Celestial Alignment

Celestial Alignment Card Image

Card Stats


Card Text

Set your Mana Crystals to 0. Set the Cost of cards in your hand and deck to (1).


Flavor Text

"Is my deck any good?" "I mean, if the stars align."


Card Balance and Changes

Patch Change
Alterac Valley Nerfs

Cost increased to 8 (from 7).

Castle Nathria Balance

The effect no longer affects the opponent.

Comments

  • linkinboy0's Avatar
    Headmaster 1235 503 Posts Joined 07/07/2019
    Posted 3 years ago

    Cool card, can't wait to try it.

    0
  • omelethead's Avatar
    70 5 Posts Joined 03/11/2021
    Posted 3 years ago

    What a weird card. Cool though.

    0
  • SilverWolf's Avatar
    Tauren Chieftain Addict 990 1085 Posts Joined 04/01/2019
    Posted 3 years ago

    Can be used for a combo with Star Aligner, well if stars.... align (wild)

    0
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 3 years ago

    If you play Razormane Battleguard with 2 Strongman in hand, and then Celestial Alignment would it corrupt the Strongman

    0
  • YourWaifu's Avatar
    Divine Rager 305 275 Posts Joined 07/26/2019
    Posted 3 years ago

    Interesting and weird card

    Cant wait to get this pulled off of random effects and screw me over.

    Meme deck material? Perhaps a combo is possible?

    Still not sure, but I dont expect it to be a tier 1 deck component, let alone tier 2

    Will be pleasantly surprised if I turn out to be wrong

    0
  • lMarcusl's Avatar
    390 387 Posts Joined 06/03/2019
    Posted 3 years ago

    Da shit? This is godawful. It eats 7 mana out of your turn (if you were ramped to get this out quick) so you don't get to do much before you play this, and after you play it, you have no crystals and even your Innervates and Lightning Blooms cost 1 so you can't ramp anything out after. Essentially, you skip your turn and your opponent gets to make their 1 mana play first. You're always on the catch-up, and using Lightning Bloom to power ahead two minions instead of one on your 1 mana turn leaves you locked out of two powerful plays the turn after. Astral Communion was on the weak side of memery and it was better than this.

    0
  • FatalKoala's Avatar
    105 15 Posts Joined 10/28/2019
    Posted 3 years ago

    This is interesting. Could be good if you're going for a 'Big' Deck, get off some cheap large minions. Sadly at 7 mana that is far too late in the game, and resetting your mana back to 0 is rough.

    This could backfire badly. Think of Mage and their big spells. Warrior and Priest are also going to be problematic. The only class where I could see this being of benefit is if you're fighting Hunter or Demon hunter which tend to favour cheaper early game cards, but at that point you're waiting until Turn 7 and they likely have a sizeable advantage.

    0
  • Hydrafrog's Avatar
    Gul'dan 1840 3268 Posts Joined 05/28/2019
    Posted 3 years ago

    I don't know how or why... but I feel that this is just a bad idea.  Gladly, Druid doesn't have any mass clears or this would be extremely scary

    1

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