Heya guys, thanks for your answers - really appreciated. As someone who plays from start of the EU beta only Druid in constructed different opinions and new insight is always welcome. <3
I was testing yesterday that deck I posted in first post for a lot of games, I also had about 5 different versions of ramp up/control/spellpower decks before I was testing/playing for week or so. Some were "home made", some were copy pasted from other players (streams, heartpwn, etc).
What you guys said about Trump's deck is almost all spot on, so I was changing a lot of cards and did a lot of playing to test it, and this is my final version:
2x faceless manipulator
2x azure drake
2x druid of the claw
2x ancient of lore
2x keeper of the grove
2x wild growth
1x ysera (legendary)
1x cenarius (legendary)
This final version has about 16-4 score in Ranked Masters 3 league. I am very very satisfied as I faced a lot of good people and a lot of similarly priced (in terms of dust) decks. My loses were 2 against Druid using similar deck with the same idea (both due to fatigue!), one against Hunter who had just perfect early game cards and I couldn't keep up with control, and one against Burst Mage.
Reasoning behind some of the changes:
Moment I removed Twilight Drakes (who were almost always silenced/CCed even if I was trying my best to make my opponent use those cards before Drakes but didn't have too much means to do so) I felt big improvement.
Clutch cards with a lot of situational power like Keeper of the Grove (GODLY silence/dmg that usually works as a bit late Claw), Druid of the Claw (charge as control, taunt and hp as protection for other minions that was lacking a lot in Trump's deck), Cenarius was amazing addition - I just once used buff proportion of the card but 2x 2/2 taunts literally gave me few victories and now my favorite addition to deck that came out to be celebrity of my games FACELESS MANIPULATOR! You could see in original post I had idea to implement this card but on "paper" I couldn't see it work but after actually trying it in the games it was pure awesomeness. You got perfect position for double Auctioneer? No problems, draw-galore! Super late game and almost out of right cards and answers? Double Ysera to the rescue, unbeatable. Need clutch Druid of the Claw? Sure! Opponent pulls out awesome epic or legendary? Well thank you mate! Really, FM works wonders in this deck!
Things to consider and test:
What I noticed to be the weakest card in the deck atm is Savagery. Removal of double Claw really hurt the usefulness of it. Most of the times I find myself using Savagery for card draw out of the Auctioneer. Most of the times it hangs in my hand as a "dead card". Sure, few times it was helpful, Bite + Savagery combo is amazing and it was essential part of the Trump's original deck together with Claw + Savagery but in this version I feel it wastes the spot in the deck. I'll stick to it a bit more but I am pretty sure it will get replaced.
Removal of Claw gave a lot of room for new cards but also made deck somewhat even more weaker against early decks. Strangely in my sample of about 20 games I successfully countered those decks but 20 games is not much. Against those decks I always drop low hp very fast, start to stabilize with Keeper of the Grove's silence/dmg proportion, Wrath, Druid of the Claw and Swipe and finally "reset" the game with Ancient of Lore. But here it is, problem - I have to draw A LOT of perfect cards to combat early game plus decent starting hand with (Coin)/Growth/Innervate to even be able to answer zerg with my "answers", there WILL be games where I will be helpless and dominated even if, for now, deck seems to work even against early aggression.
Cards I want to test:
Mountain Giant - Twilight Drake that can't be silenced.
Harrison Jones - Just amazing and very needed card against weapon classes.
Bloodmage Thalnos - This card was great in original Trump's deck, as Wrath/Starfall/Starfire in this version of the deck was intact it should work as good.
Black Knight - Taunt removal and board presence in the same time. Instant removal for very popular Sunwalker etc.
Innervate, Wild Growth, Nourish debate:
These cards are essential part of the deck, even if you get bad starting cards without early ramp up. Innervate is ALWAYS good. Wild Growth is always good and serve as awesome 3 cards draw from Auctioneer in late game. Nourish is weakest of them 3 IF you don't get good starting hand with powerful (Coin)+Innervate+Growth+Nourish combo but also serves as card draw or ramp up in situations where mid game is stale - like against other control decks. I tried playing without these cards and felt big negative difference. Maybe Nourish is only that can be effectively replaced but I have to do more test games to agree.
Again, any ideas? Thoughts? Possible changes? All is welcome! :)
Edited by DenDron on 9/26/2013 10:55 AM PDT