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TriniDiddy's Astral Jungle

  • Last updated Apr 9, 2017 (Un'Goro Launch)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Astral Druid
  • Crafting Cost: 19380
  • Dust Needed: Loading Collection
  • Created: 4/9/2017 (Un'Goro Launch)
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  • Battle Tag:

    TriniDiddy #1523

  • Region:

    US

  • Total Deck Rating

    16

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Hello all, here's an original deck I came up with that is both fun and competitive.

I love all of the Druid archetypes, but this is by far the most enjoyable to play. With the addition of Jungle Giants, it's just become more fun and ferocious!

Card Choices

Ramp 

(Staple): No explanation needed here - InnervateWild GrowthAstral Communion

Draw

Very important for slow hands and also pressure when Barnabus is played.

Novice Engineer - good because it's immediate draw. You can top-deck it and draw into one of your 8-cost minions.

Nourish - if you don't combo out use the first one to ramp if your hp is good.

Stall

Earthen Scales - in this deck this card is a bomb. You're essentially paying 1 mana for what is often 7+ armor. I will most likely up this to 2 copies, but the list is so tight right now.

Sludge Belcher - great stall card and you can drop it early if you didn't combo.

Moonglade Portal - awesome card. You can restore health when you're behind and you get a free minion. Many times it will trigger your quest counter.

Ancient of War - if you didn't combo you can top-deck this and either build your board, clear theirs, or bait a premium removal spell.

Chillmaw - it's strong on it's own as a 6/6 taunt, but you also have 4 dragons for trigger. If it's early-game, drop it because it's bigger than everything and can bait removal. mid-game you'll most likely have a dragon to trigger, and late-game you'll have better choices.

Soggoth the Slitherer - powerful stall minion. 9 hp is hard to get around, and it's immune to spells. Really tough for an opponent to deal with without a powerful board.

Power

Ragnaros the Firelord - no explanation needed, he's a boss.

Sneed's Old Shredder - very good for board and can double up on your quest count.

Alexstrasza - I've put this out turn 2 or 3 and it's pretty much good game at that point. Many players conceded if they aren't holding a removal spell. Even if they deal with it, you're at a major advantage. At it's worst, it's an 8/8 dragon. Can also be used to boost your health if you are behind late-game.

Nefarian - he's an 8/8 dragon that helps you build your hand. One of astral's weaknesses is the discard effect, so anything that gives you cards is good.

N'Zoth, the Corruptor - It can give you multiple triggers on your quest count mid-game, or even early-game. It acts as a great finisher late-game, and has great synergy with it's prime targets: Sludge Belcher, Sylvanas Windrunner, Chillmaw, Sneed's Old Shredder

Tech

Jungle Giants - it works super well with the astral archetype as I said before. You can trigger it mid-game and then overwhelm your opponent and keep constant pressure.

Raven Idol - I almost always choose a spell. You gain access to ramp, removal, healing, and most importantly Astral Communion if you didn't draw it but have an Innervate in your opening hand.

Barnes - can see play at any point in the game. Early-game its great to establish some presence if you didn't combo. He has some incredible targets to hit: Sludge Belcher, Sylvanas Windrunner, Chillmaw, Ragnaros the Firelord, Sneed's Old Shredder, Ysera

Sylvanas Windrunner - can swing the board and the game heavily, and she has incredible synergy with N'Zoth, the Corruptor and Barnes

Ysera - she can fill your hand with powerful spells, and in the early game, she dominates. She is also a removal bait and a dragon trigger

Deathwing - against swarm decks he's a game-stopper due to his ability to clear the board. Later in the game he's usually just hanging out in my hand, but he count's as a dragon trigger.

Substitutions

I have a lot of versions of Astral Druid, and they all feature different minions.

Dragons - This version I felt was strong because I think Chillmaw and Deathwing are important for board clearing. Ysera and Nefarian build your hand. If you want to abandon the Dragon theme you can and just substitute strong legendaries that you own instead.

Deathrattles - N'Zoth, the CorruptorSylvanas Windrunner, and Sneed's Old Shredder all fit into the build as finishers and quest counters. However, if you don't want to run a deathrattle theme at all, you can abandon these cards for some power minions of your choice.

Taunts - Ancient of War and Soggoth the Slitherer, can be substituted for Ironbark Protector, a Druid class staple. The only taunt mionion that I recommend keeping is Sludge Belcher because of it's staying power.

 

Well that's it! Happy playing. Thanks for reading :D