[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
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- 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.
When you are with full mana and you play astral communion, you can draw a card.
You put in two because it increases the chances you draw it in your opening hand.
IMO, the deck is very reliant on having it in your starting hand.
If you draw two, great, because it can be discarded when you play one.
I think maybe id you add a jeeves in here you can get your hand faster if you set it up right
This deck is legit. I did change nourish for 2 Azure Drakes and Frost Giants for Chillmaw and Rag, but that is just my own flavor.
There's definitely wiggle room to add your own flavor. I would like to add another 4/5 drop, Sludge Belcher and Azure Drakes being the best bets, I'll probably play around with that instead of Nourish and see how it goes!
If you find yourself facing more aggro/rush decks on ladder I'd consider something like Sludge Belcher (sticky taunt), Keeper of the Grove (a 4 drop, kills knife juggler etc, or silence), or Azure Drake (5 drop and draws another card). If it's slower, more control stuff you're facing then a couple more big minions I'd go with.
One suggestion. I'd Replace Aviana with Norzdormu. He really is an essential card nowadays.
Why is this deck actually good. It makes no sense.