1) Is Teron Gorefiend a key piece in this deck? It only makes sense to play if you have an Egg on board or 1-2 Bombs generated from a Bomb Wrangler. It obviously sucks if you are stuck with it and your board is empty and if you play it on other minions I assume the loss of tempo outweights the +1/+1 future gain. Overall it seems quite situational and it has almost the worst Played WR on the most played deck on HSReplay (https://hsreplay.net/decks/Lavjyaej01sLy8S20pnKhe/) 2) If Teron Gorefiend is not in the deck does it make sense to still include the Eggs (yes the card that gave this deck the name, I know)? You are only hoping to activate Risky Skipper's ability 3 times with an Egg on board or activate once + cast Rampage on the Egg and attack, quite a bit of work overall. 3) What about Frothing Berserker? I feel like it has amazing synergies in this deck and deserves to be included. If you drop it on turn 3 and your opponent cannot remove it immediately (very likely given its 4 health) then following up with a Risky Skipper + Minion(s) or with a Warmaul Challenger can turn him into a monster. Overall it sounds to me more of a threat than the Eggs 4) Weapons: Obviously Ancharrr goes in the deck, but is Livewire Lance or Wrenchcalibur a better choice? I guess it depends on the matchup (against Priest for example Wrenchcalibur is not so good - they have lots of healing and little card draw, but what about against DH?) 5) Finally, what's the best finisher to include in the deck? Kor'kron Elite + Inner Rage + Bloodsworn Mercenary is a 12-damage combo for 7 Mana, while Grommash Hellscream + Inner Rage does the same damage for 1 mana more but requires only 2 cards
I play the Tolvir/Grommash version instead of Teron/Egg cause i don't have Teron.
Teron/Egg is strong in the mirror matchup but against rogue Tolvir is better IMHO. A Tolvir followed by Rampage simply wins you the game (unless they Sap it)
Wrenchcalibur is worse than Lance. Corsair Cache on turn 2, on turn 3 you can't play Wrenchcalibur. So you could have a bad turn. It also forces you to put Blastmaster Boom into the deck. Lance instead can follow Corsair Cache on turn 3 and also gives you lackeys that are extremely powerful and synergize very well with skipper.
Grommash is so strong. He wins me tons of games. It's strong expecially in Priest matchup. I think he's better than Korkron combo because he requires less cards (also you could have played Bloodswarm Mercenary early in the game, so you can't do the combo).
Frothing Berserker is strong and synergizes well with skipper. Yes, i think he can take place in the deck. But what would you remove? Maybe Bomb Wrangler?
So I am still playing Spell Druid currently, but I have had some super exciting games when I am matched against a Tempo Warrior. Since Warriors don't kill you fast Druid always has time to draw his combo pieces and create huge boards with Glowfly Swarm of Exotic Mountseller combos. But Warrior in turn can destroy such boards with Risky Skipper combos, sometimes collecting 10+ armor in the process or additionally dropping some 0-cost Bloodboil Brutes. I won a game where Warrior destroyed 4 times a board I developed until I managed to barely win the board at the end with opponent being left with 1 card in hand and me drawing already 3 fatigue damage, in the end I managed to kill them 1 turn before fatigue would kill me. Another game looked like it would go the same way, but then they pulled off a Deathwing out of a Draconic Lackey out of a Livewire Lance attack to turn the tables at the very end. A third game I was dead in the water and then a cast a spell withExotic Mountseller on board, got Zixor, Apex Predator, sacrificed it and drew the Prime immediately with a 0-mana draw spell I had gotten earlier from Overgrowth (I was again with an empty deck). Overall highly exciting games and all decided at the very end.
But I've also noticed a pattern of Warrior players making frequent big mistakes when they should be otherwise winning against me. I understand it is not an easy deck to handle, but I want to mention here 2 very characteristic ones that have to do purely with card interactions:
1) When you play Teron Gorefiend with a Risky Skipper on board, his battlecry activates before Risky Skipper's ability and thus you will not get another +1 AoE damage. This has happened already twice to me and my opponent left me with 5-6 3/1 minions. 2) Playing Kok'kron Elite, attacking a 2/3 taunt and then playing Bloodsworn Mercenary on it will not give you a copy that still has charge. This combo can only work with something like Inner Ragebefore the minion attack.s
Warmaul Challenger is a key card for this deck I think and one that you should always keep in your mulligan too, at least against Aggro & Tempo decks. Not only can he remove any t1 or t2 minion played by your opponent, but it usually leaves behind a still decent-statted body that is a perfect target for Rampage (as well as Inner Rage) to create a monster-statted minion that can start pushing a lot of damage very early.
Grommash on the other hand is your only win condition against slower control decks that have access to removal and/or healing (Priest, Highlander Mage, etc...). Without him you simply don't have enough burst damage to ever kill your opponent. I initially started playing the deck without Grommash and my winrate was around 42-43%, since I crafted him it is now 55%+. It's my most standard finisher. My highlight with him was OTKing a Gala Priest who had managed to heal back up to 30 from 13 (with various Renew spells and Apotheosis buffs) by playing Grommash + 3x Inner Rage + Coin + Bloodsworn Mercenary (got the 3rd Inner Rage from an Ethereal Lackey)