Let me start by saying this deck is, in no way shape or form, built to be competitive. It was in fact inspired by one of Kripparrian's arena runs with druid, where early on he got 2 Souls of the Forest and 2 Violet Teachers, and decided to go for a rush/cheese deck just for fun. Say what you will about Kripp and his cancerous (although sometimes very humorous) chat, but this Arena run had to be up there for comical effect. Oddly enough, this gimmicky deck went 8-3 in the end, which got me wondering if this could have some merit in constructed (mind the "could have"). I know there are druid decks out there with the Soul of Forest/Savage Roar/Force of Nature potential wombo combos, but this one puts almost all its eggs in one basket and banks on this combo for success, rather than a backup plan.
The Minions:
Your 2 drops (Amani, Faerie, and Ooze) are there to waste time and effort as these 2 drops force different playstyles (especially from mage, who can't ping either Amani or Faerie)
Your 3 drops (Golem, Razorfen, Imp Master) are there to flesh out of the board and give you presence for the Soul of the Forest to come.
The 4 drops each have their important role in this deck so I'll get into them specifically:
Spellbreaker: A silence to bypass taunts and other pesky spell effects, you only got one of him so use him well! (You could possibly remove a Cult Master to add one more in)
Cult Master: With the absurd amount of token generation and encouragement to suicide into things for Soul of the Forest, the Cult Master is de facto Card engine for this type of deck. If you combo him with Force of Nature, you will always draw 3 cards since the treants will die regardless if they run into mobs or the heroes face.
Violet Teacher: The OG token generator of the arena deck, this spawns a 1/1 Apprentice BEFORE the spell goes off. This is important, as they appear AFTER Soul of the Forest goes off, giving them the deathrattle. If she can hit the field unscathed and you have a decent hand of spells, she can spiral out of control pretty quick, especially if there's an Imp Master from prior turns left over.
The Frostwolf Warlord and Stormwind Champion synergize with full boards really well, while also giving you some kind of endgame. You can get an army of 2/2 tokens or 3/3 trees, or a scary 9/9 10/10 minion that needs to be handled. (2 Stormwind Champions might be better since they can't get Big Game Hunted and arguably synergize with big boards better, but that's your call)
The Spells:
Innervate (0 mana): This helps your crazy and interesting combos come out faster since you essentially have 2 more mana to work with (4 more if you have both in your hand!). Since it's also a spell, it will trigger an Apprentice from the Violet Teacher, letting you fill the board absurdly quick if you have more spells after the Innervate.
Claw (1 mana): A cheap, semi effective board control spell that synergizes with Hero Power. You should be really reckless with your hero given the all-in strategy of this deck; if running your face into a Sea Giant with 2/3 health spares your trees and leaves you at about 10-20 health, you should do it (of course be wary of other classes direct damage potential, don't leave yourself at 10 HP just begging for a pyroblast down the road).
Wrath (2 mana): A versatile spell that can remove trouble minions or ping weak ones for card draw or potential Amani enrage if your feeling risky. Its low lost makes ideal for Violet Teacher combos, but this deck lives and dies on aggressive board control, so don't just save every spell you have for Violet Teacher combos. After all, kinda hard to make an army of trees if you don't have an army for them to spawn out of.
Savage Roar (3 mana): Also known by myself as ghetto Bloodlust, this card can be a game changer on a board filled to the brim with minions, which is this decks overarching goal. With a full board, this adds 16 total damage (remember, you the Hero get +2 as well), letting you clinch out games just by insane burst alone. Although it's primarily a finisher spell (thus why only 1 in the deck), in dire emergencies it can be used for board control by allowing better trades. Infamous for working well with Force of Nature for surprise endgame burst as well.
Swipe (4 mana): Your second and final board control spell, this one should be used very aggressively if the enemies board is filling up with minions. If it can combo with a Violet Teacher, great, but there is another 4 cost spell we prefer to combo Violet Teacher with, and while this deck can bounce back from some control/AOE spells, a board filled with enemy minions can be a death sentence if they play smart.
Soul of the Forest (4 mana): The spell that the entire deck is arguably built around, this gives all your current minions a Deathrattle that summons a 2/2 tree. This provides insurance against AoE spells by either A) Forcing 2 AoE's to clean the board or B) if they only have one AoE for the turn, you still have a board for your next turn. It also lets be reckless with your minions, especially your 1/1 tokens that get this effect, since your basically trading in your 1/1s for 2/2s while getting in 1 free damage on either the Hero or the minions if your trading.
Force of Nature (6mana): The final spell in the deck is one of the few that arguably deserve its rarity of "EPIC", at least for this deck. It's basically a 6 damage spell for 6 mana, but unlike other damage spells, you can distribute the damage anyway you want. Want 6 damage to bust through a taunt or burst a Hero? Want 4 on one minion and 2 on another? Any way you'd like your damage (as long as prior taunts have been killed), you can have it. Also, since they die at the end of the turn they're summoned, they A) Draw 3 Cards if a Cult Master is on the field and B) Can be targeted by Soul of the Forest for permanent 2/2s at the end of turn. Mind you, both examples require a full 10 mana (if the cult master isn't on the field already), but the kind of control you can achieve from such a combo can be well worth the price. A prime candidate for Savage Roar if you have 9 mana as well.
Honorable Mentions/Possible Additions:
Cenarius: "If you see Cenarius through the trees, you might as well concede" Seriously though, If you can afford him you should dump the Stormwind or Frostwolf and get him. If you summon him on a full board of 2/2 trees, they all become 4/4... permanently. Even if you aren't in a dominating position, his ability to make 2 treants with taunt can come in handy to buy time, and also be a last ditch Soul of the Forest target lategame.
Illidan: As comical as it is to have our neighborhood Betrayer work for his own brother, Illidan is a fine alternative to any other token generator if you want a bigger one. He is like a beefed up Violet Teacher that procs off "any" card. He himself is also a solid body damage wise, and if left unchecked can shave health off your opponent.
Hogger: More in line with the Imp master's token effect, but instead of 1/1 suck, his tokens are 2/2 with taunt. These taunts, along with hogger's "soft taunt" can buy some time for better combos. That being said, you wouldn't be all that keen about sacking Hogger himself, which might cause issues if gnolls and trees start to butt heads for board space. He could combo well with Cenarius if he lives long enough, either doubling up on taunt armies or giving him and his gnolls a much appreciated boost.
Naturalize: As terrible as Naturalize is in practice, it does have merit in this deck, as it is cheap (1 mana) for easy Violet Teacher combos, and the 2 cards they draw are worthless if you can establish a strong enough lead. Of course, this variation doesn't have any, but feel free to experiment with this card.
There are many possible variations/adaptations/additions that could be made to refine the deck, and despite being a newbie to TCGs, I can see that's part of the beauty of the game type. Feel free to experiment and make the deck into your own breed, I'm eager to hear any potential changes that can and will be done!
Conclusion:
Not entirely sure how or why I wrote a big, extensive write up for such a cheesy/silly deck, especially since I don't even have the beta to properly "test" it. Considering this is my first one, I guess it set a good template for potential (more serious possibly) deck write-ups in the future. This deck isn't without its flaws certainly; but I feel despite its nature (heh) it has potential to be a diabolical deck if the combos play into your favor. With that, I finish this with the parting words of Malfurion himself: Nature will Rise Against You!
Let me start by saying this deck is, in no way shape or form, built to be competitive. It was in fact inspired by one of Kripparrian's arena runs with druid, where early on he got 2 Souls of the Forest and 2 Violet Teachers, and decided to go for a rush/cheese deck just for fun. Say what you will about Kripp and his cancerous (although sometimes very humorous) chat, but this Arena run had to be up there for comical effect. Oddly enough, this gimmicky deck went 8-3 in the end, which got me wondering if this could have some merit in constructed (mind the "could have"). I know there are druid decks out there with the Soul of Forest/Savage Roar/Force of Nature potential wombo combos, but this one puts almost all its eggs in one basket and banks on this combo for success, rather than a backup plan.
The Minions:
Your 2 drops (Amani, Faerie, and Ooze) are there to waste time and effort as these 2 drops force different playstyles (especially from mage, who can't ping either Amani or Faerie)
Your 3 drops (Golem, Razorfen, Imp Master) are there to flesh out of the board and give you presence for the Soul of the Forest to come.
The 4 drops each have their important role in this deck so I'll get into them specifically:
Spellbreaker: A silence to bypass taunts and other pesky spell effects, you only got one of him so use him well! (You could possibly remove a Cult Master to add one more in)
Cult Master: With the absurd amount of token generation and encouragement to suicide into things for Soul of the Forest, the Cult Master is de facto Card engine for this type of deck. If you combo him with Force of Nature, you will always draw 3 cards since the treants will die regardless if they run into mobs or the heroes face.
Violet Teacher: The OG token generator of the arena deck, this spawns a 1/1 Apprentice BEFORE the spell goes off. This is important, as they appear AFTER Soul of the Forest goes off, giving them the deathrattle. If she can hit the field unscathed and you have a decent hand of spells, she can spiral out of control pretty quick, especially if there's an Imp Master from prior turns left over.
The Frostwolf Warlord and Stormwind Champion synergize with full boards really well, while also giving you some kind of endgame. You can get an army of 2/2 tokens or 3/3 trees, or a scary 9/9 10/10 minion that needs to be handled. (2 Stormwind Champions might be better since they can't get Big Game Hunted and arguably synergize with big boards better, but that's your call)
The Spells:
Innervate (0 mana): This helps your crazy and interesting combos come out faster since you essentially have 2 more mana to work with (4 more if you have both in your hand!). Since it's also a spell, it will trigger an Apprentice from the Violet Teacher, letting you fill the board absurdly quick if you have more spells after the Innervate.
Claw (1 mana): A cheap, semi effective board control spell that synergizes with Hero Power. You should be really reckless with your hero given the all-in strategy of this deck; if running your face into a Sea Giant with 2/3 health spares your trees and leaves you at about 10-20 health, you should do it (of course be wary of other classes direct damage potential, don't leave yourself at 10 HP just begging for a pyroblast down the road).
Wrath (2 mana): A versatile spell that can remove trouble minions or ping weak ones for card draw or potential Amani enrage if your feeling risky. Its low lost makes ideal for Violet Teacher combos, but this deck lives and dies on aggressive board control, so don't just save every spell you have for Violet Teacher combos. After all, kinda hard to make an army of trees if you don't have an army for them to spawn out of.
Savage Roar (3 mana): Also known by myself as ghetto Bloodlust, this card can be a game changer on a board filled to the brim with minions, which is this decks overarching goal. With a full board, this adds 16 total damage (remember, you the Hero get +2 as well), letting you clinch out games just by insane burst alone. Although it's primarily a finisher spell (thus why only 1 in the deck), in dire emergencies it can be used for board control by allowing better trades. Infamous for working well with Force of Nature for surprise endgame burst as well.
Swipe (4 mana): Your second and final board control spell, this one should be used very aggressively if the enemies board is filling up with minions. If it can combo with a Violet Teacher, great, but there is another 4 cost spell we prefer to combo Violet Teacher with, and while this deck can bounce back from some control/AOE spells, a board filled with enemy minions can be a death sentence if they play smart.
Soul of the Forest (4 mana): The spell that the entire deck is arguably built around, this gives all your current minions a Deathrattle that summons a 2/2 tree. This provides insurance against AoE spells by either A) Forcing 2 AoE's to clean the board or B) if they only have one AoE for the turn, you still have a board for your next turn. It also lets be reckless with your minions, especially your 1/1 tokens that get this effect, since your basically trading in your 1/1s for 2/2s while getting in 1 free damage on either the Hero or the minions if your trading.
Force of Nature (6mana): The final spell in the deck is one of the few that arguably deserve its rarity of "EPIC", at least for this deck. It's basically a 6 damage spell for 6 mana, but unlike other damage spells, you can distribute the damage anyway you want. Want 6 damage to bust through a taunt or burst a Hero? Want 4 on one minion and 2 on another? Any way you'd like your damage (as long as prior taunts have been killed), you can have it. Also, since they die at the end of the turn they're summoned, they A) Draw 3 Cards if a Cult Master is on the field and B) Can be targeted by Soul of the Forest for permanent 2/2s at the end of turn. Mind you, both examples require a full 10 mana (if the cult master isn't on the field already), but the kind of control you can achieve from such a combo can be well worth the price. A prime candidate for Savage Roar if you have 9 mana as well.
Honorable Mentions/Possible Additions:
Cenarius: "If you see Cenarius through the trees, you might as well concede" Seriously though, If you can afford him you should dump the Stormwind or Frostwolf and get him. If you summon him on a full board of 2/2 trees, they all become 4/4... permanently. Even if you aren't in a dominating position, his ability to make 2 treants with taunt can come in handy to buy time, and also be a last ditch Soul of the Forest target lategame.
Illidan: As comical as it is to have our neighborhood Betrayer work for his own brother, Illidan is a fine alternative to any other token generator if you want a bigger one. He is like a beefed up Violet Teacher that procs off "any" card. He himself is also a solid body damage wise, and if left unchecked can shave health off your opponent.
Hogger: More in line with the Imp master's token effect, but instead of 1/1 suck, his tokens are 2/2 with taunt. These taunts, along with hogger's "soft taunt" can buy some time for better combos. That being said, you wouldn't be all that keen about sacking Hogger himself, which might cause issues if gnolls and trees start to butt heads for board space. He could combo well with Cenarius if he lives long enough, either doubling up on taunt armies or giving him and his gnolls a much appreciated boost.
Naturalize: As terrible as Naturalize is in practice, it does have merit in this deck, as it is cheap (1 mana) for easy Violet Teacher combos, and the 2 cards they draw are worthless if you can establish a strong enough lead. Of course, this variation doesn't have any, but feel free to experiment with this card.
There are many possible variations/adaptations/additions that could be made to refine the deck, and despite being a newbie to TCGs, I can see that's part of the beauty of the game type. Feel free to experiment and make the deck into your own breed, I'm eager to hear any potential changes that can and will be done!
Conclusion:
Not entirely sure how or why I wrote a big, extensive write up for such a cheesy/silly deck, especially since I don't even have the beta to properly "test" it. Considering this is my first one, I guess it set a good template for potential (more serious possibly) deck write-ups in the future. This deck isn't without its flaws certainly; but I feel despite its nature (heh) it has potential to be a diabolical deck if the combos play into your favor. With that, I finish this with the parting words of Malfurion himself: Nature will Rise Against You!