Thijs’ Season 25 Astral Communion Druid

Class: Druid - Format: wild - Type: ramp - Season: season-25 - Style: ladder

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Deck Import

Thijs has been on a pretty incredible run with this Astral Communion deck going 41-22 while climbing the ladder. The deck seeks to get Astral Communion as early as possible with Innervate and Wild Growth. Once you’ve got that going, every one of your draws is usually a big threat or a card that will help you draw into threats. The deck eventually just overruns your opponent with huge minions that they cannot answer.

You can watch Thijs play this deck here.

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17 Comments

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  1. Natureshapez
    April 6, 2016 at 9:59 PM

    Fun deck, but very weak vs Agrro, unless you draw Coin Innervate Astral Communion on first turn it’s over.

  2. Headhunter
    April 6, 2016 at 8:44 PM

    The idea of this deck seems fun and all, but in reality it actually isn’t much fun at all. I played maybe 30 or so games with this deck (a few different high end cards) and it goes either of 4 ways.

    1. You don’t get to play astral until turn 3 (coin) or 4. Then you spend the rest of the game having every minion you play removed (shadow word death, execute, sap, entomb etc.) or you continuously draw useless cards (e.g wrath on an empty board or wrath do 1 damage draw a 9 cost minion) so that by the time you finally start getting somewhere it’s turn 10 and they also have 10 mana but unlike you they have a hand full of cards, an established board, and you are nearly dead. Game over.

    2. You’re playing aggro, which is pretty much 95% of games. Turn 2 Astral Communion. Sweet! Turn 6 you’re dead.

    3. Turn 1 Innervate, coin, Astral Communion. Living the dream. Boom! They concede. Well that’s no fun.

    4. Turn 1 Innervate, coin, Astral Communion. Living the dream. Opponent didn’t concede!! Whaaaattt???? P.S This almost NEVER happens. Everyone I’ve played instantly concedes on a turn 1 Astral. This is the realm of unicorns.

    Conclusion. 0 fun to be had. You either stuff around waiting to play Astral and lose or you live the dream and they concede turn 1.

    • hero
      April 12, 2016 at 11:51 PM

      ahh i only got a few concedes… whenever i got astral off…they just started vomiting minions on the board and blitzing my face – furiously tying to run me down as fast as possible. those games really pretty much depended on if i drew my trees… and whether they had silence or not.

  3. Runo
    April 5, 2016 at 6:58 AM

    I strongly recommand swapping 2 legendaries for 2 ironbark protectors when facing aggro a lot, changed my life ^^

    • B
      April 6, 2016 at 6:11 AM

      I have done the same! Also swapped the loot hoarders for 2 swipe
      So far pretty good win rates even when not drawing the Dream innervate+astral

      When you do get the Dream in turn one then… What a blast lol

      • Maik Lohse
        April 6, 2016 at 10:31 AM

        Someone just played this against me and got that. Was insane

        • Inst4ntKarma
          April 6, 2016 at 12:45 PM

          Oh, I had THE DREAM this morning. Tempo Mage was my opponent. I had Coin, Innervate, WG and Astral. Turn 1 I drew my 2nd Astral (which is great because then it wouldn’t show up later and be a dead draw), so I promptly turn 1 Astral and hero power. My turn 2 I draw Nourish, which then draws Ancient of Lore, Innervate and Dr. Boom. So Turn 2 Dr. Boom = Concede 😛

  4. hero
    April 5, 2016 at 1:54 AM

    subbed out 1 Astral for Antique Heal bot. Plenty of ramp in this deck. dont need 2 Astrals.
    Subbed out Cenarius for Baron Geddon to combat aggro/token trash decks
    subbed out Icehowl for BGH. same thing, much cheaper. good counter for rough Mirror Entity spots.
    subbed out Yesra and Deathwing for 2 Faceless Manipulators. Faceless is just so good in this deck. Deathwing wasnt working for me and Ysera feels weak in this deck.

    • Inst4ntKarma
      April 6, 2016 at 3:36 AM

      I disagree. 2 Astrals are there to increase chances of drawing it before/on turn 4, and after that your remaining ramp that isn’t Innervate becomes card draw for you, which brings a big advantage. Several games I won were using Astral, followed up with Ancient of Lore or Nourish and then proceeding to drop the bombs.

      Ysera and Deathwing have also been all stars for me. Deathwing is always high risk/reward but generally I’ve found he also helps clearing trash, and even sometimes with loosing a large hand he comes out on top. Ysera GREATLY benefits from Astral because unless they are a Priest or running silence, most decks on their turn 3/4 won’t have an answer for her, generating more value.

      I will say that I also wouldn’t add in too many 5 drops, running the risk of reducing your joust wins. I subbed out Ice Howl, and I don’t have Rag, so I put in Raafam and Justicar (since you spend a great deal hero powering) and swiped the Loot Hoarders for, Swipe 😛

  5. Runo
    April 4, 2016 at 7:36 AM

    Awesome deck, and very fun when you get the combo ^^

    Lacking icehowl, and a jouster, I put alex and 2 sunwalkers instead.
    I’m not really getting the 2 loot hoarders in there, they feel awkward, so I’ve been trying to replace them with some healing (a healing touch, but tree of life could be better), and Geddon to compensate for aggro.

    Any thoughts ?

    • Holdpriority
      April 5, 2016 at 12:15 PM

      I feel like Swipe should be here as a means of board clears against aggro. Swipe can win games against Zoolock and others, so having them here seems reasonable.

      My thoughts–the taunt guys like Jouster and Ancient of War seem amazing here, because you can play post early Communion and they really don’t have answer. Jouster seems great because with half of your deck being so high costed, he will almost surely hit each time, but Sunwalker does a fine impression. Loot Hoarder and Sea Witch seem out of place, and your suite of legendaries doesn’t really matter-although Boom, Ysera, and Deathwing seem like nessecary evils.

  6. Pavel Celba
    April 4, 2016 at 4:03 AM

    Cenarius is good. Icehowl is not good. The biggest problem on lower ranks – 20 to 10 is that too much aggro, tokens is seen to be played. For this I cut Icehowl, 1 loot hoarder and add 2x swipe. I progressed yesterday once I built this deck from rank 20 to rank 16 with it in the evening.

  7. chris
    April 3, 2016 at 7:07 PM

    Fun deck! Though my win rate isn’t very good yet.

  8. Gary Shelton
    April 3, 2016 at 10:14 AM

    Cenarius replacement?

    • Evident - Author
      April 3, 2016 at 3:09 PM

      Chromaggus or Nefarian, whatever big Legendary-ish minion you have.

    • Daniel
      April 3, 2016 at 3:51 PM

      Honestly I feel like Cenarius doesn’t fit that type of deck very well anyhow. I really like Rafaam though. The 10 drop spells might just be the ticket.

      • B
        April 4, 2016 at 2:00 AM

        I have replaced cenarius and icehowl by alextrazsa and baron geddon. Like the ones they replace, both have immediate impact on board. Arguably Alex is better than iceowl in my opinion as I have used it a couple of times to heal myself against aggro hunter causing instant rage quit.
        I love this deck. I strive to try and create my own control decks but hats off to thijs this is a blast and with clever combos (Naga sea witch for instance )
        Baron geddon is also great for board clear against aggro
        In case you have not noticed I hate the aggro play style