Astral Communion: A Gimmick Deck Guide
Play Druid like never before with Lobokendo's Astral Communion Druid deck.
Play Druid like never before with Lobokendo's Astral Communion Druid deck.
Hello! Lobokendo here with an interesting deck to share with you all. While this deck has seen some success, I want to preface this with the fact that I do not believe this deck is viable. Any success you experience with this deck will be dependent on your starting hand and as such, I cannot recommend playing it in ranked. That said, if you are looking for a seriously funny deck to play against your friends, this may be the deck for you. Welcome to the Astral Communion Druid deck.
First, let's take a look at the card that makes all of this silliness possible, Astral Communion:
This card has an incredibly powerful upside, with an overwhelmingly negative drawback. To properly make use of this card you need to have a deck that can not only play around it's strengths, but also its weaknesses.
With that in mind, this is the deck I came up with:
This deck capitalizes on the strengths and weaknesses of Astral Communion in two distinct ways: strong minions storming the board early and low mana cost card draw. Using these together allows you to play a top deck battle as the game progresses after you play Astral Communion.
With that said, you are entirely dependent on drawing both Astral Communion and Innervate within the first few rounds of the game. Any later and you need to shift your focus to getting to the late game. For this reason, as I get into how the deck plays, I will focus more on what to do when you don’t get them, rather than when you do.
So let’s start with what to mulligan. The two obvious cards you want to keep are Innervate and Astral Communion. The dream is to play Astral Communion as soon as you possibly can, so almost all other cards should be sent back immediately. The only exceptions to this rule would be if you start out with Astral Communion, but have no Innervate. In this scenario, Wild Growth is an acceptable card to keep because it can serve a similar purpose to Innervate. You Wild Growth turn two, then next turn you Astral Communion. The only other exception to this is if you have both Innervate and Astral Communion in hand before you mulligan. In this case you are going to discard any other cards you keep, so you should choose only to keep cards you don’t want to get later in the game.
Now I’ll cover how the deck should play. First off, you want to have Astral Communion and Innervate. Once you have done this, you will be playing almost every card you top deck immediately. A mistake that can often be made is using the large amount of draw cards in this deck to draw Astral Communion. Playing Astral Communion as early as possible is absolutely critical. If you play it any later than turn four, you will likely lose the game. For this reason, the card draw is actually to benefit your top decking.
It becomes possible to combo cards together using your ten mana. Examples being:
Those are a little more perfect than you can usually hope for, but do highlight the strength of the draw power at ten mana. Of course if you draw them in reverse order, that still plays to your advantage. Ragnaros the Firelord on turn three is still strong, and were you to draw Novice engineer later it would still give you something useful.
I said turn four is the latest you can hope to play Astral Communion, but what I meant by that is any later in the game, and you shouldn’t play it at all. At that point you have already drawn a sizable amount of cards and should be looking at a different strategy to use them. In this case, the cards you want to have are Wild Growth, Grove Tender and Nourish. This is the point where the deck plays more like a ramp Druid. Use those cards to give you mana so you can play the larger cards which are likely clogging up your hand.
When all's said and done though, this is a gimmick deck. The inconsistent nature of this deck makes it very hard to rank up on. I imagine the highest rank this deck would achieve would be around rank fifteen. But if you’re looking for a fun deck to make your friends rage quit or you like watching an enemy turn to pure salt when you play Dr. Boom on turn two, this deck might be just for you. Thank you for your time and I hope you’ll be here next time!
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