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.
I guess you misunderstood me. Sorry if i wasn't clear enough. My point was that you play on curve after astral communion and therefore not exploiting it. You can use the hero power, but you lose a whole turn. If you use alarm o bot you have the same situation as with the acolyte since there is no difference in terms of survival as you said. But if you play alarm o boot you can get the big minion even you don't play astral communion. You can use the turn 4 to play something strong and then go on with your other turn 5, turn 6... plays. So my suggestion is to drop the astral communion for another strong 4 mana card and take alarm o bot for the acolyte, since you have the same outcome. Has also the advantage that you can keep your cards and therefore you can mulligan for taunts.
Ah, ok. That makes sense. Don't use Astral at all.
But then, that removes the entire concept of the deck. Not that it is necessarily a bad thing, perhaps Astral just doesn't work best here.
I'll test it out and post back.
// EDIT //
I created a man curve variation of the deck here: Alarm-o-Taunt.
So far it has about a 60% win rate, which means it isn't doing as well as the Astral Communion variation for some reason. Could be just luck, different time of the day played (so different types of players), or just not a good enough mechanic for this TB.
I'll keep testing though.
Yeah it is a different concept, but i was thinking that your changes not really exploit the astral communion and it that case it might be better to fully change the concept. If you get a taunt out of the alarm-o-bot you can actually play the alarm-o-bot again instead of your four drop.
I think a better opening can be made w/o Alarm-o-Bot tbh. I agree w/ you about Icehowl. And the problem w/ Emperor Cobra is its low cost. It will be drawn out in the early game where it isn't really needed, especially if there is already a much stronger opening (like the one in my previous post).
One Each
1 Gadgetzen Jouster
2. Mark of the Wild
3. Acolyte of Pain
4. Astral Communion. Attack with Acolyte of Pain into anything they have on the board, drawing a fattie.
Add 2 Nourish, One abomination, one Tree of Life, One Deathwing.
I forgot to add you need lots of taunt. Lumberers, Ancient of War, etc.
Thanks for this! *sneaks in counterspell*
easy pack with this deck. thanks for sharing :)
Greetings Mia
I don't even know how you can not be successfull with that. T2 taunted 3/5 every time into big guys from Turn 5 on. One game I drew Sylvanas from Acolyte after playing Astral Communion so you got her on t4 on the board. T5 was Aviana and Lumberer. Game was fun.
Using this deck, but with the following changes:
Doomsayer,alarm-o-bot
This way you have complete board control before the bot turn. Absolutely hilarious!
funny idea, but way to inconsistent. if you don't get the exact cards you need your screwed. you can only play one minion per turn and usually it's way to easy to deal with these, especially early on. Shadow word death, hunters mark etc etc.
and without tree of life, you won't recover from the pressure your opponent put on you. and without deathwing, you won't get the board back either.
I did the shieldbearer, into doomsayer, into alarmobot changes, but still lost 10 games in a row.
0-5 switching to hunter
yeah same here. and then first game, win. :D
This deck is ok but if you have the 5 mana or more quest its amazing for knocking it out quick...
First one played, opponent conceded at start lol
Neverlucky :( Lost 0-7 with this deck
Secret pally is a problem, it seems. No place to hide from them muth.... nice people. Priest can be a problem, too, with their usual array of cards to mess you over. Still a very fun deck to play.
Another druid taught me this opening: (1) Shieldbearer (2) Doomsayer (3) Alarm-o-Bot. It usually gets you one big minion out before the turn 4 Astral Communion and then continue with whatever you top-deck on turn 5.
i just tried making a deck like this, sadly i am missing a lot of the high-mana legends but i have put in a ton of 5 drops, because it is best if you can play two cards a turn after turn 4, hopefully some of your card draw survives to turn 5 so you draw a 5 drop and then another.
good idea, bad list, aka needs tweaking. I am modifying it right now.fun fun fun
EDIT: so far tweaking there and there. Most importantly the first 3 turns a very crucial. I select gathetan jouster for turn 1. Could be zombie chow as well. It gives board presence at allows to guard your early draw minions. Other people suggests doomsayer and it is ok. But i play loot hoarder. And then turn 3 acolyte. Usually 1 of them stays alive because you also have jouster to protect them. Some people suggest to use nourish. But is bad. You don't want anything of low mana after astral-communion turn. I also find that sylvanas is not good for turn 6. You almost guaranteed to draw it (if she havent been in your starting hand) and she still does not have an impact. However for turn 6 (with 10 mana crystals) i found justicar true hart masterful. you than can keep hero-powering, building armor, removing small minions for the rest of the game. great great turn 6 play. I am missing some great legendaries as cenarius or death-wing, but deck is strong and fun.