Soul of the Forest deck

  (Edited: )

The following deck does well in the current meta dominated primarily by super greedy control and charge based Hunters - and it features no legendaries, so that's a bonus.  The highest rank I reached with it so far is rank 6.

2x Innervate
2x Argent Squire
1x Worgen Infiltrator
2x Power of the Wild
2x Knife Juggler
2x Murloc Tidehunter
2x Savage Roar
2x Harvest Golem
2x Razorfen Hunter
2x Soul of the Forest
2x Swipe
1x Defender of Argus
2x Keeper of the Grove
2x Druid of the Claw
2x Force of Nature
2x Ancient of Lore


Notes on playing this deck:

This deck has in it several cards which become very powerful if you have many minions when the turn passes back to you.  The top priority for the deck, then, is to keep minions alive.  Meanwhile, almost every opposing deck will be running some form of AoE that tries to punish you for passing the turn to them with many minions on the board.

So the key is this: in almost every matchup, having one minion which protects itself (say, one with a deathrattle that replaces itself, or a divine shield) is better than having two minions out which don't.  When you must trade, trade away the fragile minions so that your more durable ones can sit there and render their AoE ineffective while still building your minion count.

Soul of the Forest makes non-durable minions into durable ones.  Multiple Soul of the Forest enchantments can stack, though generally having both copies of Soul of the Forest in hand is awkward.

Force of Nature is best played either with a Knife Juggler on the board, or along with a Savage Roar.  Force of Nature + Soul of the Forest sounds cool, but in practice doesn't work out well.

Past turns 2 and 3 repsectively, the Murloc Tidehunter and Razorfen Hunter should be played with a way to capitalize on the extra minions on the same turn they are played, otherwise they tend to be swept away with AoE for no benefit.  Knife Juggler, Soul of the Forest, and Power of the Wild are likely scenarios.