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3.3 from 369 ratings

Celestial Alignment

  • Epic
  • Druid
  • Spell
  • Arcane
  • Wild
Mana
8
Set your Mana Crystals to 0. Set the Cost of cards in your hand and deck to (1).

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

Released
Feb 19, 2021
Revealed
Mar 22, 2021
Artist
Gustav Schmidt
Craft cost
400 dust
Disenchant
100 dust
Copies per deck
2
Collectible
Yes
Card ID
BAR_539
DBF ID
63040
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Decks using this card

Balance changes

  1. Alterac Valley Nerfs

    Cost increased to 8 (from 7).

  2. Castle Nathria Balance

    The effect no longer affects the opponent.

Formats

  • StandardNot legal

Expansion, rotated to Wild. All Forged in the Barrens cards

Comments

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Comments

  • Cool card, can't wait to try it.

  • What a weird card. Cool though.

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

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

  • 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

  • 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.

  • 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.

  • 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

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