Maybe I just don't know how to druid, but for some of these cards I can't tell if ya'll are sarcastic...or really that excited about these things. Living Roots is awesome, and the minion that ramps mana, but Astral Communion ... really? This card looks worse than Tree of Life
Besides the card says "Gain 10 mana (full) mana crystals". Imagine having Coldarra Drake on board. You could empty your hand and spend all but 4 mana, play this and get 5 free hero powers.
Besides the card says "Gain 10 mana (full) mana crystals". Imagine having Coldarra Drake on board. You could empty your hand and spend all but 4 mana, play this and get 5 free hero powers.
Yes, i too watched the video where Kripp suggested these things. The only useful scenario I see is coin + innervate + communion on turn 1. Then you only lose 2 cards, and you can play everything thereafter (and you can hero power there X/1 1-drop)
To really make this card worth while you have to fill your deck with card draw, and a ton of really really large minions. Anything under 5 mana should better be a deathrattle card draw card. Sure if you pull it off you probably win 80% of the time, but you're also going to have plenty of opening hands where you don't see communion and just sit with weak card draw minions and big dudes you can't play for far too many turns. If you start to try to bridge the gap in your curve you start to just look like a normal ramp druid and are better off not using communion.
It just feels inconsistent. You will either win hard, or lose hard. That puts you at the mercy of the your opening first 5 draws to find 1 of 2 copies you might have of this card.
Maybe I just don't know how to druid, but for some of these cards I can't tell if ya'll are sarcastic...or really that excited about these things. Living Roots is awesome, and the minion that ramps mana, but Astral Communion ... really? This card looks worse than Tree of Life
It has potential. The issue with it is that after you play it you need to top deck. But, say you put it in a deck which is like half card draw and half big minions. Any top deck is good then.
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"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
...Ben Brode did not lie. Aviana is absolutely amazing. I IMMEDIATELY bought the special pre-order after I saw it.
Why? I just don't see why it's so good, for constructed view point. Can you explain why you think it's so good?
Turn 10: Aviana + Dr. Boom. It's highly unlikely they can deal with both, so either you keep a 7/7 on board with bombs or a 5/5 that makes your other minions cheaper. Most druids don't win on turn 9 anymore if they're playing someone halfway decent.
ur example is basicaly, for the turn u play it "10mana" a 7 mana dr.boom and a 3 mana 5/5. looks good. i wouldnt exactly call it exciting.
If aviana survives next turn and you have decent hand sure its godly.
...Ben Brode did not lie. Aviana is absolutely amazing. I IMMEDIATELY bought the special pre-order after I saw it.
Why? I just don't see why it's so good, for constructed view point. Can you explain why you think it's so good?
Turn 10: Aviana + Dr. Boom. It's highly unlikely they can deal with both, so either you keep a 7/7 on board with bombs or a 5/5 that makes your other minions cheaper. Most druids don't win on turn 9 anymore if they're playing someone halfway decent.
ur example is basicaly, for the turn u play it "10mana" a 7 mana dr.boom and a 3 mana 5/5. looks good. i wouldnt exactly call it exciting.
If aviana survives next turn and you have decent hand sure its godly.
The thing is that you can easily play 2 minions which your opponents HAS to deal with. Dr. Boom is of course not the best example, also because it can easily be killed by BGH. I would play Aviana in a deck with minions who dodge BGH. If you, for example, drop her on turn 10 together with Ysera or another really strong legendary, your opponent has almost no chance to remove both of them. So either Aviana survives and you have a full turn to play big minions for cheap, or your Ysera lives another turn and gives you an extra dream card.
Well ye, i totaly agree with you. You have ways to play more than 1 minion together with aviana on turn 9-10. coin or innervate or thaurissan.
Again the value Aviana provides really comes into play if you manage to reduce at least 2 high cost minions with her. Either in 2 turns or the same turn you played her. Even reducing your ysera to 1 mana isnt that big of a difference. Aviana counts as a 1 mana 5/5 when played with ysera on 10 mana that sure is good but not gamebroken for a turn 10 play.
People seem to forget that not every card needs to fit current decks. And this card requires an entire new deck on its own, so it's nearly impossible to evaluate.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
People seem to forget that not every card needs to fit current decks. And this card requires an entire new deck on its own, so it's nearly impossible to evaluate.
People seem to forget that you can't evaluate card by its best case scenario. You will often draw this card in the late game. If you manage to get to late game.
This - absolutely this! The reason Wild Growth is a good card is that it is multi purpose offering acceleration in the early game and card draw in the late game. Can you honestly say you will run 2 Astral Communions? There are so many great cards that are not this...thing...in the 4 mana slot already for Druid.
If you get this card by turn 4 it's highly likely you will win the game. There's a 33-40% chance you'll get the card by turn 4 depending on whether you go first or second.
If you get the card in the mid-game it's probably a push as to its effect on the game outcome.
If you get the card in the late game you are in hindered because its a dead card for the most part. However, with Druid decks built for late game play you aren't as hindered as other decks that struggle in the late game.
If you can win 80% of the games 30-40% of the time (get it early), 50% of the games in mid game (10-15%) and then 40% of games in the late game the remaining 50% of games then you are looking at a 24-30% + 5-7.5% to 20% or 49-57.5% win ratio. And I'm just thinking of how the deck works with existing ramp decks. I'm willing to wager that tweaks will be find to squeeze out better percentages in the late game scenario. Is it a card so awesome its game breaking? No (this doesn't make it "utter trash" or a "terrible card"). Is it a card that can be played in a viable deck? Yes.
The problem stems from deck creation, though. To make this card worth it you want to fill your deck with larger than normal minions. Possibly ignoring your curve. If you don't ignore your curve you either are making control druid with a large high end, or just midrange with hopes to make this work. This card is a wasted slot in midrange. In control you are more likely going to draw this card early and wish you had some sort of removal, or early game pressure release valve INSTEAD of this card. The only time I can see wanting this card is in opening hand. 2/30 cards don't get in your opening hand often enough for this effect to be worth it. When this card isn't amazing and winning you the game, it will be so bad it loses you the next three. That's the problem with it. The dream is too inconsistent and too specific to warrant all the other scenarios you encounter with the deck. This makes me think of a combo piece to a combo deck that doesn't have all it's pieces, yet. Not saying it will have them all, but if you could build the combo to push this out consistently and early, then it's a good card. Right now you're at the mercy of the first 7-8 cards of your deck (+3 if you want to spend your first turns drawing, and only if you get the cards in your deck that let you draw deeper).
It's too unique to rely on, and if you aren't relying on the card, there are better cards to have in your deck.
If you get the card in the late game you are in hindered because its a dead card for the most part. However, with Druid decks built for late game play you aren't as hindered as other decks that struggle in the late game.
Assuming you are playing a deck with minion draw and its already on the board, in the late game it becomes a sort of blind innervate. I'm sort of imagining someone playing Sludgebelcher with an acolyte of pain already on board, playing Astral Communion to get another 10 mana, then drawing kel'thuzad and dropping it on the same turn they played sludge belcher. There's probably a way to make the deck more consistent using the blind innervate gamble than that, but that's how I think of the card if its drawn late game is as some kind of last-ditch risky tempo play.
Brode was right and we're 6/6 on revealed cards. This is great!
Also, new druid archetype?
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Maybe I just don't know how to druid, but for some of these cards I can't tell if ya'll are sarcastic...or really that excited about these things. Living Roots is awesome, and the minion that ramps mana, but Astral Communion ... really? This card looks worse than Tree of Life
If you're gonna put Astral Communion in any of the existing Druid cards, then yeah of course it looks like a terrible card.
Chances are big though this will awaken some new Druid deck. You could try having a Bloodmage Thalnos / Loot Hoarder / Acolyte of Pain on board, use Astral Communion early, and then quickly refill your hand.
Besides the card says "Gain 10 mana (full) mana crystals". Imagine having Coldarra Drake on board. You could empty your hand and spend all but 4 mana, play this and get 5 free hero powers.
Don't fear the discard
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Such argumentation, I'm speechless.
Hello.
Well im not dissapointed I dont know why others are. Hey maybe Living Roots but the others arent that bad
Yes, i too watched the video where Kripp suggested these things. The only useful scenario I see is coin + innervate + communion on turn 1. Then you only lose 2 cards, and you can play everything thereafter (and you can hero power there X/1 1-drop)
To really make this card worth while you have to fill your deck with card draw, and a ton of really really large minions. Anything under 5 mana should better be a deathrattle card draw card. Sure if you pull it off you probably win 80% of the time, but you're also going to have plenty of opening hands where you don't see communion and just sit with weak card draw minions and big dudes you can't play for far too many turns. If you start to try to bridge the gap in your curve you start to just look like a normal ramp druid and are better off not using communion.
It just feels inconsistent. You will either win hard, or lose hard. That puts you at the mercy of the your opening first 5 draws to find 1 of 2 copies you might have of this card.
It has potential. The issue with it is that after you play it you need to top deck. But, say you put it in a deck which is like half card draw and half big minions. Any top deck is good then.
Such mana, much Druid, wow.
"Not all those who wander are lost."
- Velen R. R. Tolkien
Just in case timing got off and you didn't see my second response. That addresses what you say.
ur example is basicaly, for the turn u play it "10mana" a 7 mana dr.boom and a 3 mana 5/5. looks good. i wouldnt exactly call it exciting.
If aviana survives next turn and you have decent hand sure its godly.
Well ye, i totaly agree with you. You have ways to play more than 1 minion together with aviana on turn 9-10. coin or innervate or thaurissan.
Again the value Aviana provides really comes into play if you manage to reduce at least 2 high cost minions with her. Either in 2 turns or the same turn you played her. Even reducing your ysera to 1 mana isnt that big of a difference. Aviana counts as a 1 mana 5/5 when played with ysera on 10 mana that sure is good but not gamebroken for a turn 10 play.
Aviana is best played when you have an Innervate handy. Aviana + 3 high powered minions creates a very strong win bias.
Astral Communion is, like many other cards, situationally good. And it can be situationally bad. But a "terrible card"? Certainly not.
Astral Communion is utter trash. In what format is it valid? I really hope this is a joke or something, a waste of an epic for druid.
People seem to forget that not every card needs to fit current decks. And this card requires an entire new deck on its own, so it's nearly impossible to evaluate.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
This - absolutely this! The reason Wild Growth is a good card is that it is multi purpose offering acceleration in the early game and card draw in the late game. Can you honestly say you will run 2 Astral Communions? There are so many great cards that are not this...thing...in the 4 mana slot already for Druid.
Here's how I'm tentatively thinking of Astral Communion.
If you get this card by turn 4 it's highly likely you will win the game. There's a 33-40% chance you'll get the card by turn 4 depending on whether you go first or second.
If you get the card in the mid-game it's probably a push as to its effect on the game outcome.
If you get the card in the late game you are in hindered because its a dead card for the most part. However, with Druid decks built for late game play you aren't as hindered as other decks that struggle in the late game.
If you can win 80% of the games 30-40% of the time (get it early), 50% of the games in mid game (10-15%) and then 40% of games in the late game the remaining 50% of games then you are looking at a 24-30% + 5-7.5% to 20% or 49-57.5% win ratio. And I'm just thinking of how the deck works with existing ramp decks. I'm willing to wager that tweaks will be find to squeeze out better percentages in the late game scenario. Is it a card so awesome its game breaking? No (this doesn't make it "utter trash" or a "terrible card"). Is it a card that can be played in a viable deck? Yes.
The problem stems from deck creation, though. To make this card worth it you want to fill your deck with larger than normal minions. Possibly ignoring your curve. If you don't ignore your curve you either are making control druid with a large high end, or just midrange with hopes to make this work. This card is a wasted slot in midrange. In control you are more likely going to draw this card early and wish you had some sort of removal, or early game pressure release valve INSTEAD of this card. The only time I can see wanting this card is in opening hand. 2/30 cards don't get in your opening hand often enough for this effect to be worth it. When this card isn't amazing and winning you the game, it will be so bad it loses you the next three. That's the problem with it. The dream is too inconsistent and too specific to warrant all the other scenarios you encounter with the deck. This makes me think of a combo piece to a combo deck that doesn't have all it's pieces, yet. Not saying it will have them all, but if you could build the combo to push this out consistently and early, then it's a good card. Right now you're at the mercy of the first 7-8 cards of your deck (+3 if you want to spend your first turns drawing, and only if you get the cards in your deck that let you draw deeper).
It's too unique to rely on, and if you aren't relying on the card, there are better cards to have in your deck.
Assuming you are playing a deck with minion draw and its already on the board, in the late game it becomes a sort of blind innervate. I'm sort of imagining someone playing Sludgebelcher with an acolyte of pain already on board, playing Astral Communion to get another 10 mana, then drawing kel'thuzad and dropping it on the same turn they played sludge belcher. There's probably a way to make the deck more consistent using the blind innervate gamble than that, but that's how I think of the card if its drawn late game is as some kind of last-ditch risky tempo play.
Edit: Deathwing druid?