Hey there :)
So, I built this deck mainly because the lack of legendaries for the Highlander Druid deck, and it's working very nicely.
The main damage dealer here is the Ooze of course. It can be heavily improved by Mark of Nature after having the Ossirian Tear active (Note that Ooze+Mark fits in a 10 Mana play).
The big combo here is Underbelly Ooze, Mark of Nature, Moonfire, Moonfire. This lettuce with two 7/7 Taunts and a 7/8 Taunt, wich is a hell of a board to clear. Not to mention that is a fat 21 damage with chance to keep multiplying.
Crystal power is also a good choice here, since you can use it to get rid of annoying weak foes (it won't heal the target if the initial 2 damage already killed it, firend or foe), damage your Ooze to spawn a copy and healing it right rafter, or heal your hero if things get ugly.
The Choose One cards don't need much explanation, since it's all to take advantage of (or justify) the Untapped Potential quest.
The Rager and Starfall are going to be our main defensive forces after the quest is completed, as well as the Tauren, wich pairs well with Power of the Wild and the Ragers.
Wrath fits so well here, since it can be used to double the ooze, or deal with an enemy minion while drawing a card.
We're adding an Acolyte of Pain to have some draws while keeping some board presence.
Nourish is an important card here so we ramp the Manas and draw the necessary cards to clear the board or doing the ooze play more efficiently.
Since this deck plays slow at the begining, we're going to need some heals and armor to catch some survivability for the late game. For this, we add two Ferocious Howls, so we get some armor as we draw a card, and just one Hidden Oasis (having two would make the deck too slow to play, and being able to heal 12 points plus spawning a 6/6 Taunt is just enough for one game).
We add one Mark of the Wild as an option of you need to pull the ooze on turn 9. Also it can be used to buff the ooze after having pulled the main play.
The questing adventurer doesn't need much explanation. Better having just one so it doesn't turn too much into a bad draw after completing the quest. One is ok.
One Wild Growth can help with the Mana or drawing a card after turn 10. It's not the ideal to draw a card for 3 Mana, but it's not mandatory.
And last but not least, Zephrys. We have a bunch of cards two times in this deck, so this becomes a late game card. After drawing a lot, you'll end up with no copies in your deck, so this dude can give you a much needed extra damage for lethal or a much needed board clear for tricky situations. As long as you use it with no doubles in you deck, that is.
And that's pretty much it. Hope you find this helpful, guys. I personally find it super funny and a good alternative for more expensive decks, it's a fun one to play and has given me a bunch of win streaks and laughs.
I'll keep an eye for suggestions down in the comments, so share your love or hate or thoughtfulness down there, thank y'all. :)