Idea is to make maximum value of a Astral Communion early draw (or get to it before too many cards to throw away). Have fun, and let me know if this works for you!
Nope. Just played a game against a Paladin where I didn't get Astral until Turn 6. But having the Savage Combatant and the other strong cards still let me make a nice "killing". Idea is that you should be able to win regardless, but it's easier if you get an early setup :-)
Was reminded late last night why I play Poison Seeds with this as well. Hadn't thought much of the Warrior putting down a 1/7 taunt, when he pulled out a Frothing, a Grim, and a Bouncing Blade. At the end I had a field of Grim's and a rather impressive Frothing facing me. Look on his "face" when I played Poison Seeds and then Starfall was priceless :-)
Also, one more Astral note. Had a game where it had been sitting "dead" in my hand a couple turns. It was all I had left in hand, and I had 6 mana left, so figured "Why Not?" Turns out it works like Wild Growth in that case and gives you an excess mana card to play to get another card. So a bit more worth to it than I thought even in late game.
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Deck Link:
http://www.hearthpwn.com/decks/310976-doom-druid
Idea is to make maximum value of a Astral Communion early draw (or get to it before too many cards to throw away). Have fun, and let me know if this works for you!
raynad tried astral communion and got owned, lost 4/5 gams
Well, have to say I just played a game where I got to "live" the dream. Turn 1 I had both of my Innervates and my Astral.
Turns 2 and 3 are attached. I almost (!) felt sorry for my opponent :-)
Was his deckplan only focussed on Astral, or did he have a 'standerd ramp druid' backup plan in his deck as well?
You don't play JUST for Astral Communion.
Also, 5 games isn't the biggest sample size.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
What should I do if i dont draw this needed cards? Concede?
Nope. Just played a game against a Paladin where I didn't get Astral until Turn 6. But having the Savage Combatant and the other strong cards still let me make a nice "killing". Idea is that you should be able to win regardless, but it's easier if you get an early setup :-)
Was reminded late last night why I play Poison Seeds with this as well. Hadn't thought much of the Warrior putting down a 1/7 taunt, when he pulled out a Frothing, a Grim, and a Bouncing Blade. At the end I had a field of Grim's and a rather impressive Frothing facing me. Look on his "face" when I played Poison Seeds and then Starfall was priceless :-)
Also, one more Astral note. Had a game where it had been sitting "dead" in my hand a couple turns. It was all I had left in hand, and I had 6 mana left, so figured "Why Not?" Turns out it works like Wild Growth in that case and gives you an excess mana card to play to get another card. So a bit more worth to it than I thought even in late game.