So, typically, in a Hearthstone deck, you want to create a deck with a mana curve that guarantees you the ability to spend most of your mana every turn. That means you need low mana-cost cards to play on the first couple of turns, scaling into midrange cards, and then into your large win-conditions.
Astral Communion is a 4 mana Druid spell that causes you to discard your hand and immediately unlocks ten mana crystals. With Innervate, you can cast it on turn 2, and if you also get the coin, you can cast it on turn 3. That means you can cast anything you draw, but you're stuck topdecking. Discarding your hand also means your opponent has about 5 more cards than you to work with, plus you have the tempo loss of not developing your board on the second or third turn, when you play Astral Communion.
If you play Astral Communion on turn 2, and then topdeck Ysera on turn 3 and Cenarius on turn 4, and you can continue to play big minions ahead of the normal curve, your opponent is going to struggle to deal with your board and die. But if your deck is stuffed with those cards and you don't draw Astral Communion on your first couple of turns, you're going to wind up sitting there, doing nothing while your opponent wrecks your face.
And if you play a normal mana curve, and you discard 5 cards and give up your turn to play Astral Communion, and then draw into the 2, 3 and 4 mana cost cards that you could have played anyway, your mana advantage will disappear and your opponent will use his card advantage to run you over.
This is the solution I've come up with. It compensates for being top heavy by using including nine cards -- almost a third of the deck, to accelerate its mana curve. It looks like a joke because it has ten legendaries in it, but I'm a decent player and I can hit rank 5 during months when I'm willing to put in the effort (the loss of streak bonuses past that really saps my motivation) playing this deck, I'm rank 10 and climbing right now, playing this.
So, typically, in a Hearthstone deck, you want to create a deck with a mana curve that guarantees you the ability to spend most of your mana every turn. That means you need low mana-cost cards to play on the first couple of turns, scaling into midrange cards, and then into your large win-conditions.
Astral Communion is a 4 mana Druid spell that causes you to discard your hand and immediately unlocks ten mana crystals. With Innervate, you can cast it on turn 2, and if you also get the coin, you can cast it on turn 3. That means you can cast anything you draw, but you're stuck topdecking. Discarding your hand also means your opponent has about 5 more cards than you to work with, plus you have the tempo loss of not developing your board on the second or third turn, when you play Astral Communion.
If you play Astral Communion on turn 2, and then topdeck Ysera on turn 3 and Cenarius on turn 4, and you can continue to play big minions ahead of the normal curve, your opponent is going to struggle to deal with your board and die. But if your deck is stuffed with those cards and you don't draw Astral Communion on your first couple of turns, you're going to wind up sitting there, doing nothing while your opponent wrecks your face.
And if you play a normal mana curve, and you discard 5 cards and give up your turn to play Astral Communion, and then draw into the 2, 3 and 4 mana cost cards that you could have played anyway, your mana advantage will disappear and your opponent will use his card advantage to run you over.
This is the solution I've come up with. It compensates for being top heavy by using including nine cards -- almost a third of the deck, to accelerate its mana curve. It looks like a joke because it has ten legendaries in it, but I'm a decent player and I can hit rank 5 during months when I'm willing to put in the effort (the loss of streak bonuses past that really saps my motivation) playing this deck, I'm rank 10 and climbing right now, playing this.
Here is a game vs Grim Patron warrior, where I decided to play Nexus-Champion Saraad and Justicar Trueheart instead of using Communion on turn 2:
And here's a game where I do play early Astral: