[TGT] Astral Communion Hyper Ramp
- Last updated Aug 24, 2015 (TGT Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 12080
- Dust Needed: Loading Collection
- Created: 8/24/2015 (TGT Launch)
- Dylan0709
- Registered User
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- 4
- 24
- 29
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Battle Tag:
Bravia#1763
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Region:
US
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Total Deck Rating
52
Work in progress, but fun stuff!
The ideal draw is Innervate/Astral Communion, but unlike most decks where you're screwed if you don't get it, this deck can handle it's own without it. I've won several games with both sitting in my hand for much of the game, since I didn't draw them early enough. It's still worth having however, because it's fun, and if you happen to get it, it's very unlikely you'll lose. If you get Innervate and Astral Communion in your starting hand, you want to keep any bad cards with it. So another Astral Communion, Wild Growth's, etc., all become very useless and cards you want to throw away from playing Astral Communion.
Wild Growth, Grove Tender, and Nourish is key to getting to your big minions quick without Astral Communion. Grove Tender is the MVP in several games, it gets you something on the board early and played on turn 3 allows you to play a 5 drop, or innervate a 7 drop next turn. If you're playing it later in the game however, the card draw will usually be the better option, unless you need that one extra mana to play something in your hand the following turn. Nourish I've used more often than not for card draw, however there are situations where the crystals could be good. Innervating it on turn 3 with a 6, 7, 8 drop also in your hand, for example, is very very strong.
Many of the legendary cards could be switched out for others, however I'd try to keep a balance of cards from 5-10, allowing you to play strong threats on every turn. Playing Emperor is always a strong card, but with Aviana in your hand, that one reduction on her is incredible. It allows you to play an extra minion for 1 cost. Using Innervate with Aviana is also very strong, for the same reason.
Tree of Life can really save your ass, I'd avoid cutting it. I've considered 2, but I believe 1 is the right number at the moment. Frost Giants are amazing, you can usually play them and another minion when at 10 mana.
I'd happily take any suggestions if people have them, this deck is a lot of fun and I think can be competitive as well.
Since you have so many big minions, why do you play druid of the claw over master jouster?
I sadly have no Ancients, but Sludge Belchers do a pretty good job. Strong without, and strong with just to tank for your bigger minions. Did it first a turn after Deathwing which has been suggested and is incredibly satisfying.
I've recently been having success in my Astral Druid deck with Alarm-o-bot. It can be a devastating turn one play, so it has served as an alternate early play when I get Innervate but no Astral Communion. I like Grove Tender here; I'm going to have to work her into my deck. Why no Deathwing (or other board clear heavies like Geddon or Chillmaw)? I find I often need to deal with a strong board after laying down Astral Communion.
I got lucky 2 first games, with getting astral communion+ innervate in starting hand, but overall this deck aint as good.
Haha, aviana + Astral, 10 mana and cost 1 minions, kinda redundant.
Amazing fun. Having a good win rate with this out of ranked play. Haven't tried it in the ladder though. I swapped out the frost giants to enable draw alongside playing a large minion.
Just played against a paladin.
Turn 1 coin + wild growth.
Turn 2 innervate + astral communion.
Turn 3 nourish.
Turn 9 he died.
Got only one Astral Communion. But in 7 games I DIDN'T GET IT A SINGLE TIME (although I have won some of these games)! And I don't mean "didn't get it in my starting hand". I didn't get it AT ALL. Is this card cursed or something?
Edit: ok I saw it. After 10 games. Now it disturbs me even more.
I had the same with 2 astral communions. However I still won >50% of the games.
But once you finally get the: coin, innervate, astral communion + 3 crappy cards followed by nourish and ancient of lore
It's worth it all :)
Hard to take this deck seriously. It seems fun and all, and I'm all for creativity, but this is one of those decks that after 20 games, you want to put your fist through the screen because of huntards, and personally I can't play any deck that just auto looses to aggro, it's too infuriating.
I just played against this deck in the ladder and I was pleasantly surprised. It's certainly something new. I don't know how consistent it is, but it seems that when it works it can destroy any deck with all the amount of threats it has. I don't see it being very good against super aggro decks, but if the meta slows down, this deck could definitely be something good.
I just played against this deck on ladder and destroyed it with Mill Rogue...
I feel mill rogue would be strong against a lot of the control/slower decks out there right now, but this deck should do well against it. Haven't played that matchup myself tho.
What can I replace astral communion
A regular, boring, tried and true ramp druid =)
garbage deck unfortunately, sounded good but no..
If you do get Astral I wouldn't keep anything except Innervate or Wild Growth's, as both allow you to play Astral quicker. If you are going second and are lucky to get both Astral and Innervate, then I would mulligan the last two for bad cards.
If you don't have Astral, but have Wild Growth, Grove Tender or Innervate, I would keep any of them. There's enough 5/6 drops to effectively stay alive with any of those cards. If you mulligan any of these cards for hopes of Astral, you're gonna have a bad time more often than not.
I definitely agree Chillmaw would be effective if you're facing a lot of aggro decks. Taunts in general get good, and could certainly look to put one or two more in, even cheaper stuff like Sludge Belcher.
If I have 6 minion cards, coin and Astral in 'turn 3', I must use Astral?
If that is all you had in your hand, I would. Without innervate tho many times I don't end up using Astral Communion, but depends on what else is in your deck. If you can play a decent curve of cards within a turn or two, it's probably not going to be worth using. If you're looking at 2+ before playing anything, then I'd likely use Astral.
Does the Astral communion give you 10 mana for 1 turn? or the hole game if so then why put in 2?