Wow! Play it at the edge of the board, and watch it roll across! Makes positioning more interesting, which thanks to my Battleground shuffling skills are much bett---oh, wait you can't move around minions on the HS board once they're played. Derp!
If this is in your opening hand, and you curve out maximum mana spent per turn, the earliest this could activate is turn 5 after spending 1 mana. But if you play so many 1 and 2 mana minions to get the mana effectively, how good is another random minion?
I could see it being absolutely killer in a Malygos deck, though.
Nice card. As always with this low statted, summon a better card, it of course will further weaken the transform effect of minions from 1 mana to 2 - but it ain't no Doomsayer!
I will gladly trade 2 fewer attack, compared to a 7/7, and get the 2 spell power in exchange.
Since each form of Galakrond requires two invokes to advance, this card seems killer. Only need two of them to get a full Galakrond.
Holy cow! The same cost as Wolves, with the overload instead on base mana cost, and 6/6 more in stats total?!
The hero power of getting a 2/1 Rush elemental each turn is so far above and beyond a totem that I'll definitely give this a try.
Yessss! I for one, will definitely be playing Pirate Rogue. RIP [Hearthstone Card (Patches) Not Found]
I can see the Pryo + Lightwarden shenanigans now!
I don't think Galakrond Priest will be good enough for this to see any use.
Welcome back, Deathrattle Priest! If only N'zoth was going to stay in Standard for you to play together with him.....
I wonder if this will also give you mana restoring/increasing effects like The Coin or others?
So much better than Competitive Spirit and I can only imagine the shenanigans in Wild with some of those summon 3 or summon 5 recruits cards.
To be true to the Claw arcade game, it ought to require you put in $20 in quarters before actually summoning the 1/1s.
Same cost as the weapon, double the stats!
What a neat concept! I'm excited to see if they'd bring this to other classes too.
The art looks like a badly inked tattoo.
By far the most powerful sidequest I've seen so far. Arcane Intellectfor those elemental decks FTW!
Wow! Play it at the edge of the board, and watch it roll across! Makes positioning more interesting, which thanks to my Battleground shuffling skills are much bett---oh, wait you can't move around minions on the HS board once they're played. Derp!
With a name like "Mana Giant" I would expect the card text to read "for each MANA spent on cards not found in your deck."
If this is in your opening hand, and you curve out maximum mana spent per turn, the earliest this could activate is turn 5 after spending 1 mana. But if you play so many 1 and 2 mana minions to get the mana effectively, how good is another random minion?
I could see it being absolutely killer in a Malygos deck, though.
Nice card. As always with this low statted, summon a better card, it of course will further weaken the transform effect of minions from 1 mana to 2 - but it ain't no Doomsayer!
This absolutely enable a treant druid, and (mostly) negates the worries about playing many lower cost cards when you have this as a draw engine.