Let's Compare Two Cards

Priest: Shadow Visions.

Discover a copy of a spell in your deck.

In Standard this card was a stable x2 in all priest decks except for highlander, no one will say it is a bad card, everyone agree is an extremely good and versatile tool.

Now compare this extremely good and versatile card all priests use with one druid card:

Moonlit Guidance:

Discover a copy of a card in your deck (not only spells but minions, heroes…), if you play this turn draw the original.

It is like the priest spell on steroids with many advantages for THE EXACTLY SAME MANA COST!!!

Someone tell me why this card with so massive effect is so cheap? Why not cost 3 at bare minimum?

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It doesn’t only discover spells, which means it is less likely to get exactly what you want. Therefore, it has a different upside.

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Well, these are wildly different cards, my dude.

Shadow Visions discovers a spell and so it’s useful for finding that hysteria when you need it and not have the pool of discovers bogged down by all those pesky minions.

MG is a powerful card but played on turn two won’t grant you it’s effect. So, as a late game effect, it’s bonkers but it shares the same mana cost because it doesn’t retain the same pool.

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You two make the strange assumption the card is weaker because don’t is restricted by spells? Really?

Turn 2, nice, get my ramp spell for turn 4.

Turn 5, nice, get my x2 4/4 rush for 0 or 4/5 taunt for 0.

Powerful plays the priest card never had a chance to do and you guys are trying to convince me is a trade off instead a massive and free buff?

I never said it was weaker. But discovering from a larger pool means it is less consistent, which is why it gets the powerful bonus.

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Hilander:
Understands power creep is there to sell new cards
Understands one card is spells only
Priest main, always wants the most greedy and value for priest only. No other classes are allowed to challenge the late game value

Realistically, it’s most likely also weighted against other draw cards. For 3 mana, a mage can draw two cards. The druid has to be able to play the card they’ve discovered to get a copy of it that turn. All in all, likely played early between 2-4 will mean it’s just a two cost discover a copy. Which is powerful but not problematic.

Ok, I understand powercreep and the card is sure a case of this, I can’t agree is a trade off, the druid card is extremely more powerful than the priest one.

With risk being discovering a certain card you’d like to gain from using either card:

Shadow Visions = lower risk, lower reward as it only pulls from spells
Moonlit Guidance = higher risk, higher reward as it pulls from all types

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They’re just different cards with different needs in relation to the deck, my dude.

A better comparison is Tracking. You pay twice as much mana, to get the potential bonus.

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Yes, DRAW not discover what is waaaaaaaaaaay better than draw, discover a 0 cost 4/4 rush, get another copy of a 0 cost 4/4 rush for one mana less than the mage spell is too much powerful, the cost 3 (at bare minimum) is more than justified.

I think you’ve misunderstood my point. It’s weighted against the mana cost - which is one of your complaints - in that you’ll potentially have two cards for no less than three mana.

I edited my post to say “most likely.” But generally, any card that has a draw feature, very rarely gets costed below two-three mana because that’s the baseline.

So, you get a copy and will also draw that copy but you have to expend the mana first. All it is, is a decent discover with a great midgame potential. It’s mana cost is weighted fine and that you’ll rarely ever get two cards for three mana despite the discover keyword.

Interesting, I don’t see on the card where it guarantees Owl will be one of the three options, but you do you. If that’s problematic…isn’t Owl the issue?

The all druid cards in Standard is issue now, this 2 manas cost card just make everything already broken and undercosted even worse because consistency and even if Owl don’t are discovered the druid have enough redundancy (the x2 0 manas 4/5 taunt) for compensate that.

So your argument isn’t that Moonlit Guidance is too good, it’s that things that can cost zero are too good. (Also, the fact that Oracle looks at the cost you paid, not the original cost of the card)

I’ve always been a proponent of ‘not less than one’, and it seems like this is another instance of where that would be a good change (Owl and Matriarch).

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Yes, the 2 manas spell doubling the effect (for no extra mana) just make the issue even worse.

I feel like… maybe… you should have stopped and hashed out a more cohesive concept before bringing this here. Seems like you’re a little erratic with your argument.

I agree with zero cost cards being problematic. There should always be a cost.

I see many druids playing it on turn 2 and always think using it before turn 3 at the earliest is a misplay. At least on turn 3 you have a fair probability of being able to play the copy and to draw the original.

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Moonlit Guidance reminds me a lot to another priest spell in Call of the Grave. You would prefer not to play it early for a much better effect later in the game. Unlike the other priest spell you are using as an example, which can be played on turn 2 for its full effect. So if you are comparing cards, I think call of the grave would be a much better comparison.

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