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Lunar Communion - MSoG Ultra Ramp

  • Last updated Dec 3, 2016 (Gadgetzan)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Astral Druid
  • Crafting Cost: 16140
  • Dust Needed: Loading Collection
  • Created: 12/4/2016 (Gadgetzan)
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  • Total Deck Rating

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The most important thing to keep in mind when playing this deck is to not get attached to any specific minions. Have Y'Shaarj in hand with Innervate and Astral Communion on turn 2? Always play Astral. It doesn't matter what minions you discard, you've got 10+ replacements waiting to be drawn in your deck. Same with Deathwing, not playing him to take control of the game just because you have three nice minions in your hand that you don't want to discard is the wrong attitude.

You might be wondering why there is absolutely zero removal spells here. It's because you honestly don't need them. You don't need a Swipe to regain the board, you just need a few beefy taunts that you can cheat out early. Big minions are important here, not Starfire or Wrath. Drawing these cards when in top-deck mode will lose you the game. Raven Idol can also spawn removal if needed.

You might also be wondering why there's no early game draw like Wrath or Loot Hoarder/Novice Engineer. This is for 2 reasons. First, this deck tends to be reliable enough even without cheating out Astral Communion or Nourish. Naga Sea Witch and Moonglade Portal will help you survive until the late game. You will lose to all out aggro without them, though. This deck has major highs and supreme lows, because that is the nature of Astral Communion in and of itself. If you value winning over everything, this deck is not for you.

Here are the staple spells:

2x Innervate
Innervates are the most versatile spells in this deck. You can use them to cheat out an Astral Communion on turn 1, 2, or 3. You can cheat out a Nourish on turn 2, 3, or 4. Or, you can use them to cheat out a Master Jouster/Ancient of War in the early game or a 9 or 10 mana minion in the mid game. The only time you'll be mad at drawing this card is when you're in top-deck mode after using Astral Communion.

2x Raven Idol
The second most versatile spell in this deck. Idol should be played in two ways: first, consider it a 3rd and possibly 4th copy of Innervate, Wild Growth, Astral Communion or Nourish. I always keep it in my mulligan, especially if I also have an Innervate or Astral Communion. Second, you can use Idol to hopefully generate a big minion when in top-deck mode after Astral. I will also use it to grab some removal spells in the late-game when I have enough big minions in hand.

2x Wild Growth
Standard ramp card, not much to be said. Use it on turn 1 or 2 to play Astral Communion a turn earlier, or ramp into Nourish faster with it, or use it as normal to accelarate to 10 mana faster. Note, keep in mind that if Naga Sea Witch is on the board and you have 10 mana, playing Wild Growth will not give you a free Excess Mana card, it will cost 5 as well. I only had to make this mistake once.

2x Astral Communion
The backbone of this deck, and the single card that makes Mega Ramp Druid more viable. Typically this card should be played before turn 4. Usually by turn 4 you would be too far behind on the board, and dropping your entire hand is basically suicide. By that point you should have cards in hand to Ramp, or even to wait a turn to play Naga Sea Witch. You can cheat Astral out with Innervate or Wild Growth. Innervate is the best and easiest, so always try to mulligan hard for Astral and Innervate (or Raven Idol). Note: playing Astral Communion on turn 10 will still drop your hand, and will give you an Excess Mana card just like Wild Growth. However, it will not refill you back to 10 mana, you only get the single card draw for 4 mana. Still worth it in certain situations.

1x Nourish
Consider Nourish your back-up plan. If you can't draw Astral Communion or don't want to play it on turn 4, play Nourish instead. You can still ramp fast enough by coining out or Innervating a Nourish early. You can also use it to refill your hand after playing Astral Communion. It's not the best card to draw in top-deck mode, but it will set-up future turns and you might get lucky enough to draw Naga Sea Witch to play on the same turn.

1x Lunar Visions
I took out one Nourish for a Lunar Visions. This card is versatile in this deck, because it is so heavy with high mana minions it can sometimes be better than Nourish on turn 5. The likelihood of drawing spells is much lower in this deck. This card is better than Nourish to top deck after Astral, because you can immediately play any of the 8 minions that are 7 mana or less, compared to only being able to play one of 2 Naga Sea Witchs after Nourish. 

2x Moonglade Portal
Moonglade Portal works perfect in this deck. It gives some much needed heal while spawning a 6 mana minion. You can use it to heal face against aggro or to heal up a big Taunt after trading. If you top deck it after astral communion and you have full health, always heal the opponents face for BM. 


Now, for the meat of the deck. The minions:

2x Naga Sea Witch
A fantastic card for ramp. I'm very surprised Astral Ramp Druid didn't explode in popularity after League of Explorers released. Consider Naga Sea Witch to be Aviana's little sisters. Just like with Aviana, on turn 10 you can drop Naga + Y'Shaarj. If it lives until the next turn, you can drop Soggoth + Cenarius. This card gives almost as much value as Aviana for only 5 mana, plus you can run two of them. This card is also your backup for if you don't draw into Astral Communion or Nourish, and works great when coined out on turn 4. Innervating one out on turn 3 isn't perfect since your turn 4 becomes almost useless, but I've done it a few times anyways.

1x Dark Arakkoa
C'Thun who? We don't need him to get extreme value out of Dark Arakkoa's stats and Taunt ability. 5 attack trades with most minions played by your opposition. WotOG added some very valuable Taunt minions, we may as well use them to protect Malfurion's rugged yet strangely handsome face.

2x Ancient of War
More beefy taunt. Sometimes you can even play ballsy and Uproot if you already have another taunt up. Be sure to follow that up with a "Wow" emote.

1x Baron Geddon
Anti-aggro staple. Decent against Pirate Warrior and zoo. Also a big threat with 7 attack, it has suedo-taunt against most decks. 

2x Bog Creeper
Hey, it's Dark Arakkoa's big brother! Add 1 mana, 1 attack, and 1 health, and we have another beefy taunt minion to hide behind. 

2x Ironbark Protector
Nice big nasty taunt. Not commonly played in Ramp or Astral Druid, but we need all the taunt we can get in this meta. 

1x Ragnaros the Firelord
Great card for regaining the board. Typically not great against zoo or any minion aggro deck, but a worthy addition nonetheless.

1x Alexstrasza
One of your win conditions. Nothing is more satisfying than dropping Alex right after using Astral Communion. Typically results in a rage Concede from the opponent. It's also one of the only possible hero heals in this deck, along with Moonglade Portal.

1x Cenarius
Great for protecting other important minions, or buffing your whole board to get lethal. I try to play Cenarius after Naga Sea Witch to help them survive until next turn.

1x North Sea Kraken
What's that? A Common minion in Astral Communion Druid? This card is fantastic for removal, and still hard enough to take out with 7 health. Very versatile minion.

1x Soggoth the Slitherer
Possibly the best Taunt minion in the game for a ramp deck. 5 attack gives it enough to take out most enemy minions as well. Enough said there, this should be a Ramp Druid staple card.

1x Deathwing
Your anti-aggro staple. You can turn a guaranteed loss into an easy win with Deathwing. Don't run this deck without him, you'll be doing yourself a disservice. Unfortunately we lost Sneed's Old Shredder in Standard, so we can't abuse his deathrattle w/ Deathwing, but he is still one of the main pillars that makes Astral Communion Druid viable.

1x Kun the Forgotten King
Amazing new addition to Astral Druid. Play it for free alongside Y'Shaarj or Soggoth and basically win the game. Or the 10 armor is great to stay alive a few turns longer while reaching for lethal. Can be combo'd with Naga Sea Witch for some disgusting shenanigans, like this: https://youtu.be/fxNZUuvsEfo. 

1x Y'Shaarj, Rage Unbound
This card is the reason I play this deck. It's absolutely insane. If you are lucky enough to play this on turn 2 or 3 after cheating out an Astral Communion, you will win no matter what. The 'worst' card that Y'Shaarj will play is a vanilla 5/5 Ancient of War. The fact that Y'Shaarj's effect happens at the end of the turn instead of the beginning provides near infinite value, and considering a 10/10 is hard to remove it often survives long enough to bring out a second minion (unless you already won the game).