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[TGT] Astral Druid

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

  • 19 Minions
  • 11 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 12860
  • Dust Needed: Loading Collection
  • Created: 8/9/2015 (Blackrock Launch)
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  • Battle Tag:

    2880

  • Region:

    EU

  • Total Deck Rating

    4

View 2 other Decks by DarkmanG4
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[TGT] Astral Druid

 

Introduction

 

Hello guys! I am an EU player who plays hearthstone for a bit more than a year now, I am not a pro player or deckbuilder by any means, I just want to make a deck about Astral Communion because I think it's one of the most awsome cards Blizzard ever made. So here it is.

Overview

 

This deck's  main focus is to control the board early with cards like Living Roots, Zombie Chow and Wrath in order to get a "free" Jeeves off and follow up with Astral Communion next turn.

To support the 10 mana you will have ideally by turn 5 come really big minions like Ancient of War, Dr. Boom, Ragnaros the Firelord and Cenarius.

Even though discarding your hand early on may seem like a complete disaster I think it is quite allright since by the time you play Astral Communion you also immediately enter the late game. To support the expected lack of cards to play, comes a lot of card draw such as Azure Drake, Ancient of Lore and Nourish. So in theory we should be good even if Jeeves fails to survive a turn.

The only cards that may cause problems, in case you are in a possition where you play the card you draw each turn, are Swipe and Keeper of the Grove but I thought they were too good to pass.

Chromaggus is here for extra draw power as well. The main problem with Chrommagus is that he does not survive long enough for his effect to go off. But that is because by the time you play him, your opponent has 8-9 mana. But, if you play him when they have, say 6 mana then just maybe, he doesn't die and works some magic.

In a deck that you actively discard your entire hand with Astral Communion a card like Deathwing seems super good. Although it needs actual testing to see if it is clunky more often that it is good.

Justicar Trueheart is there just because. My original reasoning was that your gameplay will often be to play a 7/8-drop and then use the remaining mana for a hero power so it might as well be a "better" one. But I don't know if that justifies playing a card with really bad stats and It will probably be replaced by Nefarian or anything I see more fitting.

 

Final Thoughts

 

From my prespective, this deck can vary from being good enough to be competitive or entirely suck. It may see more banefit from cards like Loot Hoarder and Acolyte of Pain because they don't share the same mana cost with Astral Communion but they also need to stay on the board and I find the 3 cards you draw from Jeeves stronger. This deck is far from being refined and it is very likely that we see better versions of it.