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.
Why zombie chow
This brawl is basically - whoever goes first wins. It is especially true with this deck as it doesn't have any comeback mechanics, board clears or even 2 one drops to coint both of them out. In all the cases I have tried it and went 2nd Chow died to their 1 drop + buff / spell and turn 2 and 3 were basically dead since there is only buff for turn 2 and alarmobot didn't had a chance to survive. I would recommend to concede games that you get a coin because when you are going first its basically auto win.
Why Acolyte of Pain? You can draw a good card out of it and be forced to discard it with Astral Communion..
because when you play acolyte the board will be cleared or you have your zombie chow with the mark of the wild buff, then your opponent plays something then you always draw astral and use astral and attack with acolyte to get it to draw you a card for the first time, thus giving you a minion to play with 10 mana available
Ohh.. Didn't think of that. Makes sense.
Great deck only made a few changes with the bigger minions, but same start as this, zombie into mark of the wild into acolyte into astral.
Overal im 8-0 with the deck going first, and haven't been able to win going second. So if you go first its a great deck
Gadgetzan jouster is stricly better since u have so many high cost minions
well I had someone doing jousting on me and they pulled out my acolyte.
I ragequit and played huntard
So far, playing this deck, I've realized that if your opponent is running a turn 2 removal(axe, wrath, etc) it can kill your one drop before you can buff it.
If they don't, it works out pretty well.
this deck is garbage. a shame it is on the front page. you will most likely lose playing this unless your opponent is an idiot
I must be playing a lot of idiots then
I have to agree. Maybe the anima golem warlock deck is just a counter though. Every time I go up against this deck I destroy it, easily. Lose board control early and it's gg.
this is like the best deck ever, regardless of Nourish :D Been a while since i had so much fun with a deck :D
Without the significant changes I'm finding the vanilla deck to not be strong enough. It's too slow AND if you aren't lucky enough in the beginning to control the beginning game, it's most likely gg as there is no recovery with being able to only play 1 card at a time vs an enemy controlled deck with 4-5 enemy minions on the board.
I went 1-6 w/ the vanilla build. With the KingofFatties suggested few card changes I went 11-5, with what you see below, I am 8-0.
The following opening strategy is what has helped me the most with this deck (I've tried a variety of openings) and is partly inspired by KingoftheFatties' suggestion below.
This is what you should do during your first 6 turns to significantly increase your odds of winning the match.
Change out your 1-6 mana cards so that the following are played in their respective turns:
Win the match.
Notes
As I said above. These changes have dramatically increased the win rate for me. It's practically a new deck (but I'm too lazy to create a new one and post it).
// EDIT //
Due to the amount of changes I made, I decided to just go ahead and create and post the full deck and guide: Astral Assassin
This would be so much better. I tried the deck how it was posted and got creamed. This looks much better. Also.. I'm curious how it would hold up against my Face hunter deck
I just got done vs a Face Hunter (but not yours). He took out my Acolyte of Pain on his turn 3 with his bow, which caused a change in momentum. But the turn 5 taunts slowed him down big time. At the end of turn 6, he had 28hp, I had 11hp and 0 armor.
At turn 9, I dropped Tree of Life, and I took the momentum away, winning the match.
It was a close one, but a fun one.
Your face hunter deck looks dangerous. If you'd like to test out a few rounds together, let me know.
Sounds like a fun game! I'm definitely down for a match: doneskies#1894
With the changes it is way better, but i found it still not good enough as i already mentioned in another comment here. The Acolyte dies way to often even though you can play it on an empty board and i think that your changes are more depending on getting a card from the acolyte, since you play a 5 mana card on turn 5 and a 6 mana card on turn 6. So actually you don't get a big advantage of the Astral Communion. Only thing is that you can use your hero power, but that is not worth it to lose a whole turn imo. Therefore you could also think of playing Alarm-o-bot on turn 3. He gives you a big minion with more or less the same probability as the Acolyte and then play something strong on turn 4 and continue with Abomination and so on.
I've played around a little w/ Alarm-o-Bot, I'll test him again.
However, what is the difference between Alarm and Acolyte in terms of survival? On turn three you drop either Alarm or Acolyte. On their next turn, IF they can destroy that minion, they will. Both have 3 mana. Your turn 4, if either are destroyed, are leaving you to miss that turn minion wise.
The ONLY benefit I can see there is not losing an extra card IF the Alarm gets destroyed (instead of the Acolyte). So that's one advantage. However, I don't see how swapping them prevents the loss of the turn 4 minion if Alarm is destroyed.
Added, However, the more I play and run into facehunter, the more I realize this decks' weakness against them. I'm down to test him, but I suspect that this deck just isn't responsive enough to aggressive facehunters, especially if they get the longbow at the beginning as that stops the turn 3 minion before its used in turn 4.