Standard Remedies - the Standard Variation of Natural Remedies.
(for the previous (wild) version of Natural Remedies, see the new Wild Remedies).
The objective of this deck has always been threefold:
- minimise damage to yourself (through healing/removal)
- reduce your opponent's good options
- survive long enough that your opponent dies of fatigue damage
After Old Gods was released, I tried a number of variations to make up for the loss of Poison Seeds. C'Thun and Yogg-Saron were both options in a couple of versions(Unnatural Remedies), but neither were quite there, due to relying on a single card or inherent randomness. C'Thun version would also tend to win before fatigue, and some bad draws with Yogg-Saron could make you lose the fatigue war.
So, back to basics. Core mill components + Reno with only three duplicates for healing + tempo removal + a splash of spell removal.
Early Game: Stall with Removal/Doomsayer or Coin Mukla to take early board control. Darkfisher is also good early control but sacrifice it ASAP unless you're burning cards straight off.
Play aggressively where needed, getting defensive cards down on the board but saving your brann/coldlight/naturalizes/brewmaster where possible for a massive combo. Emperor helps drop your hand-size, activate the draw combo and paints another target on the board besides your face.
Target your opponent's win conditions(against C'thun, set up a massive mill turn, etc.) and save naturalizes and mulches where necessary for late-game threats. Use your minions to control the board and be aware of combos such as Brann + Kodo/MCT to help out. Sylvanas + Mulch Sylvanas is a perfectly good Mind Control alternative against a late-game legendary. Against a N'zoth deck, save Doomsayer and a removal to wipe out the board when the enemy Sylvanas resurrects.
Still tinkering with the deck, and will update as feedback and more playtime suggest alternatives. Enjoy!