If you just want to play the biggest cards in your hand and always slam crap down on the table then this is NOT the deck for you!
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1st Place in Topdeck #12 3/18/2014
2nd Place in Friday Night Swiss 3/7/2014
Went from rank 2 and 1 star to Legend with only 1 loss
I'd like to explain some of the thought that went into this deck.
Why no Force of Nature + Savage Roar combo?
I personally hate not having options, and one of the easiest way to lose options is to play cards that do not have any effect/limited effect until they are used as a finisher or such. In my opinion Force of Nature is a terrible card by itself, and that's because I judge cards by how well the attribute to my board position. and for a kill spell it takes way too much mana to be worth it and cant be bottle necked by taunts. These clunky cards can sit in my hand and make me feel as if I would be better off without them because I'd have better options for board control. So I started experimenting with new ideas.
Why not the standard Ancient Watcher style
Because Ancient Watchers require you to run Defender of Argus, and Sunfury Protector. Which require you to also draw those cards to activate them, or the Keepers to activate them, but in most matchups I have to use my keepers to maintain board or silence their threats, so I dislike having 2 cards that need 4 specific cards to activate them. Instead of limiting myself to how I can play my cards I choose to use the old school mana acceleration Druid engine from season 2.
Wild Growth Timing Techniques
This is kind of hard to explain, but during the game you need to look at your hand and judge how much you need mana, what you can do with mana, and if that need is more that the need of cards. Wild Growth has 2 uses. Either draw a card at 10 or gain mana at the cost of 2 mana that turn. There are many cases where it is more important to get the card later than it is to get the mana now. The deck is focused around choices and how to use these cards that all can have immediate value, or can be saved for alternate values.
So if combos are clunky why are there combos in the deck list
These combo cards are cards that all still hold high value when played individually.
Mark of the Wild - Independently this card can be used against aggro to hold off a lot of annoying hunters or warlock aggro, it is really a great one of, that can almost always have an opportunity to be played. Unless, you are playing vs a deck like handlock that has a measurable number of threats then you know you are safe to save it for the removal combos.
Big Game Hunter - Although a lot of people don't link to drop this card by itself, it is actually on curve! a 4/2 is a 6 point 3 drop which is normal stats. Behind a druid of the claw it can usually trade up, and in the aggro matchups it can take down Animal Companion, Shield Bearer, and Void Walker, all of which can be annoying for the Harvest Golem to deal with.
Faceless Manipulator - In the aggro matchup you can faceless chargers like Doomgaurd, or Argent Commander which can help you stabilize board. And in the control matchups it is mostly saved for countering rag, or for pulling off one of your own deadly combos.
- Mark of the wild enemy minion with 5 or 6 attack + Big Game Hunter
- Mark of the wild enemy minion + Black Knight
- Mark of the wild own minion + Faceless
Also note, at 10 mana Mark of the Wild Faceless and Big Game Hunter can all be played at the same time, so you can buff a minion up, copy it, then kill it.
Taking Advantage of New Changes - Because Tinkmaster is gone people will attempt to silence Ysera and ignore it, because the 12 health is simply not worth cutting through, so after it lives a turn: Mark of the Wild + Faceless on Ysera is GG almost every time. And most classes can't do anything to stop this as of now.