The point of this deck is pretty straightforward:
-
Play
Treants. You have numerous ways to do that in any stage of the game.
From Turn 3 onwards, you have 4 different cards which summon those guys. -
Buff your Treants and (possibly) win!
Core cards:
-
The
Treant package. Landscaping (x2), Soul of the Forest (x2), Force of
Nature (x2) and The Forest’s Aid (x1) all serve to reliably put Treants
onto the board. Treants are the main source of threat in this by being
minions to buff with Savage Roar and Power of the Wild, and Treespeaker.
I think no matter how many Treants you transform with Treespeaker, you
manage to put sufficient threats on the board to cause your opponent a
headache. -
The
“sticky” board package. As Trump said, Token Druid is not necessarily
aggressive, but very sticky. This is the reason for the inclusion of
Wispering Woods. Preferably you can summon 4-5 Wisps with that card
which then can be buffed to summon more Treants on their death or
inflict some damage to the opponent’s board and face.
Other cards:
-
Stalladris
and the cheaper Choose one cards. Stalladris, as most of you already
expressed, is a good early game minion. Combo it with Crystal Power,
Wrath, Power of the Wild and Nourish to get value and card advantage out
of it. While the separate effects are somewhat overcosted, having more
cards in your hand and possibly multiple copies of some of your valuable
spells can be useful. Card advantage also enables Wispering Woods. -
Witchwood
Apple. Card advantage and Treants to play separately. Seems rather slow
to me, but having minions to play and not just Hero Power and skip your
turn possibly can be, if not game winning, a possible way to stall the
opponent’s progress. -
Crystal
Stag. If the wording is correct and reliable, you have to restore 5
Health in total the whole game to enable the Battlecry. 5 mana for two
4/4 Rush minions is value and more bodies on the board for your buffs.
It seems to me that it’s worth saving 2 slots for them. -
Cenarius.
Late game buff or it can save you some time if are in a slight
emergency. Three bodies on the board or +2/+2 is worth one slot.
Possible problems:
-
Weak
comeback potential. While I played out several scenarios in my head,
it’s possible this deck will not be reliable at all, because some decks
in the meta might be able to either rush you down (Small Spell Mage?
Anti-Aggro Rush Warrior?) or always clear your board (any better and
refined control deck). -
Too slow. Not much to add on this one, though… Turn 1 and 3 seems especially problematic to me.
-
Situational
spells. While Stalladris in the best case scenario can offer you a
fuckton of value, he may be cleared easily in the mid and late game.
Having only two somewhat overcosted card draw cards in this deck can
cause problems. Reaching your Treant-generating spells and buffs for
them are key to this deck’s success.
Possible inclusions:
-
More “in your hand” cards, especially Mountain Giant. Different version to this deck.
-
Sea
Giant. It is possible that Sea Giant could be played in certain
situations for a relatively cheap price. I’m thinking about it, though
this deck is not a classic aggro deck to always have 5+ minions on the
board. -
Lucentbark,
Ancients, Dreampetal Florist, Juicy Psychmelon. A bigger version of the
deck. Not worth in my opinion, I didn’t find any good big minions
besides these. Fandral would be helpful with the Ancients.
















