The problem with building a deck around astral communion is that if you don't draw it, you lose 100% of the time. And even if you do draw it, you still lose most of the time, because druid has no decent way to come back from being behind on board, besides deathwing.
This is a terrible card unless you can combo it with an inspire, in which case it might have some potential.
Without inspire: For priest/warrior it's a shittier version of Earthen Ring Farseer For Mage it's an Ironforge Rifleman For Druid it's a shittier Ironforge Rifleman For Shaman it's a shittier Tuskarr Totemic For Paladin it's a shittier Razorfen Hunter For Rogue it's a shittier Lowly Squire For Hunter it's a shittier Argent Horserider For Warlock it's a shittier version of Novice Engineer and Gnomish Inventor, which are both already shit in warlock.
This card might possibly be playable in decks with OP inspires like Paletress and Fizzlebang, but otherwise it's shit.
This card is much stronger than harvest golem because it has 1 more HP and usually spawns multiple imps, which are harder to kill than a single 2/1. Also, those 1/1s spawn before it dies, giving you more total power on the board. Harvest golem was balanced, but this card is OP enough to be auto-include in every aggro warlock deck until it gets nerfed. Demon synergy is even better than mech synergy. Voidcaller gives resistance to board clears and more tempo than mechwarper, while Mal'Ganis is 10000000000000000 times better than Mimiron's Head. But Imp Gang Boss is awesome even without any demon synergy in the deck. Worst case scenario is shadow word pain or death's bite and you lost a tiny bit of tempo. Typical case is completely dominating the early game board control against any kind of aggro. I predict blizz will bring this down to 2/3 and then it will only be played in demonlock if at all. If it were a 3/3 it would basically be better than pre-nerf shattered sun cleric because it wouldn't be a "win more" card -- you would get at least 1/1 of extra value regardless of whether you already had anything on the board. This card is a clear case of power creep.
For this card to get any value on average, over half your deck has to be beasts that cost at least 4. But that would necessitate having a ridiculously high mana curve.
It's decent in oil rogue because it ensures you'll have a target for oil, and if you're going to clear board with blade flurry anyway the 50% random won't matter.
This card is AT LEAST a 3/5 for 3, but usually it will kill a 2 drop and survive, making it a 4/6 for 3. It's the most OP card in this expansion besides dragon consort.
3
The problem with building a deck around astral communion is that if you don't draw it, you lose 100% of the time. And even if you do draw it, you still lose most of the time, because druid has no decent way to come back from being behind on board, besides deathwing.
-9
This is a terrible card unless you can combo it with an inspire, in which case it might have some potential.
Without inspire:
For priest/warrior it's a shittier version of Earthen Ring Farseer
For Mage it's an Ironforge Rifleman
For Druid it's a shittier Ironforge Rifleman
For Shaman it's a shittier Tuskarr Totemic
For Paladin it's a shittier Razorfen Hunter
For Rogue it's a shittier Lowly Squire
For Hunter it's a shittier Argent Horserider
For Warlock it's a shittier version of Novice Engineer and Gnomish Inventor, which are both already shit in warlock.
This card might possibly be playable in decks with OP inspires like Paletress and Fizzlebang, but otherwise it's shit.
0
Dragonkin sorceror is always a downgrade from Eydis Darkbane.
4
It's like a 4/4 charge for 4. But vulnerable to silence.
3
Worked for me. I cut a creeper and a doomsayer to add 2 explosive sheep.
3
If this were 4 damage it would be decent
1
This card is much stronger than harvest golem because it has 1 more HP and usually spawns multiple imps, which are harder to kill than a single 2/1. Also, those 1/1s spawn before it dies, giving you more total power on the board. Harvest golem was balanced, but this card is OP enough to be auto-include in every aggro warlock deck until it gets nerfed. Demon synergy is even better than mech synergy. Voidcaller gives resistance to board clears and more tempo than mechwarper, while Mal'Ganis is 10000000000000000 times better than Mimiron's Head. But Imp Gang Boss is awesome even without any demon synergy in the deck. Worst case scenario is shadow word pain or death's bite and you lost a tiny bit of tempo. Typical case is completely dominating the early game board control against any kind of aggro. I predict blizz will bring this down to 2/3 and then it will only be played in demonlock if at all. If it were a 3/3 it would basically be better than pre-nerf shattered sun cleric because it wouldn't be a "win more" card -- you would get at least 1/1 of extra value regardless of whether you already had anything on the board. This card is a clear case of power creep.
0
It's still good when comboed with Flamewaker, Sorcerer's Apprentice, and Mana Wyrm against face hunter
0
For this card to get any value on average, over half your deck has to be beasts that cost at least 4. But that would necessitate having a ridiculously high mana curve.
3
It's decent in oil rogue because it ensures you'll have a target for oil, and if you're going to clear board with blade flurry anyway the 50% random won't matter.
2
Most overpowered card EVER!
0
If knife juggler is ever nerfed, this might almost be halfway decent.
-19
This card is AT LEAST a 3/5 for 3, but usually it will kill a 2 drop and survive, making it a 4/6 for 3. It's the most OP card in this expansion besides dragon consort.
3
The current meta is way too aggro to run this card, because it doesn't do anything on the board immediately and it's vulnerable to freezing trap.
7
This would actually be godmode if it was 6/7 instead of 7/6.