Treant Druid Overview
Like I’ve mentioned above, the basic deck’s play style would be very similar to the current Token Druid deck. Ramp, draw cards and remove stuff in the early/mid game. Then start playing wide boards in the late game, and forcing your opponent to remove them. Once he has no way to remove one, play a big Savage Roar, Branching Paths etc. and kill him.
Most of the Treant synergies fit really well into that kind of shell. Soul of the Forest is already played, more ways to summons Tokens such as Landscaping or Living Mana are always appreciated. Token Druid opts to run Violet Teacher instead of Living Mana, but the latter is better in this build. Not only it does not use Oaken Summons (which makes Violet Teacher a really cool option), but Treants get extra value in this build.
Dendrologist seems like a simple, mediocre card, but it can be an extra win condition. Given that it’s Discover, and this build wants A LOT of the Druid spells, there is a very high chance that at least one of the options will be good. Picking another Wispering Woods, Soul of the Forest, Living Mana or Spreading Plague might heavily increase the number of tokens you can produce and make it even harder for the opponent to remove all of them. Then, an extra Savage Roar or Branching Paths might add lots of damage to any big board. Discover is a powerful effect, because you can often choose a card, which is perfect to a given situation. For example, sometimes a Starfall‘s AoE damage might save you, other times you might get the final 5 damage (Starfire) through the Taunt to finish the game or Naturalize opponent’s big minion and mill him.
Mulchmuncher is another card, which gives you an extra win condition, while also fitting into your general game plan. With that amount of Treant generation in your deck, it’s quite easy to get it down to a few (or even 0) points of mana. 0 mana 8/8 is already big in a deck like this one, and the fact that it gets Rush means that you can have massive tempo swings in the mid-late game. If you know how powerful playing Arcane Tyrant after Ultimate Infestation feels like, this will be even better (and quite common later in the game). You can use this card to control the board, or even to get through the Taunt during your combo turn. While you can’t directly use a Rush minion to damage your opponent (on the turn you play it, that is), clearing a big Taunt so you can attack with your smaller minions is basically like dealing direct damage.
While it’s most likely not a final version of the deck list yet, I can already discuss some of the cards I’ve decided to not include. Some cuts had to be made in order to fit the Treant package, and some more might be made in the future. Also, I will talk about some other cards that synergize with the deck, but didn’t make it to my build, explaining why.
- Biology Project – Even though this need Druid card is pretty hyped, and I think that it’s really strong, I feel like this is not really a kind of deck that would benefit that much from it. Two main advantages would be an early Ultimate Infestation (which you don’t always have, mind you) and a faster, wider Living Mana (with Biology Project + Wild Growth, you could cast a full board Living Mana as soon as Turn 4). That said, it’s a bit hard to fit this card in and losing a card advantage might hurt if you don’t get that early UI (this deck can run out of cards quite quickly without a big refill). It’s still up in the air and this one can really change.
- Lesser Jasper Spellstone – While Spellstone is a superior removal to Wrath in most of the Druid builds, this build just doesn’t have enough Armor gain to utilize it. The regular Token Druid build runs 2x Oaken Summons, which are great ways to upgrade it. When it comes to early/mid game ways to upgrade Spellstone, Branching Paths is the only way in this deck, and you often prefer to draw or save it for the +Attack later in the game. Since the deck needs some sort of early game removal (e.g. to not lose to an early Vicious Fledgling), I feel like Wrath should be good enough.
- Witchwood Apple – While the card DOES add Treants to your hand, it’s way too slow. They cost 2 mana each, meaning that you have to spend 8 mana in total to summon 3 Treants. Since this deck does not care about the hand size that much (yes, Wispering Woods synergizes with big hand sizes, but by the time you want to play it in the late game you usually have enough cards in your hand anyway), other ways to summon Treants are just better.
- Oaken Summons – Not an option if you want to run Dendrologist – 4 mana 2/3 is just bad even if you consider the extra 6 Armor.
- Force of Nature – If another Treant synergy card gets printed, it might be a consideration. Right now, however, the ones in the deck are good enough, and Living Mana is just so much better than FoN. While you temporarily lose your mana and you can potentially be punished (Psychic Scream, for example), summoning 5-7 Treants is just so much better than summoning 3 of them. The weaker card can still see play in case you simply need more ways to summon them, though.
- Splintergraft – Yes, Splitergraft has really good synergy with Mulchmuncher. Once you get it down to 0 mana, you can play 8/8 with Rush, copy it with an 8/8 minion and then have another 10/10 with Rush. That’s insane turn, but the problem is that it’s the only card you really want to copy with Splintergraft. So without free Munchers, Splitergraft will be useless. On the other hand, if you draw and can play your Mulchers, you won’t wait until Splintergraft to drop them. Theoretically, the deck can also run Arcane Tyrant for another good Splintergraft target, but it’s harder to make it work (it has to stick to the board for one turn, since you can’t play both on the same turn). It might also be a consideration, but it feels a bit greedy.
- Cenarius – Pretty flexible late game Legendary. You can use it to summon two Treants, which obviously have synergies in this deck, or AoE buff your minions, which also has synergy with wide boards. It’s another card you can consider depending on how the meta will look like – given that it costs 9 mana, it might be a bit too greedy to run it.