. Just like Dragon Consorts effect and this cards will be.
Also that "angel lady" is Aviana, lets hope she's at least somewhat useful unlike this card.
With only 30 cards per deck Troggzor doesn't "help" any decks current "theme" and we don't have room to sacrifice something for him. It's really pretty obvious why he doesn't. His effect doesn't require synergy but we need other cards that synergize better with whatever the deck we are playing does do.
Honestly not sure why I am explaining this, at this point if you don't get it you are either just arguing because you desperately want to be right beyond common knowledge and sense and are too stubborn to admit it or you are a troll.
If you think this card is crap, I guess you don't understand it.
Just like Troggzor and Dragon Consort, right?
This card is just a bad Mechwarper at best.
Troggzor isn't crap firstly, just doesn't fit well in any current popular deck set ups. Secondly Dragon Consort was thought to be good in one untested (at the time) archtype only. This card? I have no idea how good it is going to be, but I think it's interesting so I will experiment with it. Which is honestly what everyone should do :D
I like this card a lot, lots of ways to make the mana crystal stick (although I don't know if they are worth it) Youthful Brewmaster, Recombobulator, any sort of silence etc etc. Again, I don't know if it's worth going for that unless you are making some weird silence deck...which could be fun even if it isn't "good". Honestly one of my pet peeves of this game is that is all anyone looks at. Whats good, instead of whats just interesting or fun. Over generalization perhaps, but that is all I ever read about. I personally really like what we have seen from this xpac so far. I am seeing alternate play enabling cards. They may not be super competitive, but hey very few of us are pros in the first place right? Let just play something that looks interesting and fun if not terribly effective.
This card also punishes Mirror Image, Frost Trap, and MC Tech (albeit with a very low chance) and vanish. It's a bad target for Shadow Madness and cabal shadow priest. There may be others I am not thinking about but yeah. Good stuff :D
Edit: Lets not forget it's also a pseudo nerf to Shredder.
I actually find this card fascinating. I am going to make a stupid ramp deck that does nothing with this and youthful brew masters and wild growths and nourish, it'll be gloriously bad, but for at least 4-5 turns they will be like "oh shit something huge and nasty is coming".
Well unless you are out of cards then it becomes a 0 mana deal damage to yourself, then again that makes farsight 3 mana deal damage to yourself lol.
Well except in cases where you absolutely need your other answers and now you don't have them. Albeit that scenario is rather rare, like in a case where you are down to only a few cards in deck and are running the chance of running out of cards. Like I said, my handlock is full and has no real room to replace things, but there are plenty of other decks, combo decks specifically I would run two of these. Anything that helps me draw into my ridiculous OTK is good in those decks.
Every deck? I wouldn't play it in handlock. But I suck at this game sooooo...
With only 30 cards per deck Troggzor doesn't "help" any decks current "theme" and we don't have room to sacrifice something for him. It's really pretty obvious why he doesn't. His effect doesn't require synergy but we need other cards that synergize better with whatever the deck we are playing does do.
Honestly not sure why I am explaining this, at this point if you don't get it you are either just arguing because you desperately want to be right beyond common knowledge and sense and are too stubborn to admit it or you are a troll.
Troggzor isn't crap firstly, just doesn't fit well in any current popular deck set ups. Secondly Dragon Consort was thought to be good in one untested (at the time) archtype only. This card? I have no idea how good it is going to be, but I think it's interesting so I will experiment with it. Which is honestly what everyone should do :D
I like this card a lot, lots of ways to make the mana crystal stick (although I don't know if they are worth it) Youthful Brewmaster, Recombobulator, any sort of silence etc etc. Again, I don't know if it's worth going for that unless you are making some weird silence deck...which could be fun even if it isn't "good". Honestly one of my pet peeves of this game is that is all anyone looks at. Whats good, instead of whats just interesting or fun. Over generalization perhaps, but that is all I ever read about. I personally really like what we have seen from this xpac so far. I am seeing alternate play enabling cards. They may not be super competitive, but hey very few of us are pros in the first place right? Let just play something that looks interesting and fun if not terribly effective.
With return effects (youthful brewmaster), so much ramp.