astral dominance
- Last updated Oct 8, 2015 (TGT Launch)
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Wild
- 27 Minions
- 3 Spells
- Deck Type: Tavern Brawl
- Deck Archetype: Unknown
- Brawl: Clockwork Card Dealer
- Crafting Cost: 17760
- Dust Needed: Loading Collection
- Created: 10/7/2015 (TGT Launch)
- user-19810285
- Registered User
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- 5
- 23
- 36
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Battle Tag:
Pandemonium#2812
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Region:
EU
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Total Deck Rating
69
its astral communion time. The basic strategy of the deck is as follows: the guaranteed turn 4 Astral Communion gives for a big tempo boost. the turn three Acolyte of Pain can give you extra card draw on the communion turn.
mulligan guide: the hand you want to mulligan for is rather simple, since it is not a matter of cards you want to start with, but rather what cards you want to discard on the communion turn. the 4 cards bellow 5 mana should not be in the starting hand, since you will then draw other cards that will then be discarded on turn 4.
there is no Nourish in the deck, the reason for this is that it would be drawn on turn 5, then allowing you to draw 3 cards that can not be played on the same turn, since the lowest mana card you will have left is 6 mana. the only cards you could be able to play with other is the giants.
no Aviana or emperor due to the fact that your hand will be empty most of the game.
Not sure why you wouldn't shoehorn a Faceless Manipulator in here for a 5 drop. Just because you'll have ten crystals doesn't negate the value of being able to clone your big ticket minions, or one of your opponents'.
I love this, but it only seems to work when you go first, as you really need to put pressure onto your opponent immediately for anything to work out right. This includes the Acolyte play. Coin is also completely useless
This deck is unplayable now, because everyone knows it and just kills the Acolyte of Pain as soon as it comes out.
absolutely destroying this deck in brawl with mid-range hunter or the "op hunter" deck on the front page. it seems to be too imo
Same here, 4 out of 4 wins against this deck today
Astral communication is cute but having 10 mana doesn't matter a lot if you can only play 1 card per turn. Any combo or finely tuned tempo or face deck will just ignore your threats and kill you.
To keep up, this deck needs 2x Sludge Belcher and at least 1 Sunwalker, subbing out dr boom, Troggzor the Earthinator and 1 Ancient of Lore to have a better chance of getting an Ancient of War on turn 7.
Notice how the above changes play on curve anyway. The astral communication basically lets you hero power each turn at the loss of card advantage. It sounds OP on paper for this brawl but it's one of the most overrated cards in the game, as druids lack card draw outside of Cult Master in a token druid deck.
I played someone with this deck on a hunter I threw together in 10 seconds.
I raped him very easily with a poor collection of hunter cards.
sux,
Getting absolutely wrecked playing this, 0-5 so far.
Haven't lost a game yet (10/10). Of course this has a lot to do with the fact that as soon as I have thrown out Astral Communion, my opponent concedes.
This is similar to something I created, 10 mana from turn 1 :-)
http://www.hearthpwn.com/decks/324451-crystal-druid
However only abou 50% winrate and the games take too long...so it gets boring
17k dust! AAAAH!
Some basic deck
Astralgasm
This deck doesn't work very well against other well crafted brawl decks. Basically if your opponent kills your acolyte before you use astral communion, you are pretty much losing. You can try to fill your deck with 7+ drops as many as you can, but you probably will end up with some 6 drops, so the only difference between you and your opponent is that you get to play a big minion on t5, and after that you both are playing on curve (because you will topdeck your 6 drop on t6, etc etc,) and yeah that doesn't give you too much tempo gain. You may be able to sneak in a few hero powers, but that doesn't change too much either.
Test this one
http://www.hearthpwn.com/decks/345003-100-winratio-brawl-paladin
Doomsayer would make a much better 2-drop for this deck.
Very disapointed by blizzard on this.. These guys can't even write the proper rule.. Wtf seriously... reminds me when you try some forbidden cards against adventure boss.
But here it's even worse, as they are not even writing the correct rule..
So it's not a card draw which mana cost = #turn but = # available mana cristal.
They ruined my brawl.. sad
PS: what about overload ?
The rule is properly written. On turn 5, you will draw a 5-mana card (if you have one in your deck), even if you have 10 mana. Overload doesn't change anything since the draws don't depend on available mana.
The only thing that I would changed in the wording is when they say "if you have one": they could have been more specific and say 'if you have one in your deck".
Use Alarm-o-Bot instead of acolyte. If you drop alarm-o-bot and they kill it on turn 3 you basically lose less than acolyte since you don't have an extra card in your hand that you would discard if they hit acolyte. Also swapped zombie chow for shield barrer, and mark for doomsayer. The changes allow you to have board control turn 3 for your alarm-o-bot
oh I didn't think mark of the wild turn out to be very good. In my list I have used root hoader x2 instead. helps when going second (turn 3 coin double hoader!!!)
meh mine kinda sucked but had super fun