This deck is a variation of many of the other egg druids that used to be seen heavily. I thoroughly considered the factors that threw this deck out of the meta, and made some changes to maintain strength against even the strongest of decks.
I have a semi-official recording of my winnings with this deck, using notepad and simple W/L ticking.
1st Run: 12W - 3L
2nd Run: 15W - 2L
3rd Run: 10W - 2L
I credit J4CKIECHAN's guide for some of the info included in this guide, and will quote the things that I consider important.
SOME OF THE CHANGES INCLUDE:
1) Cult Master
This card isn't used as much as it used to, for many reasons that I completely agree with. But it fits perfectly in this deck, as there are many opportunities to get 3-4 cards out of it + a Soul of the Forest combo. Some exceptions include decks that regularly fill the board with low cost minions, and sticky minions that use death rattles to maintain board control. While the cult master is vulnerable after it has been played, if used correctly it can be very valuable to increase the tempo of a deck (with the Echoing Ooze + Mark of the Wild combo, it can be kept on the board for more than a few turns.
Also a great alternative to Jeeves, a card that is very situational and can hurt more than it helps
A fantastic card for closing a game, as well as for clearing those pesky taunts that your minions cannot deal with. Can combo very well with Savage Roar to bring your enemy down in a single turn, especially if you haven't dug up the secondSavage Roar.
I originally did not run this card with my deck, but made changes to accommodate the recent Grim Patron Warrior decks that otherwise threatens the typical Egg Druid deck. This card is great turning a game around when you can't get your tempo going. Normally I wouldn't include this in an egg druid deck, but with the current meta of dragon priests and patron warriors, it made a lot of sense to run it.
It is crucial to include at least one silence in any Egg Druid deck, in the event of an unexpected taunt that prevents your from closing a game. The versatility of this card also allows you to do that little extra damage that you might need, although I recommend holding on to it for its silencing properties unless absolutely necessary.
You want your early minions like Dragon Egg, Living Roots, Haunted Creeper, Nerubian Egg and Echoing Ooze. However Innervate i really useful as well as it can help to get and early advantage. I often keep Abusive Sergeant or Mark of the Wild if i already have a cheap minion to use them on. If you have a couple of cheap minions in hand then i would sometims keep Power of the Wild as this can help you to gain board control ASAP. In short, anything that would be a great topdeck when you have board control, get rid of!
If you can get Echoing Ooze and Mark of the Wild down on the 3rd turn with a Cult Master in your hand for the following turn, you can expect to almost indefinitely win the game (so long as they cannot remove them on their turn) as this kick-starts your tempo.
A quick guide on how to play this deck:
As soon as you get a taunt up with either Defender of Argus or Mark of the Wild (before or after Soul of the Forest, depending on how much you suspect a clear from the opponent), you have the choice to either throw down your cult master before or after your opponent uses their clear. Either way, you have the same amount of card draw, which will allow you to maintain your tempo and keep control of the board.
Hope you enjoyed my guide and I wish you the best of luck with this deck!