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Astral Legendary Druid

  • Last updated Aug 9, 2015 (Blackrock Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 18680
  • Dust Needed: Loading Collection
  • Created: 8/8/2015 (Blackrock Launch)
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  • Battle Tag:

    Animaker

  • Region:

    EU

  • Total Deck Rating

    1059

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So this new card called Astral Communion was revealed, and first thing I fought was: T1: Innervate + Coin + Astral Communion

T2: Deathwing. The dream.

Ofc the chance of that happening is very short, and you probably want deathwing to be the card that will be discarded in the process. Though it will surely allow for some fun Trolden moments. But that's dream chat, let's talk about the deck!

The deck is based on the idea you are going to waste(either by playing or discarding) 7 cards.

Because at turn 4 that's the number of cards you got out. 7 cards is 23% of the deck. Meaning you have 1/4 chance to get Astral Communion when you need it. It is indeed a gamble, but it's a gamble worth it and that you can turn around. To turn around that gamble, I added some very useful early game cards, and also few of them because want to have the max number of useful high cost minions and legendaries. 

So basically if you don't get the Communion Card this deck so much depends on, it's still manageable for you to win on curve if you have early game. I'm gonna list the probability of each early-game card being drawn in the first 4 turns.

Innervate: 37% chance of being drawn at least one.

Wrath: 37% Chance of being drawn at least one.

Deathlord: 37% chance of being drawn at least one.

Swipe: 37% chance of being drawn at least one.

So what this means is that you may get 1 early-game card 37% of the time. For a deck like this where you just need the 23% chance of getting Astral Communion to win the game, I think it's well worth it. But I bet you're still skeptical, and you should, it's mainly a fun deck, can get you to rank 10 for sure, depending high on wether you draw it earlier. 

Anyway since you can repick the cards, you have higher probability of getting what you want and that's part of the reason I didn't include a second Astral Communion which would be dead weight, but if I see it doesn't pay-off, I will sub in another one in place of one legendary.

Mulligan

This deck is either win, win by good draw without Astral Communion or Lose. You have the best late-game (not difficult to figure out) so the mulligan will always be this:

Innervate, Wrath, Deathlord, Swipe and Astral Communion

Note: ALWAYS mulligan. It boosts up your chance of getting what you want.

Win Scenario After you play Astral Communion

Everythign goes fine, you get your Astral Communion before turn 5 and play it either with coin, either win innervate, either with both or even without them, but what's next? You are out of cards, out of options. Sure you can put giant minions and that alone might win you the game, but consider a scenario your opponent has an answer for each card you play a turn, you may want to have more than 1 thing to play each turn, so this is what I did to make you make the most out of the deck.

I basically put in big ass legendaries and minions that will give you card-draw if you topdeck them. It's close to 100% guaranteed if you topdeck those cards you will get more choices on hand.

 

Nourish - 2 Cards drawn.

Ancient of Lore - 2 Cards drawn.

Nexus-Champion Saraad - Hero Power, play this. Draw a card. It is that simple.

Chromaggus - Very good card duplicater, if you get duplicate nourish... well I guess you win the game.

Sneed's Old Shredder - You may consider the possible legendary that pops out a draw. Just pray it isn't Loreweaker Cho

Nefarian - 2 cards drawn basically, though might not be as powerful as the cards you have on the deck.

Ysera - Gives you superb cards, same as drawing for me. 1 draw per turn.

Deathwing - You don't discard anything, so I believe that is saving quite the few cards while putting a 12/12 on board.

Chance of Getting Card-Draw Topdeck

If we include Wrath as a topdeck card, since we would probably use it on that way, we have 11 Card-Draw cards. The chance of getting a card-draw as topdeck on turn 5 after 7 cards were discarded is 48% considering we didn't discard any card-draw. If we discarded the maximum of card-draw cards(6) then the chance is 21%.

So the range is 21%-48% for getting a card-draw card.

Gameplay Video

Once someone tries this out after GVG I will put it here.

Discuss!

The viability of the deck and what would you change on it to improve it.

Thanks for Reading =D