Mojomaster Zihi
Mojomaster Zihi is a 6 Mana Cost Legendary Neutral Minion card from the Rastakhan's Rumble set!
Card Text
Battlecry: Set each player to 5 Mana Crystals.
Flavor Text
Sadly, she was still two credits short of her Witch Doctorate.- Mana Cost: 6
- Attack: 5
- Health: 5
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Neutral
- Card Type: Minion
- Set: Rastakhan's Rumble
- Mechanics: Battlecry, Mana Crystal
Mojomaster Zihi Card Review
That is some cool card. It’s the first time we’ve got an anti-ramp card. Before you could only get rid of your own mana crystals, but never the ones of your opponent. This opens some interesting opportunities.
Let’s be clear here – this is not going to be a meta card. While yes, you COULD theoretically run it in Aggro as a regular card, to drop it in the late game and delay some AoE removals (Twisting Nether) or big minions (The Lich King), I don’t really think that Aggro wants to run a 6 mana 5/5 minion that is absolutely useless in faster matchups, and even not always useful vs Control.
But this is a tech card versus some decks. One of the decks it absolutely counters is any Mecha'thun build. You see, in order to make Mecha’thun active, you need to have no cards left in your deck and only the Mecha’thun combo in your hand. However, since those combos cost 10 mana (Priest’s, Warlock’s and Druid’s alike), playing this right before they drop it means that… yeah, they can’t play it. Now they have to wait until they get back to 10 mana, so you have enough time to just develop the board and kill them while they’re in fatigue and don’t draw any more removals etc. Yes, we have some other Mecha’thun counters, but I feel like this might be the best one.
But it’s not only Mecha’thun decks – it counters any combo deck that needs to be at 9-10 mana to perform the combo. Let’s say that you face Shudderwock Shaman that has set up the entire combo and you’re just waiting for him to drop the final piece – Shudderwock himself. Well, by playing this you can deny it for 3 extra turns, possibly giving you enough time to finish the game.
And obviously, it counters Druids too. They had Wild Growth and Nourish, putting them 3 mana crystals ahead? Well, just before their Turn 10, when they wanted to refill with Ultimate Infestation, you drop this card. Now they’re back to 5 mana, with a dead 10 mana card in their hand. That’s one way to win against Druids. Against mill variant with King Togwaggle and Azalina Soulthief, you can also drop it when they cycle through their entire deck and are ready to drop the combo on you. Well, bad luck, now they have to wait a few more turns to do it, giving you enough time to develop a bigger board when they can’t really do much.
As you can see, this is an interesting card with many applications, but I believe that it will mostly be a tech card, played when the need arises. If those kinds of decks will make a significant part of the meta, this card might be used to counter them. The effect is really powerful, but also very situational, which might mean that it might not see the play at all in the end. If the strategies it counters will be a small part of the meta, or won’t be present at all, there will be no reason to run it.
Card rating: 8/10, but very, VERY situational / meta-dependant
OP in wild even shaman
Is it just me, or does it refund 5 mana after you play it on turn 6? 1 mana 5/5? Even if you play it on turn 10, you still get 1 mana back.
Or did I misread the text?
I’m not sure, but it regains the 5 mana, I suppose. The text says “to 5 mana crystals”, and not 5 empty mana crystals.
Then shouldn’t it be a big tempo play on turn 6? 6 mana 5/5 + 5-drop?
And even in the late game it’s good against combo/control.
Wait that would be way too op so i guess its just empty mana crystals.
I don’t know for sure, but the most likely scenario is that you play this on turn 6 with 6/6 mana crystals and are left with 0/5 mana crystals…
Its a great tech card, i’ll say its on the power lvl of Skulking Geist, maybe even better. 5/5
This is honestly an amazing card. This sets the win conditions for decks like Healadin and other control decks, because they cannot do anything really in the late game, this card re-sets the mana count, which allows control and tempo decks to gain value without huge amounts of mana in the late game
This is amazing in quest rogue.
With all the return to hand, add a copy and shuffle a copy cards, you can keep playing this and it will hurt your opponent a lot more than you, especially once you’ve completed the quest.
Great for quests until they get cycled out next year because they’re all part of Un’goro
This is not a good, but it makes me very, very happy.
Not good? Really? If you play this on turn 7 or 8 within a low-cost agro deck, this might just buy you the one or two turn you need to bag the win, and it will sabotage a lot of different control decks that needs 8+ mana to pull of various win combos. Play this before your opponent’s turn 10 to reset him from playing some potent different legendaries. It might be a 3/5 in Standard, but its a 4.5/5 in Wild.
Can anyone hyping this card explain why and how this card would work in your eyes? The problems occur imo.
1. Aggro goes in long time out of ressources so in turn 8+ they don’t wanna time just finish so why should they run this when they could have leroy jenkins instead.
2. This card is very hard and unreliable against combo, because if your opponent has a combo as win condition this card must be played in the exact right moment (same problem like time out). In most cases combo would like to have turns no player can get out much pressure so they can draw into their combo.
3. Combo decks won’t run this card, cause they just could run a draw card which gets them nearer to their win condition (u can’t play this card to late as well so u kill your deck aswell)
4. Control won’t run that, because they have the ressources to make value out of the mana (it’s what control do).
5. For the reasons 1-4 this card can only be played in midrage and hits control (and maybe annoys combo a little) but doesn’t have that much impact a tech card should have.
=> not good enough for standard, except everyone plays druid or control and u play midrage
I would say the aggro appeal is they don’t like long games because more mana is available for opponents to put up bigger or more walls and at turn 7/8 is when the bigger board clears can appear. What this does is stalls 1/2 turns where your opponent can’t just clear the board. It also intereferes with opponents dropping big taunts.
Srsly u wouldn’t understand how amazing it is until u play it, against tempo they can’t fill the board and out tempo u cus they don’t have enough mana, against control they can’t play big minions, against combo they don’t have enough mana to activate the combo Ur comment is absolute trash
Easily my favorite card of this expansion. Screw Druids, screw combo decks, and screw Druid combo decks!
YEEEAHHH YOU TELL ‘EM
Too bad druid just gains five mana back, after you play this. :/
Ultimate Infestation, Alexstrasza, The Lich King, Master Oakheart, Hadronox, King Togwaggle
Katherina Winterwisp, King Krush
Zerek’s Cloning Gallery, Psychic Scream, Shadowreaper Anduin
Shudderwock, Hagatha the Witch
Void Lord, Bloodreaver Gul’dan, Lord Godfrey
Valeera the Hollow, Giggling Inventor, Captain Hooktusk
Frost Lich Jaina, Jan’alai the Dragonhawk, Archmage Antonidas
Dr. Boom, Scourgelord Garrosh, The Boomship, Woecleaver
Lynessa Sunsorrow, Spikeridged Steeds, Tirion Fordring, Kangor’s Endless Army
Imagine a world where you play Deathrattle Hunter, Secret Hunter or Even Paladin and this just isn’t happening on curve anymore. This, and I feel like the best thing about this card remains that it is going to be availible in the card pool, so anyone who might be willing to play an Exodia type deck (Shudderwock, Mecha’thun, what have you) should have to look for something that does not need more than 6 or 7 mana to win the game (such as Malygos Rogue or Malygos Druid), and there will be a lot less different Exodia decks for you to build around, and thus a lot less of them overall.
Maybe not Tier 1, but I can’t wait to put this in my Wild Mill Rogue…
“Oh, you have big minions/spells? draw some more and loose your mana crystals so you can’t play them!” not to mention you bounce it or shuffle more into your deck and keep the opponent at 5 mana while you burn their deck.
Even beyond Mill Rogue, this will immediately change many top Wild matchups.
– Juicy Psychmelon? Sorry, wait a few turns
– Resurrect Priest waiting to get out your first monsters? Wait longer…
This plus surrender to madness anyone? Surrender first and get 0 downside?
If you find a way to summon a 6-mana minion after playing Surrender to Madness without already losing the game, I’m all for it.
With this wording, it refunds 5/6 of its Mana.
yeah yeah, I should’ve clarified. You wait until you have this and surrender in your hand, (turn 9 say), play surrender, play mojomaster (great name btw) and you negate the downside of surrender, while setting your opponent back as well. Boom.
as druid; turn 10, play this for 6 mana then innervate (or just lower this card’s cost with the floop) then play nourish then play wild growth. you’ll have 9 mana crystals during your next turn while your opponent will have 6 mana crystals during his/her next turn.
And you wasted a whole turn 10 (which is usually a crunch turn for druid) to give your aggro opponent the turn to finish you off.
I be the yogamasta now
Pffth not worried, my quest druids will have the quest going long before this is played and then I don’t care about mana anymore xD
Mojomaster Zihi is only ever going to be a tech option against decks that really want to play higher cost cards and combos as soon as possible. That doesn’t mean it’s not a good card, quite the opposite in fact, but the hype surrounding this most likely overblown.
It is an understated legendary with a reciprocal effect, an effect that merely delays combos and big plays. It may be able to hurt druids quite a bit, but a turn five or six Ultimate Infestation won’t be prevented unless they ended up using Biology Project AND you managed to draw this one of card.
Combo and turn ten play disruption seems a lot more useful in this regard, which is probably where the apparent usefulness in aggressive decks is coming from. However, if an aggressive deck sees a game go that late, you’ve probably lost whether or not you used Zihi.
If anything, this will most likely only see consistent play in control oriented and maybe midrange decks to counteract their inherent weakness to combo.
Be a bit cautious with your dust before you spend sixteen-hundred dust on this card. Wait a month to see if Combo and Druid are a popular option on ladder.
This card is 5/5.
Its good against druid and combodecks especially.
Aggro most likely won’t be running this because its better to do some other broken stuff with 6 mana but control decks will
An excellent disruptive card for midrange decks – reminds me in a way of hatebears in MTG.
More power to Shudderwock, great. Permanent 5 mana crystal clown fiesta and no board clear to deal with 8/8 buffed wocks, feelsgood monkaS.
You can play it in your own deck, too. When you think they’re going to drop Shudderwock drop this and delay the biting jaws/catching claws by another four turns.
Save it in hand until after playing shudderwock then when you have 1 mana shudderwocks you can keep the mana down. That way they cant clear. F
I guess only aggro decks will be top tier this expansion…
Why would an aggressive deck want to use an understated six drop that doesn’t either improve their damage output or refill their hand?
Because mana denial is absurdly powerful in aggressive decks. Compare this to Lodestone Golem or Winter Orb in MTG, and how powerful this card is in aggro becomes more clear.
Those two cards are also cheap compared to this, and their effects are continuous and, in the case of Lodestone Golem, scale up. Plus, four mana for a 5/3 in Magic isn’t awful, and they can be played on curve.
The mana denial this offers is only really effective on turn ten, a point in time where both Winter Orb and Lodestone would be at least rather ineffective at what they want to do. When an aggressive deck reaches turn ten, and their big play isn’t a finisher or at least a way to refill their hand, they’re usually only delaying the inevitable at best.
This is the best neutral legendary so far. Control deck support which doesn’t ruin a combo (like hand disruption) but instead delays it so you can finish them off beforehand. This will see play in every single control deck.
This is definitely an aggro/midrange card similar to loatheb. Cant swing with flamestrike/bloodreaver/hagatha or whatever if you cant play it.
I mean you would preferably play this when you have a board so the threat is greater. Because yes it restricts your own mana as well.
I agree, the best comparison here is loatheb. What an absurd card. People will underrate this until it’s in 90% of aggro/midrange decks.
What an amazing design. Are the crystals empty or active after the battecry, because if they are active then this is a great card to cheat out mana in other classes other than druid. Imagine playing a Zandalari Templar for 4 then playing mojomaster then playing another 5 cost minion. And then your opponent has to deal with an 8/8 a 5/5 and whatever 5 drop you want with only six mana. Wow, talk about value.
OTK netdecks are for bad players. I’m so sick of Hearthstone lately with OTK druid and Shudderwock decks that take little skill and make playing midrange pointless. I’m hoping the next expansion changes things because right now there are so many popular decks that I instant concede to because I don’t feel like waiting 10 min for them to Shudderwock me to death for example.
Well then you are in luck since this card counters that exact style of gameplay!
I’m guessing he’s worried about Shudderwock decks using this… which could be fair. Shudderwock doesn’t usually have the whole combo ready by turn 9 anyways, so it could be played to slow down other combo decks and make Shudderwock even more of an instant win once you slap it down.
I don’t think it will be played in shudderwock tbh. If the combo screws up you are now at five mana and your possibly golden shudder can’t be played until 9 mana again.
This card is definitely more of a counter than it is a buff.
He p means the full on combo shudder shaman where you get your shudderwock back to hand at 1 mana so it is not quite as bad that you only have 5. Basically lets you win druid matchups with shudder. Often druids are just too fast with heir combo and kill you before you have collected all the pieces. This creates counter to that. On the other hand i still think that even though shudder shaman could run this in a deck to beat druids often i think, both druids and shamans will drop a bit in play rate because of this card. I agree the card is waaay more a counter than it is a buff to that deck.
@Alluzibo1 If you get 1 mana shudderwocks after the combo, you have pretty much won the game anyways. The 5 mana crystal limit would just be obsolete. Plus you ruin your progression during the game if you aren’t able to play it right away at turn 6.
Though Midrange decks have the tools to consistently bully combo decks out of the game before they combo. You probably mean playing control against combo feels hopeless, AKA Ctrl Warrior vs Togwaggle or Shudderwock, for instance. There are a decent amount of Tier 1 Midrange decks right now.
This is a golden craft! It will be in every deck of mine. Will drop it and always emote. Petition to rename it to Mojomaster Heehee!
You guys ain’t seing the potential. Play this in your shudder deck and laugh as that pesky warlock spam wow as he can’t clear 7 buffed up shudders you just dropped.
Also pretty damn hilarious counter to ramp druids.
Where is soup and salad??????????????
Perfectly Balanced
As all things should be.
Oh, I just realized something: playing this after an ooze effectively nullifies the effects of Twig.
Not really. Druid doesn’t pop their twig until THE turn they are comboing in order to refuel their mana that turn. The only true way to nullify twig is to pop it on your turn so they don’t get 20 crystals in a turn. This just buys you a little more time before the turn they pop it. Sets them back a bunch after they’ve played their ramp spells though.
Dude did you even read Arachnofiend’s comment? He said AFTER you ooze it. As in there’s no “buying a little more time before popping it.” It’s gone.
Blows my mind how much people respond to comments without even reading them.
Looks like dredge got a new toy
<3
Turn 9 play surrender to madness and this. No longer a draw back for you alone.
Good point
That seems rather late to play a Keleseth like card and expect to get a whole lot of value out of it.
amazing card for almost every class and possibly even the most balanced card we’ve seen this expansion an easy 5/5 i dont know how this couldnt see play
If aggressive decks are dominate and some of the most useful board clearing cards remain under six mana.
Has alot of uses screws up mechathun and alot of the big combos of course there’s another thing of interest.
This card supports zoo lock if gets too late game as zoo most your deck is going to be 5 or less this helps neutralize some of your opponents counter.
I might be wrong but playing an understatted 6 drop in a zoo deck seems… unwise. Tank Up+Reckless Flurry is still 5 mana, I don’t think dropping this is going to win you any games that you weren’t already winning. I think it’ll mostly show up in slower, non-combo decks.
But here’s the thing: I guess that if you set even your mana crystals to five, after you play this you will have ANOTHR 5 mana crystals to use. It seems too good to work like this, because in this case this card would hella broken, but I guess it should work like this. So, turn 6 you can play a 1 mana 5/5 and everything else you want. Late in the game, like turn 10, you’re playing a 5 mana 5/5, but you are slowing the game down a lot against combo decks and control. This card seems to me straight-up broken in every aggro or midrange deck.
If you take that long with an aggro deck, you will probably lose anyway.
The problem with some aggro decks is the weakness to certain control and stalling decks. What this does for aggro is makes opponent have to stall even longer before they can make they’re play.
I’ve had several games with aggro where all need do is stall to certain point and then game swings due to having higher value cards after aggro used all resources.
It also locks out trying to stall for a board clear (flamestrike, protodrake, twisting nether) that 1 or 2 extra turns before opponent can try to blast the field means alot.
Well, you’d want to play Zihi on turn ten to make it have the biggest effect possible. Already, an aggressive deck would be running on fumes against any control deck worth its dust. Waiting that long to play the card would still give the control player time to play a few big cards.
Plus, many board clearing cards, Duskbreaker, Brawl, Helfire, Defile, and Blizzard, aren’t slowed down by Zihi.
RIP combo decks welcome back midrange?
Midrange is around. Even Paladin, most of Hunter, Deathrattle Rogue, and Shaman decks that aren’t dedicated to Sudderwock are all viable midrange decks.
The ultimate Druid and Warlock counter. Love it. Insta-Craft. Maybe even golden just to ruin the day of every single druid player out there.
Shudderwock gorgon 100% incoming
does this just destroy 5 mana or do they not regenerate? It doesn’t say “destroy” which other cards do, but then again alexzsschtrasza also says “set” but basically deals damage
It doesn’t say “destroy” because this is a “ramp” if one of the players is at 4 mana or less.
What i was wondering is what happens on the next turn. if it’s turn then and you get set to 5 mana, do they then regenerate normally or does this set the cap for mana.
Your comment reminded me that this can be played before turn 10, and i now feel that my idea that the mana would stop was a rather dumb idea.
turn 10*
You gain one mana crystal a turn until you have ten.
I don’t like this design. It’s another annoying card for control. It does make the early game longer. Hope it’s not as good as it looks
Control doesn’t hate this card, Control wants to run this card. Too bad it isn’t odd, it’d be fantastic to run in Odd Warrior not only to disrupt combos but also to delay the infinite value train of cards like Frost Lich Jaina and push the game further into fatigue.
what you are saying kinda contradict yourself because FL Jaina usually runs in mage control decks. i can see how it is favoring control warrior though.
Yeah, I play Odd Warrior almost exclusively so that’s the perspective I was coming from, probably should have specified that. :p
This is an aggro card, not a control card.
Very nice design against any kind of combo deck, high ramp druid & high cost DK such as Jaina and Gul Dan.
Can even prevent LK on curve which can buy you some time to get something so you can deal with it..
Very very interesting I think it’s my favorite card revealed so far
Does it give you 5 open mana crystals, think of shudder, infinitive mana
no it simply set both players mana back to 5 so shudder would lock out both players at 5 man permanently
Both players will still gain a mana crystal every turn until they reach ten mana again.
Welcome back Midrange 🙂
It never really left.
Surrender to Madness looks a little better now
An extreme combo disruptor for all classes? Awesome! Adore the design of this card. First thing that springs to mind for me is OTK Paladin, one of its weaknesses is losing to faster combo decks. You can still do the Horsemen bounces on your next turn, get to stall out the Malygos/Mind Blast/whatever for a couple turns, and then ALSO have Time Out to stall after that. Not totally sure if it’ll be a high tier deck after this, but if it is I think it will absolutely play this as a tech card if other combo decks are popular.
FINALLY A GOOD LEGENDARY
I’ll think about Austin Powers whenever i see this card.
REST IN PEACE DRUID BOIS
YES, FINALLY! GOOD RIDDANCE ✌️
Opponent is ready for his Mecha-Thun Combo?
Set his mana to 5 – let him die to fartigue 🙂
Really good card it delays opponents combo and buys you more time.no more turn 5-6 ultimate infestation Or turn 10 Gul Dan.