Just fooling around atm, but Im most looking forward to a druid deck so I created this atm:
Super Ramp Druid - Hearthstone Decks
Goal:
Survive to be able to play lots of big late-game minions.
Ramp Up Tools:
Innervate / Wild Growth / Grove Tender
Grove Tender: Intended use is to gain a mana crystal early game then use the 2/4 body to soak up damage from aggro decks. Opponent also gains mana crystal but I'm banking on the fact this deck has a better late game. In a pinch can be used to draw a card but I would consider that a last resort.
Recombobulator:
I feel like this card has a lot of strengths here. It can be played early to stave off aggro damage but if that's not necessary then there are unlimited uses for this little guy.
There are many minions that have a battlecry or affect which you could then recombobulate after taking advantage of those affects.
- Keeper of the Grove
- Loatheb
- The Black Knight
- Ancient of Lore
- Any Silenced Legendary
The following legendaries have been selected due to how annoying they will be to remove and their big affects:
Malorne:
This guy is the ultimate late game minion. He has to be silenced or transformed otherwise he keeps coming back!
Troggzor the Earthinator:
This guy must be removed with minions unless your foe intends to face an army of Troggs!
Sneed's Old Shredder:
This guy requires a silence or transform or your opponent is taking a huge risk!
Ysera:
Kinda boring but keeps the end game going with more card draw.
The following legendaries have been selected for keeping control:
Sylvanas
Loatheb
The Black Knight
Cenarius
--I would consider subbing out the 1 Druid of the Claw for a Harrison if the meta calls for it.
Tree of Life:
With a deck like this, having a "reset button" should help you fare against rush & aggro decks, but due to the infinite Malornes & Ysera Draws & Even more Legendaries from Sneeds & recombobulators, you should be able to win against other Late Game & Control decks too. They will run out of removal eventually!
Combo:
I only included 1 Combo Set. I would like to fit a 2nd Savage Roar and/or a 2nd FoN but I'm trying to squeeze in a lot of late game minions. Probably more successful with 2 sets though!
Druid of the Fang:
I would not consider Druid of the Fang for this deck since that card would require a lot more beasts. In fact, I'm phasing out Druid of the Claw, only including 1 copy with this iteration, but might consider replacing that with a Harrison since there's a ton more weapons coming with GvG.
I put a lot of control cards in this deck but some didn't quite make the cut yet:
Kezan Mystic:
This card seems really good for almost any deck, except for this one. I might consider swapping 1 Grove Tender for 1 Kezan Mystic if secrets are really out of control, but in most cases I think it is unnecessary. A deck like this should be able to play around secrets I think, we're all accustomed to it already anyways.
Hemet Kesingwary:
This card seems really bad... unless you face off against a lot of druid/hunters. It might be worth trying to fit this guy in if the meta warrants it, then he can just be recombobulated into something more useful after he's used his battlecry.
Foe Reaper 4000:
This guy seems perfectly suited to this deck, and I did include him in an early iteration. He's a big sticky minion that helps keep the board clean. Might be worth including him instead of Troggzor. I just think Troggzor might be a little bit better. Both minions serve to control the board in a different way. I tend to think you won't utilize Foe Reaper's AoE attacks very much so I excluded him. I'd rather make my enemy uneasy about using spells.
Mogor the Ogre:
I like the affect, I just don't like that he's a 7/6. I think he'll be removed way too easily. Might be a worthwhile addition in a deck like this though because you probably won't have too many minions on the board at once and when you do there could easily be a Sludge Belcher in front of you that you want to get around. This guy would allow for that possibility.