Overload mana that you don't have - why?!?

I think Lightning Bloom is the best card of the last expansion.
The amount of tempo that LB provides to swing the board is too insane.

Specifically I don’t think the overload 2 is a problematic card.
I just think it shouldn’t allow you to play a card when you don’t have the mana crystals to burn with overload.
That way Druids and Shamans cannot play 5 mana or more cards by turn 1-2.

What do you think?

2 Likes

It does seem a bit weird that you could potentially double-Bloom on T1 and only pay 2 mana worth of Overload, making the second Bloom and any other cards essentially Overload-free. I don’t know that limiting Overload the way you mention would necessarily be a solution though, but I also can’t think of a better alternative. Making the player pay for the overload cost over multiple turns seems excessive.

2 Likes

Makes sense… you overload 4 for turn 2… you essentially got 2 free mana.

Solution should be if the overload is greater than your mana pool then it overflows into the turn after minus 1.
Example:
Turn 2 Overload 4 gives you 0/2 mana.
Turn 3 you only have 2/3 due to the excess overload generated.

It would be better just create a queue for overloaded crystals.

Overloading 2 on turn 2 and more 2 on turn 3 if i would really “fix” it.

But i really not see it helping the game at all. It’s like say that warlocks would not be able to play discard cards if they have no card to discard.
It would make the game too convoluted.

2 Likes

The problem is the druid isn’t suppose to have the overload mechanic.
Shaman has overload because it has/had cards to synergize with it or lava burst to unlock and the first “ramp” shaman has ever gotten.
Warlock’s synergy is discard, it has cards that have benefits from being discarded.
Druid is ramp… and Blizzard just gave them 4mana ramp for free at a 2mana cost next turn but that doesn’t matter when you ramp 10mana on the board with guardian…

2 Likes

And where you think that anyone even care about overloading when they use lightning bloom?

Even if it locked every mana crystal you have undependant of the turn it would be a powerfull card. Know why?

When you ramp so agresssively you’re paying card advantage for mana. In other words next turn you’re likely to have less to no options of cards to play anyway.

People nowadays get tilted with so little that they not even think in what they are talking about before post texts like yours.
The deck can get toned down with far less changes than a entire mechanic rework.

And you didn’t read.
I was stating that it’s an overlord card… it’s not druids mechanic. Lightning Bloom should of just been a shaman card not dual class.
Giving druid faster ramp for free to drop essentially 10mana worth of minion with the right cards in hand.

Except that druids were able to do those explosive plays in the past and it is indeed fun.

Want 2 real points to be made about it?

  1. Kael’thas would just not be put in the game the way it was. In standard it already goes crazy in druid decks and in wild it can even enable turn 1 OTK.

2.Resource administration and initiative are important against ramp decks. When guardian animals gives minions rush and exists with twilight runner the cards basically cover lightning bloom while gaining board.

Making you have to resort to battle against those big minions with spells and that is a little to much to expect from most classes.

In other words:
1.Kael’thas effect would only start to count after he is summoned. They could even make his effect not limited to “this turn only” but count before is gets summoned is a no no.

2.The rush effect broke guardian animals. They knew they were introducing it to a ramp specialized class before print.
So rush on this card just cover the original ramp weaknesses a little to much.

Your goal with such a change is to nerf one card inthe druid arsenal, but you’re missing the fact that it would be a nerf to shaman that would last forever

I am not talking about the problem of Ramp in Druid in General. you can counter Druid with Aggro and Mindrender Ilucia.
I am only talking about ways to negate the 7 mana spell on turn 1-2, which is ridiculously overtuned.

That’s why it should either be left alone and made Shaman only or nerf the card(or find a way to compound overload) and make it druid only so shaman isn’t punished.
Doing Bloom Bloom innervate coin guardian(god draw, even if it’s extremely rare) to have two 5 mana cards until turn 3 that essentially your just punching face nothing else.
Druid has enough ramp already with dragon breath wild growth overgrowth innervate. Give 4mana for free is dumb, that’s why innervate was nerfed to 1. They don’t care about overload because the reward outweighs the risk 100% of the time. With shaman its never 100%. You pay a price for clearing a board, dropping a huge 7/7 or 3 5/6’s because 9 out of 10 times its a control tactic.

You overloading extra crystals you don’t have isn’t a requirement for the spell to cast, but a consequence. Even if the idea of leeching into your next reserve of mana makes more sense for Overload, it’s still not required.

Question the logic of the spell isn’t really the best way to analyze the balance of it. It’s a strong card, but the overload mechanic has always been this way. We’ve had cheap but heavy overload cards before.

I get what you say but what combo of shaman cards could be done before lightning bloom was created to create overload beyond the mana you have.
This is the first instance to my knowledge that you can overload for free mana.
The second lightning bloom is essentially a prenerf innervate on turn1 because your overload is 2 the next turn and nothing else. There is no backlash to playing the second bloom

This is at least the third 0-mana overload card.
Also making this card only available for one-class wouldn’t work simply because overload isn’t a druid mecanic, and getting extra mana isn’t a shaman mecanic.

Shamans have a spell in Wild that cost 3 and overloads for 5. Overloading for more mana than the player has available has been a thing for years. It doesn’t happen often, but it does happen. Changing overload just because Druids can abuse this will only make things worse for Shamans.

@Omnisweep
Do you understand the concept of Dual-Class cards? They take a theme that each class is able to do and merge them into one. Druid ramps. Shaman overloads. Lightning Bloom ramps you by 2 but overloads you by 2. This effect can not exist in 1 class alone.

As for a 7 drop on turn 1/2, either accept that they got the god draw, or start building your deck to handle it. Yes, there are ways to handle it. Doomsayer forces them to attack it and not your face. Freezing the minion with a battlecry buys you time. Random targeting effects like Kill Command, Devolving Missles, and Warlock’s plague can be quite effective. Paladin has a minion or two that can reduce the 7 drops power down to 1. Rogue can play a secret, then bounce it back to the hand with Stunner. I can’t guarantee that every class has an answer, but most do. Either use those answers or move on to the next fight.

Agreed, so many problems are created by giving Druid access to this card. I think the Meta instantly gets way healthier if you just make this a Shaman card.