Honestly, this card is bonkers! You can use it in ramp control pally with no issues and you can pretty much beat aggro if you have this in your opening hand and some removal. Hopefully it sees as much play as i think it will!
I won't talk about Standard because I don't play that mode, but in Wild it's a fine tool for Heal Paladin. The problem with Heal Paladin was too much high cost cards so even tho you had early heal you still lost to aggro. This may shake up the deck a little, but I don't see it anywhere else. It's just too risky to give control decks 10 Mana early.
They've confirmed that it sets the mana crystals to 10 but doesnt give you mana that turn.
So on turn 4 you get to tempo an 8-8, then the opponent gets 10 mana to play with.
it's like skipping to late game and having a giant - almost like a better version of the trash aviana card as you at least get tempo and isnt removable. The opponent gets to use 10 mana first, so it sounds like a card for Duel paly deck.
Will this fill your mana crystals? I suppose it doesn't specify that they're empty, so this becomes a free 8/8 that also allows you to lay a 10 drop. Jesus Christ this is broken beyond belief.
No it gives you empty crystals I think... so you actually give 10 mana turn to your opponent first... Though if you play it on 10 mana they it is just a 4 mana 8/8 do nothing... still a 4 mana 8/8
The wording is unclear. Set to 10 usually means they're full, which would actuaally make this Astral Communion on a stick without the discard and you keep the initiative.
If they are empty you still played an 8/8 on turn 4 and will continue to shit out big beaters while your opponent has to wonder what to do with all that mana.
I guess this solves the Shaman Fleshshaper + Mutate combo....just release something even more broken.
SO it's a turn 4 (turn 3 with Coin) 8/8 that leaves you with 10 more mana to use??? WTF?!?! Big Dragon Pally decks incoming!!! Call to Adventure with this and nothing but 5+ mana minions and spells. If not in Standard, Wild might be able to make this work with various 1/1 generating spells to help with early game tempo.
The one big downside is while you get a crazy early turn, you also set your opponent to 10 mana. So if they are something like Big Priest in Wild, they can start playing big minions sooner. Or if they are aggro, they can flood the board quicker with more minions and you'll just need some board clears. So it's going to depend on how well Paladin can control the early game, how reliably they can get Good Nozdormu early, and how they can deal with situations like board flood, playing against other big stuff decks, and managing games where they don't draw Noz early.
But this is honestly even good as a late game card if you think about it. If you're both already at 10 mana, you can play 6 mana worth of stuff before Noz and you have a 20 mana turn with no downside.
EDIT: In fact you could play 10 mana, ending with Noz, play another 4 mana card, then drop Mojomaster Zihi just to frustrate your opponent in the late game... You just played 20 mana, now they only have 6 on their turn! :D
I'm not sure why everyone suppose that he refreshes your mana crystals - as far as I understand it, he sets you to 10 mana crystals, but those 4 which you used to play him, will still remain used - so you will have 6 more crystals to use this turn and then your opponent will have 10 on his turn - still quite strong in my opinion
This is I think similar to Mojomaster Zihi which was just mentioned - he also sets you to some number of mana crystals, but he doesn't refresh them - that would be really OP
Comments
Honestly, this card is bonkers! You can use it in ramp control pally with no issues and you can pretty much beat aggro if you have this in your opening hand and some removal. Hopefully it sees as much play as i think it will!
I think it could see some play i'm a big paladin type, but i don't know if it gona be a tier 1 deck
big paladin sound like a fun deck
I won't talk about Standard because I don't play that mode, but in Wild it's a fine tool for Heal Paladin. The problem with Heal Paladin was too much high cost cards so even tho you had early heal you still lost to aggro. This may shake up the deck a little, but I don't see it anywhere else. It's just too risky to give control decks 10 Mana early.
They've confirmed that it sets the mana crystals to 10 but doesnt give you mana that turn.
So on turn 4 you get to tempo an 8-8, then the opponent gets 10 mana to play with.
it's like skipping to late game and having a giant - almost like a better version of the trash aviana card as you at least get tempo and isnt removable. The opponent gets to use 10 mana first, so it sounds like a card for Duel paly deck.
Perfect for my Even Legendary Wild Paladin
Will this fill your mana crystals? I suppose it doesn't specify that they're empty, so this becomes a free 8/8 that also allows you to lay a 10 drop. Jesus Christ this is broken beyond belief.
No it gives you empty crystals I think... so you actually give 10 mana turn to your opponent first... Though if you play it on 10 mana they it is just a 4 mana 8/8 do nothing... still a 4 mana 8/8
The wording is unclear. Set to 10 usually means they're full, which would actuaally make this Astral Communion on a stick without the discard and you keep the initiative.
If they are empty you still played an 8/8 on turn 4 and will continue to shit out big beaters while your opponent has to wonder what to do with all that mana.
I guess this solves the Shaman Fleshshaper + Mutate combo....just release something even more broken.
Imagine people playing a 4 Mana 7/7.
Desert Hare into Evolve has a chance to be more disgusting now thanks to this.
will be gone by the time this is out.
Wild is still a thing though
yeah, but the occasional turn 4 8/8 isn't really that impressive in Wild
Fair point
I believe in standard at least evolve is gone as of this expansion releasing.
SO it's a turn 4 (turn 3 with Coin) 8/8 that leaves you with 10 more mana to use??? WTF?!?! Big Dragon Pally decks incoming!!! Call to Adventure with this and nothing but 5+ mana minions and spells. If not in Standard, Wild might be able to make this work with various 1/1 generating spells to help with early game tempo.
and we thought Murloc Pally was bad....Jesus...
The one big downside is while you get a crazy early turn, you also set your opponent to 10 mana. So if they are something like Big Priest in Wild, they can start playing big minions sooner. Or if they are aggro, they can flood the board quicker with more minions and you'll just need some board clears. So it's going to depend on how well Paladin can control the early game, how reliably they can get Good Nozdormu early, and how they can deal with situations like board flood, playing against other big stuff decks, and managing games where they don't draw Noz early.
But this is honestly even good as a late game card if you think about it. If you're both already at 10 mana, you can play 6 mana worth of stuff before Noz and you have a 20 mana turn with no downside.
EDIT: In fact you could play 10 mana, ending with Noz, play another 4 mana card, then drop Mojomaster Zihi just to frustrate your opponent in the late game... You just played 20 mana, now they only have 6 on their turn! :D
I'm not sure why everyone suppose that he refreshes your mana crystals - as far as I understand it, he sets you to 10 mana crystals, but those 4 which you used to play him, will still remain used - so you will have 6 more crystals to use this turn and then your opponent will have 10 on his turn - still quite strong in my opinion
This is I think similar to Mojomaster Zihi which was just mentioned - he also sets you to some number of mana crystals, but he doesn't refresh them - that would be really OP