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Great card to start your turn off. Be sure to throw down a card or two with Taunt as well with it so that you can keep this card in play for as long as possible.
Infinite damage combo on turn 7:
Mana Spring Totem, Mana Spring Totem,
Credit goes to Sisk from the official Hearthstone forums:
This minion has been removed from the alpha client. It will most likely be reworked and reintroduced in the future with a different effect.
This card is a filler card that gives you tempo advantage. Its probably not useful in random decks such as arena decks but in custom decks, this card will help you so much.
And also allows you to play turn 5 Ragnaros.
Good card to include in Overload heavy decks since it will allow you to play expensive cards you otherwise might not be able to due to limited mana.
If you're feeling that RNG is on your side, use this card liberally. Extremely fun card to play if you're in casual play mode rather than arena or ranked.
Give it a shot!
This is not a good card, because to have a good deck you need 3, 2, and 1 mana cards, and if this is used with those then you lost mana.
Am I missing something? You pay 3 mana and waste a card to get another card. The new card is cheaper by 3 mana. So it's like... you already paid some of it's price, but you don't haven't used the card yet and it sits in your hand. More importantly the Far Sight card sits IN YOUR DECK. You're willingly playing two cards to get one?
Possible scenarios include
playing this on turn 3, hoping you draw something big that you can cast on turn 4 (
7 mana minion on turn 4? that is awesome! unless – of course – the oponent has ANY kind of a single minion removal, then you just handed him card advantage
playing this on turn 3 and drawing a
playing this on later turns and getting a card which you would get anyway if you played a... I dunno... an
, without having the benefit of adding a minion (
and/or other buffs
) to the board.
Please explain to me how is this not a pointless, terrible card?
To be honest I don't see the reason why this card costs mana at all.I mean you sacrifice 3 mana to play it,only to play a 3 mana cheaper card afterwards.In my opinion it just cancels itself out.And this card is just a card draw.
Best case scenario is synergy with spell decks, Mana Addict, Pyromancer, Gadgetzan Auctioneer would all proc off of this. Maybe useful as a secret revealer too if your worried about a hex or other spell being thwarted by a Counterspell.
If you are trying to finesse a opponent to use a spell on a card on play, you can use this to essentially bank mana for a massive throw down after they trade/cancel whatever you have in play.
In most cases I wouldn't want to see this unless I had plenty of cards and didn't know what to do with 3 mana at the end of my turn. When does that ever happen?
I've used this card a few times in play modes, mostly because I just got it and wanted to play with it. I've not yet (maybe 5 uses, so a very small sample) pulled anything with less than 3 mana. Came to the site to see if those are pullable or if it 'rigs' the next card in the deck to be high, which would keep it from being totally pointless. I know I've pulled at least one 3 pointer-now-free.
So I guess I'm asking if anyone has ever pulled a sub-3 card?
Basically the only use of this card is to make a "mana deposit" of faith. While is similar to borrowing a credit, this card does the opposite: it deposits mana for future use. This is what makes it not a pure waste of a card slot, but something which is very close to (due to its complete randomness). I believe it was made epic because it can bring crazy game deciding effects, like turn 4
Ragnaros the Firelord
If you can manage to draw a highcost-minion or a buff spell lategame with this card, it could be used for some serious combo-ing the next round.
Al'Akir the Windlord
, which on the next turn would cost 5 mana. You'd be able to buff him with a double
, or being able to use
if you've got additional minions on the field, or maybe just having enough mana to use a removal card to get through an enemy taunt. Just having that large cards' cost reduced could create a powerful surprise burst.
Also; who would say no to a
that costs 2 mana?
it sounds really bad on "paper", but it's perhaps one of the best card draws in the game.
it literally is "far sight", you are planning a big turn in the future.
it allows you to play 2 higher cost cards on the same turn or one really big guy early
a 2 cost blood lust, 1 cost leeroy, 5 cost rag etc
i'll take it over a crappy little engineer anyday, which costs 2 mana!
I know when most of us first see this, we think "Wait, this is epic? It looks pretty useless". This is the most underrated card in Hearthstone without a doubt.
I learned in Magic: The Gathering the value of cards like this.
TL;DR--Including this in your deck gives nearly guaranteed board control advantage over not including it, at the possible expense of tempo. preferred for Shaman Control decks, not Aggro decks.
- Consider the fact that any card draw is good, because it thins your deck. If you
legally play Hearthstone with only 20 cards in your deck, you
, and you would dominate because of it. This is exactly why in games such as MTG there is a minimum deck size, but no maximum. This card is effectively shaving your deck to 29 cards. This is good. If you run 2 of them, you have only 28 cards. Great for long term control, and you can more easily predict the next draw because your deck has less potential cards to be drawn.
- Imagine a scenario in which you are deciding between the final card in your deck being
. You have 3 mana left on any given turn and your choice of these 2 cards in your hand. If you play the
, you end your turn with a pretty good value for that 3 mana and the game proceeds as normal. If you play
, you immediately draw one card (keep in mind this card you just drew is in place of what would otherwise have been a Harvest Golem). If that card can be played this turn because it's 3 mana cheaper than normal or perhaps you have 1 mana leftover,
you still get to play a minion this turn, just like the
, except your deck is thinned, which I already stated was a good thing. If you can't play the drawn card yet, next turn it will be 3 mana cheaper, and you will still draw another card at beginning of turn, except instead of dragging your deck down with a
, you instead get to play your bigger, badder cards for cheaper = greater board control and greater potential for lethal combinations.
- I honestly believe that you don't realize how good it is until you play it--better for the slower, control focused Shaman decks though.
Can anybody tell me what you see on far sights artwork? A spectral elephant? xD
Has nobody ever wondered about this fact?
Appears to picture an orc shaman in Sholazar Basin seeing the Icecrown Citadel from the front.
- You can draw a card with cost less than 3 Mana effectively costing you the mana diff.
- If you're deck is almost empty you will effectively mill yourself with this deck.
- If you split your Mana this turn to prepare a strong move next turn you lose tempo. (Opposite of Overload)
- You thin out your deck improving the chance to draw the cards you really need. (You can do that with Inventor, but you'd waste 4 Mana on a weak minion, this card draws for free.)
- You can play big cards or combos sooner. (i.e. turn 4 Ragnaros with Coin or a charge Minion+Bloodlust)
- In lategame when topdecking you can often prepare a combo which would usually cost more than 10 Mana. Especially nice if you draw a high-cost card that you can't play on the turn you drew it. (If you had drawn it regularly w/o far sight you'd be wasting the whole turn; this way at least you store 3 Mana.)
I have a slender hope that Blizzard would make it
for spells someday. Since there is even
for weapons, place of a random spell generator looks oddly vacant.
Draw a card. That card costs (3) less.
Drek'thar can't see, but he can
. You know what I mean? It's ok if you don't.
This card is used in
5.5% of all Shaman decks
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