Every time I saw this effect for fan cards, I was secretly praying it would never be real...
I'll try to stay open and have a tiny hope that this won't be as broken and cancerous as I picture it in my mind, but wow.. I can't believe they went that way when it's so well known that cheap ramp cards are by far the most dangerous and potentialy broken things to implement in a card game (along with big card draws).
ps: the fact that the 2 mana crystals will be directly available to use (otherwise it would have say "empty mana crystal") make it even more scary. Welcome back to Gadgetzan Auctioneer in the druid class, I guess...
I think this one is probably playable - but it isn't obvious. I'm not sure where the math goes.
- You accelerate your opponent 2 mana. This is terrible and might be enough to kill the card. - You ramp 2 mana. And gain 1 extra mana for the turn. This is pretty good. - On balance, I still think that you come out behind by an amount that matters.
But, It accelerates games very quickly. As long as UI and Plauge are in the game, the Druid can win that accelerated game.
How is this a good card? With the special effects when reaching 10 mana, the whole point is to get there with as wide a gap as possible before your opponent does - this card doesn't help with that. Unlike Wild Growth or Nourish, at 8+ mana it's a completely dead draw. Even Greedy Sprite is less of a dead draw in the late game.
The only value to this card is in a deck that specializes in 10-mana plays, so hopefully the help it gives you outweighs the help to your opponent. But that's speculative - this card could easily never see competitive play.
With the addition of the omega cards.. ramp druid could easily be devastating.. its hard to say right now.. the benefit of ramping is getting up to high mana before your opponent is able to develop, giving them the 2 mana might not be worth it.. an aggro deck with 2 extra mana early in the game could snowball the board before you can respond. probably going to have to have UI in hand to make it work
This card is really good in my opinion. Druid wants to hit 10 ASAP. Doesn't matter if the opponent gets ramped too. Essentially you're fast-forwarding 2 turns for both of you while still getting 1 extra mana this turn. Druid benefits more from being at 10 mana than most other classes. Since many big druid decks just stall the first few turns, it's actually not bad to jump both players forward.
1 mana pre-nerf permanent Innervate which the Druid is likely to abuse (who cares about its drawback?) on the same turn...? Yeah, it might be drawn too late but if it comes at the right time, oh boy.
How is this a good card? With the special effects when reaching 10 mana, the whole point is to get there with as wide a gap as possible before your opponent does - this card doesn't help with that. Unlike Wild Growth or Nourish, at 8+ mana it's a completely dead draw.
What are you talking about? At 10 mana it's especially good because the drawback is gone. You could combo it with Living Mana or use it as a coin, which wouldn't be too bad.
Every time I saw this effect for fan cards, I was secretly praying it would never be real...
I'll try to stay open and have a tiny hope that this won't be as broken and cancerous as I picture it in my mind, but wow.. I can't believe they went that way when it's so well known that cheap ramp cards are by far the most dangerous and potentialy broken things to implement in a card game (along with big card draws).
ps: the fact that the 2 mana crystals will be directly available to use (otherwise it would have say "empty mana crystal") make it even more scary. Welcome back to Gadgetzan Auctioneer in the druid class, I guess...
I see your point and believe me I was also very concerned, when I saw it at first. I remember how strong miracle druid was in the past (and maybe still is in wild). But I want to believe, that control decks would love to get a free Ramp in order to play their expensive stuff sooner and counter the druid's plays. Also, imagine the mirrors. Imho playing this card there would almost always be a misplay.
For now I think that this is fair in standard (we have to see the rest of the set though) and very dangerous in wild.
Interesting card. If it becomes meta, then it's a bit of a mind game for the opponent. Do they plan around a 1-3-4 (or 3-4-5) curve in anticipation? Do they keep 1-1-2, 1-2-2, and 1-2-3 but are okay emptying their hand in case this card is played?
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Super fast ramping has some interesting interactions with the new "omega" battlecries - in conjunction with Nourish - turn five could see you ramp to 10 mana and leave you with 4 full crystals, enough to play Omega Defender buffed - and getting to use your new mana crystals before your opponent is also pretty valuable, but giving your opponent mana may mean this is worse than just using Innervate for short-term ramp. It will all depend on how valuable getting to 10 crystals quickly is, so I think we'll need to see more omega cards before passing a final judgement.
So... are the timelines still in flux here from the Taverns of Time event?! I immediately thought it was just a rehash of this arena only card. Or maybe Flash Forward was the original version of this?
The more I think about it, the more I believe this card is only playable on specific turns based upon the context of your hand, and the deck it is in almost certainly includes innervate.
I would be surprised if this is the type of card that is just tossed out there on turn 1.
This card will need to be insanely good to see play with how crowded druid decks are already this early in the expansion cycle. Most of them don't even run wrath anymore and I've seen high level Maly druids with only 1 spreading plague. Looking forward to see the results
As for the whole miracle hype, I don't think we need to worry about that until UI rotates
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Every time I saw this effect for fan cards, I was secretly praying it would never be real...
I'll try to stay open and have a tiny hope that this won't be as broken and cancerous as I picture it in my mind, but wow.. I can't believe they went that way when it's so well known that cheap ramp cards are by far the most dangerous and potentialy broken things to implement in a card game (along with big card draws).
ps: the fact that the 2 mana crystals will be directly available to use (otherwise it would have say "empty mana crystal") make it even more scary. Welcome back to Gadgetzan Auctioneer in the druid class, I guess...
i like the art and want a golden. will leave it at that :P
Seems amazing in Big Ramp Druid
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
I think this one is probably playable - but it isn't obvious. I'm not sure where the math goes.
- You accelerate your opponent 2 mana. This is terrible and might be enough to kill the card.
- You ramp 2 mana. And gain 1 extra mana for the turn. This is pretty good.
- On balance, I still think that you come out behind by an amount that matters.
But, It accelerates games very quickly. As long as UI and Plauge are in the game, the Druid can win that accelerated game.
How is this a good card? With the special effects when reaching 10 mana, the whole point is to get there with as wide a gap as possible before your opponent does - this card doesn't help with that. Unlike Wild Growth or Nourish, at 8+ mana it's a completely dead draw. Even Greedy Sprite is less of a dead draw in the late game.
The only value to this card is in a deck that specializes in 10-mana plays, so hopefully the help it gives you outweighs the help to your opponent. But that's speculative - this card could easily never see competitive play.
With the addition of the omega cards.. ramp druid could easily be devastating.. its hard to say right now.. the benefit of ramping is getting up to high mana before your opponent is able to develop, giving them the 2 mana might not be worth it.. an aggro deck with 2 extra mana early in the game could snowball the board before you can respond. probably going to have to have UI in hand to make it work
Seems ok.
This card is really good in my opinion. Druid wants to hit 10 ASAP. Doesn't matter if the opponent gets ramped too. Essentially you're fast-forwarding 2 turns for both of you while still getting 1 extra mana this turn. Druid benefits more from being at 10 mana than most other classes. Since many big druid decks just stall the first few turns, it's actually not bad to jump both players forward.
1 mana pre-nerf permanent Innervate which the Druid is likely to abuse (who cares about its drawback?) on the same turn...? Yeah, it might be drawn too late but if it comes at the right time, oh boy.
Miracle druid is back lol...
What are you talking about? At 10 mana it's especially good because the drawback is gone. You could combo it with Living Mana or use it as a coin, which wouldn't be too bad.
I see your point and believe me I was also very concerned, when I saw it at first. I remember how strong miracle druid was in the past (and maybe still is in wild). But I want to believe, that control decks would love to get a free Ramp in order to play their expensive stuff sooner and counter the druid's plays. Also, imagine the mirrors. Imho playing this card there would almost always be a misplay.
For now I think that this is fair in standard (we have to see the rest of the set though) and very dangerous in wild.
Interesting card. If it becomes meta, then it's a bit of a mind game for the opponent. Do they plan around a 1-3-4 (or 3-4-5) curve in anticipation? Do they keep 1-1-2, 1-2-2, and 1-2-3 but are okay emptying their hand in case this card is played?
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Super fast ramping has some interesting interactions with the new "omega" battlecries - in conjunction with Nourish - turn five could see you ramp to 10 mana and leave you with 4 full crystals, enough to play Omega Defender buffed - and getting to use your new mana crystals before your opponent is also pretty valuable, but giving your opponent mana may mean this is worse than just using Innervate for short-term ramp. It will all depend on how valuable getting to 10 crystals quickly is, so I think we'll need to see more omega cards before passing a final judgement.
so biology project into wild growth into nourish on turn 2? seems silly
So... are the timelines still in flux here from the Taverns of Time event?! I immediately thought it was just a rehash of this arena only card. Or maybe Flash Forward was the original version of this?
The more I think about it, the more I believe this card is only playable on specific turns based upon the context of your hand, and the deck it is in almost certainly includes innervate.
I would be surprised if this is the type of card that is just tossed out there on turn 1.
This card is a meta call.
If the meta is full of aggro/tempo..ESPECIALLY tempo, then this is a powerful card. If against control it's risky..but still worthwhile.
What's insane is that you can still use it after turn 10 as an innervate.
So yes, it's going to be autoinclude into druid decks.. at least they'll try.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Getting to your Master Oakheart that much faster I guess.. looks like Druid will be t1 for the 4th expansion in a row.
Unpopular opinion: Rogue is OP
This card will need to be insanely good to see play with how crowded druid decks are already this early in the expansion cycle. Most of them don't even run wrath anymore and I've seen high level Maly druids with only 1 spreading plague. Looking forward to see the results
As for the whole miracle hype, I don't think we need to worry about that until UI rotates
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest