In HS, if it says so on the card... it will happen. So they will occur. Still, the card will actually be a very good late-game pull (since the mana crystals aren't empty and it cycles for free)... which in my book swings it from "gimmicky" too "powerful".
I think when you draw it late game you will just have to wait till you can play out all the cards in your hand before playing it. There are still a fair few 6 drop or lower cards you might wish to run in a Astral Communion deck.
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How to become ∞ at arena: - practice, practice, win, dominate, profit.
In HS, if it says so on the card... it will happen. So they will occur. Still, the card will actually be a very good late-game pull (since the mana crystals aren't empty and it cycles for free)... which in my book swings it from "gimmicky" too "powerful".
As I understand the card, as soon as you hit 10 mana crystals, you gain Excess Mana regardless of how much mana you spent on your turn. So you could play a 6-drop, then Astral Communion and get a draw and have 10 mana crystals again. But still, you lose your hand and when you are top decking, you might as well just draw a useful card in the first place and not bother with a cycle-card that you don't want to use before you hit 10 mana in most of your games.
In HS, if it says so on the card... it will happen. So they will occur. Still, the card will actually be a very good late-game pull (since the mana crystals aren't empty and it cycles for free)... which in my book swings it from "gimmicky" too "powerful".
As I understand the card, as soon as you hit 10 mana crystals, you gain Excess Mana regardless of how much mana you spent on your turn. So you could play a 6-drop, then Astral Communion and get a draw and have 10 mana crystals again. But still, you lose your hand and when you are top decking, you might as well just draw a useful card in the first place and not bother with a cycle-card that you don't want to use before you hit 10 mana in most of your games.
True, I should have specified 10+ lategame. But it means that using double astral communion is actually brilliant as it will be a very nice pull even after having pulled the first one.
That is true. The Excess Mana enables you to run two copies of the card without the draw back of being a shitty top deck when you just ramped up and are low on cards. It adds a little bit of consistency to the card. I assume that's the reason, they designed it this way.
Still, I don't think it will see competitive play.
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^ It says it gives u excess mana, but it didn't say the discarding effects won't occur.
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In HS, if it says so on the card... it will happen. So they will occur. Still, the card will actually be a very good late-game pull (since the mana crystals aren't empty and it cycles for free)... which in my book swings it from "gimmicky" too "powerful".
I think when you draw it late game you will just have to wait till you can play out all the cards in your hand before playing it. There are still a fair few 6 drop or lower cards you might wish to run in a Astral Communion deck.
How to become ∞ at arena: - practice, practice, win, dominate, profit.
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As I understand the card, as soon as you hit 10 mana crystals, you gain Excess Mana regardless of how much mana you spent on your turn. So you could play a 6-drop, then Astral Communion and get a draw and have 10 mana crystals again. But still, you lose your hand and when you are top decking, you might as well just draw a useful card in the first place and not bother with a cycle-card that you don't want to use before you hit 10 mana in most of your games.
True, I should have specified 10+ lategame. But it means that using double astral communion is actually brilliant as it will be a very nice pull even after having pulled the first one.
That is true. The Excess Mana enables you to run two copies of the card without the draw back of being a shitty top deck when you just ramped up and are low on cards. It adds a little bit of consistency to the card. I assume that's the reason, they designed it this way.
Still, I don't think it will see competitive play.