Astral Communion FTW
- Last updated Jun 20, 2017 (Un'Goro Launch)
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Wild
- 25 Minions
- 5 Spells
- Deck Type: Tavern Brawl
- Deck Archetype: N'Zoth Druid
- Brawl: Clockwork Card Dealer - Standard
- Crafting Cost: 21380
- Dust Needed: Loading Collection
- Created: 12/21/2016 (Gadgetzan)
- SteelShark
- Registered User
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- 3
- 13
- 20
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Battle Tag:
SteelShark#1309
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Region:
US
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Total Deck Rating
29
Pretty simple, for folks that want to try something different and have a little fun. (Because of comments posted, let me be clear...this is undoubtedly NOT the best deck you can play for this Brawl).
Some folks are getting hung up on the legendaries...tailor it how you want. The key is the first 5 turns. Load the deck up with whatever 6+ mana minions you want and have access to in your collection. There is no correct lineup to use. Use Boulderfist Ogre, Ravenholdt Assassin, Eldritch Horror and Faceless Behemoth if you want. Go nuts. Fill it with C'Thun and activators, go with all common cards, go all legendaries, whatever.
Turn 1 - Sir Finley (hoping for Warlock power)
Turn 2 - Doomsayer
Turn 3 - Alarm-o-Bot
Turn 4 - Astral Communion
Turn 5 - Nourish or Lunar Visions
Turn 6 & beyond - Profit
If your mulligan goes bad, just concede and on to the next game. Remember you will lose whatever cards are in your hand come Turn 4.
Deck loses to the inability to remove minions after turn 2. Very inconsistent, turn 5 is supposed to be a tempo play. How is drawing 2-3 cards going to get you back board state? Even drawing Ironbark from Acolyte turn 4 after playing Astral didn't help win any game. This format is about tempo, not getting a 100% guaranteed 10 mana by turn 4.
Can't seem to get a win with this deck. I'm usually dead by the time turn 6 comes around.
agree, what a trash deck. played for 6 games, all lose.
Turn 1, if you go first then play the roots for the 2x 1/1's - if you are second, remove their Turn 1 minion if you can.
Turn 2, play Doomsayer - hopefully they won't kill it.
Turn 3, Play Acolyte of Pain, hope that they don't kill that
Turn 4, Play Astral Communion, which will dump your hand, then attack with your Acolyte of Pain to try and draw a card, then play what you draw
Turn 5, you will get card draw from Nourish or Lunar Visions - if you don't have Lunar Visions, that's ok, the 2x Nourish is fine - Make sure you have no other 5 drops, as these could be drawn instead of your "card draw" cards. The only other 5 drop that you may consider (for Tempo) could be Lotus Agents because you can discover a card to help address the current board state.
Turns 6 - End, play nasty endgame stuff, and beat your opponent to a pulp.
This deck has actually been around before - watch Kripp play it and you'll see why it actually doesn't suck.
LOL Not me down-voting (or up-voting for that matter). This is basically the same type of deck I used last time this Brawl was active. I don't believe I ever stated this deck was the best deck you could play. I like Brawls to try fun and different decks. How many decks do you actually get to play Astral Communion in? If you don't like the deck or don't have fun with it or have better decks you prefer, I'm completely ok with that. I mean...it's just a Brawl for fuck's sake. A little perspective. LOL
well then you both are horrible players then