Clarifications
- If played when you're at less than 10 Mana, you will not receive Excess Mana. (Source)
- You receive 1 Excess Mana if you play this when you're already at 10 Mana. (Source)
Gain 10 Mana Crystals. Discard your hand.
Hey! Moon! Can I have some mana crystals?
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no it does give ten mana for the rest of the game. If it didn't then what would be the point of it?
So how is this card not broken as hell? Sure it discards your hand but if you just build a deck full of 6 mana plus minions with taunts and draw it pretty hard to lose.
first off some people think that it will not be good because like you used to they don't understand it fully and secondly if you don't draw it early it becomes not as useful past turn 5 or 6. Thats why its not considered broken as hell.
It replaces wild growth. you always try to get it in your starting hand and if you don't you lose. Something like this
would really only have bad match ups against aggro decks and even than i might be able 2 add to iron barks to make the match up even better.
Astral Communion isnt a minion but ok...
its because its a TGT card and those are not sorted well in the deck builder yet.
I imagine aviana would actually be pretty bad in the same deck as AC considering it's very optimistic that you build up a hand good enough to play her
Topdecking, drunk, and stupid is no way to go through life, son....
Thats probably true. I forgot why i included that card. i think i was hoping for some dream combo with it that or i thought if you got it and played it turn 5 it might actually just stick. But yes that card should probably be replaced.
turn 3 Acolyte of Pain turn 4 this, then draw one card and hopefully you draw:
Ancient of Lore
Nourish
Cenarius
Alexstrasza
Chromaggus
Dr. Boom
Nefarian
Ragnaros the Firelord
etc. etc.
A wide array of possibilities with this card, really polarizing and disruptive... yet really powerful.
It has been stated that if this is cast if you're at 10 mana, you still discard your hand, but still get ONE Excess Mana. This actually helps to make sure you can play both and not have the second one become dead.
the Deathwingcombos are real
so if you were on lets say 6 mana, and play this, does your mana go up to 16 that turn??
No, you get 10 mana that is usable the same turn you play it. So you can play Loot Hoarder, Loot Hoarder, Wild Pyromancer, Astral Communion. Pyromancer will trigger after Astral effect, so you draw two cards after you play Astral, and have 10 mana to play them.
You still have to spend 4 mana to use it, but I think it caps you at 10 since innervate can't take you past 10.
if you were on 6 mana and you play this you discard you hand gain 4 mana crystals and 6 excess mana cards i would think
bit it might work like innervate so i you top deck this in areana at 10 mana its a 4 mana draw 10
I've made the deck that abuses Astral Communion, which is based on general heavy ramp deck concept. It has some description inside. Check it out.
Shitty deck that will never see any wins. No point in running 2 copies. Yes you increase the odds of drawing Astral Communion but the other copy is just a dead card. And do you really want dead cards in a deck that is already starved of good mid range cards.Needs more 4 to 6 range minions, this is way too top heavy, also where the fuck is the card draw? You'd be absolutely mental if you wouldnt play this with Wild Pyro Loot Hoarder combo, otherwise this shit just doesnt work.
Here's my take on what a possible Astral Communion deck could look like. Theres a lot of card draw but also some new inspire/hero power shenanigans cos lets face it you will probably be starved for cards if you ever get to use the spell and what do you do without any cards to play? Well you use the hero power.