- 1 x (2) Bloodmage Thalnos
- (2) Power of the Wild
- 1 x (3) Earthen Ring Farseer
- (4) Violet Teacher
- (5) Azure Drake
- (5) Fen Creeper
- 1 x (5) Faceless Manipulator
- 1 x (5) Starfall
- (6) Argent Commander
- 1 x (6) Cairne Bloodhoof
- 1 x (6) Hogger
- 1 x (6) Sylvanas Windrunner
- 1 x (6) The Black Knight
- 1 x (8) Ragnaros
- Most Druid lists of this era opt to run at least 1 x (3) Savage Roar + 1 x (6) Force of Nature. You can double down on that and make a Combo Druid which includes (4) Violet Teacher / (2) Power of the Wild and take the list in a different direction if you want. The SR / FoN combo is good enough that it sorta has an arguable place in any type of Druid of this era. It can mean you have some dead cards in your hand on turns you’d prefer to play out value though.
- 1 x (3) BGH is a staple tech of this era. Powerful VS Giants or Ragnaros/Alexstrasza for example. VS Aggro (3) Harvest Golem and (3) Earthen Ring Farseer are typically stronger inclusions in those matchups, but one can still play out BGH early for the 4/2 body.
- 1 x (3) Earthen Ring Farseer can be good in this list since it’s strong VS aggro and can efficiently heal some of our minions post trade. It makes for a good one-of since you’ll often want to play something else and hold it for most efficient use.
- 1 x (5) Starfall is a versatile albeit somewhat overcosted removal option. There are other removal options to consider such as (6) Argent Commander which can act as a sort of “Shadow Bolt + 4/2 Body” pairing while not being dead in our hand if we need to play something out onto the board. (6) Starfire is technically more mana efficient VS Starfall considering its card draw/that it can go face, but is much worse VS aggro and the extra cost can be prohibitive. Of course (6) AC can’t benefit from spell damage like the Druid spell options can.
- 1 x (2) Bloodmage Thalnos or (5) Azure Drake can work nicely in this list since we have some strong spells to benefit from their effects. (2) Thalnos is usually worse than (5) AD to just “play out” for value/tempo, but is great for spell combos on the same turn due to its cheap cost.
- (5) Azure Drake makes for a good 1-of/1x since it means we can often hold it til we get a good combo or need to play it for the card cycle (and play other cards in the meantime which have better immediate tempo/value per cost). That said, it’s not bad to simply play out for value either if we need too. Card cycle helps us out since (0) Innervate makes us use 2 cards to play 1 and the spell damage can greatly improve (2) Wrath / (4) Swipe / (5) Starfall.
- (6) The Black Knight hits a ton of stuff in the meta game. We hit (4) Sen’jin, (6) Sunwalker, (0) Shield Bearer in Zoo, anything buffed by (4) Defender of Argus or (2) Sunfury Protector, (8) Tirion, etc. Definitely worth consideration. It’s notable that every Druid list present in the first world tournament ran (6) The Black Knight though at that time (5) Sludge Belcher was extremely prominent so that may have factored into it. One fun combo that’s possible to do is to cast (2) Mark of the Wild on an enemy minion then destroy it with (6) The Black Knight.
- 1 x (8) Ragnaros is very powerful, but many decks include (3) BGH in Classic and it doesn’t gain anything really meaningful from (3) Savage Roar OR (9) Cenarius buff. Still, it’s power makes it an obvious consideration.
- 1 x (5) Faceless Manipulator is interesting to consider since we can pull off some fun combos with (0) Innervate such as copying (7) Ancient of War at 10 mana. Or, you can copy your opponent’s big boy card then kill it with (3) BGH in the same turn, that sort of thing. Primarily the issue I perceive with (5) Faceless is it can be not so great VS aggro (but even then it can be efficient for its cost if you manage to copy a Doomguard or some such for example).
First Hearthstone World Tournament Druid Decks for Comparison: