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Gain an empty Mana Crystal.
Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
This card is used in
40.58% of all Druid decks
If you cast Wild Growth at 10 Mana, you will gain
which will allow you to draw a card.
I consider using this in conjunction with The Coin on turn 1 a waste, since it essentially turns you into (an inferior and wannabe version of) player 1. Think about it: you trade the coin + 1 card to have a +1-mana-drop edge - ie, you sacrifice your two perks of being player2 to be player1. It can be argued that it's slightly different from being player 1 (you got to replace 1 extra card (4 instead of 3) at the expense of being down 1 turn to make this happen). It's roughly equal, but given the synergistic effects of The Coin, particularly in Druid decks, I wouldn't bother.
Best used around the early mid-game if you've got a legendary you're eager to play, or possibly in conjunction with Innervates in the early game if you've got a midgame-focused deck.
EDIT: In response to Xinhuan down there I should clarify more.
It does not turn you into a TRUE Player 1. In particular, doing this gives Player 1 the first MANA drop for turn 1 and the first CARD drop for all turns.
Turn 1: Player 1 1-drops first, player 2 wild growths.
Turn 2: Player 1 2-drops, player 2 3-drops.
Turn 3: Player 1 3-drops second, but it is his THIRD turn overall while Player 2 has only gone twice.
Assuming player 1's turn 1 was passed, turn 2 probably netted them a 2/3 or a 3/2. Your 3-drop needs a likely 4 health to survive (more if they're a mage, rogue, or druid).
You said how the "attacker picks the trades" -- player 1 is still the attacker. They played the first minion. The only difference is that you have more mana to respond to their attacks with.
This discrepancy is even more severe if their turn 1 netted them a minion such as the Worgen Infiltrator, which can compound the issue of them trading as they want. They would have a 3/2 and 2/1 on-field. Your 3/3 would likely die to the 2/1 and a ping. Your best recovery would be a 4-drop Yeti on turn 3, which would have been better had you just maintained board control normally and coined the 4-drop Yeti on turn 3 without ever wasting your time/slot/mana on the WG in the first place.
I should also add that everything I said was from the mentality of an Arena player. However, if you are talking about constructed play, then right now super big rush/aggro decks are fotm. If you spend turn 2 popping coin/WG, you're going to fall behind permanently.
Golden version unlocked at Druid level 23 and 26
Play as early as possible. Its use dimnishes quickly dont play after turn 5 or 6 unless you see a definitiv advantage.
Never play on turn 9. Since on turn 10 and later on u can trade it for a card (Note the synergy with
for two extra cards. (See
As first player: if played on turn 2 u basically trade one card + two-drop for having "the
" in each of the next seven rounds. Maybe you wont be able to use it every round, but being able to play bigger minions faster pays off often enough.
As second player: if played in turn 1 with
you trade one card + coin + one-drop for having "a
" in each of the next eight rounds.
This card enables you to play stronger cards one turn earlier and more to it, it implies you can attack first, do favorable trades first and play answers to his cards earlier. As mentioned by
Wild growth has a secondary function when a player reaches their mana crystal maximum. If cast when the player has 10 mana crystals, it will place the Excess Mana card in their hand. They can use this to draw a card for free. This is designed to ensure that Wild Growth remains useful even later in the game, when you already have maximum mana.
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