This is a very well rounded basic deck and should allow you to deal with most situations. It doesn't really have any weak points, except perhaps that it doesn't excel in any domain. With a bit of luck you'll have the chance to bring out some memorable cards which will give you a clear advantage. In short, this basic Druid deck will probably be liked by the player who wants an answer to everything.
The key cards give Malfurion a well rounded arsenal with everything he needs to deal with aggression from your opponent. As such you'll find something to control the board, slow down or even surprise your future victime.
With any luck, this card will help you win the game from the start with the possibility of playing powerful cards much sooner than your opponent. Imagine playing a Yeti in turn 2 or even an Ironbark Protector in turn 6 or even 4! There are plenty of combinations possible to surprise your opponent and put him under pressure.
Here we have a card that will calm down your opponent and shelter your health points. It also has the advantage of giving a big buff to your creatures, for only 2 mana. It works very well with a Boulderfist Ogre or a Gurubashi.
This is the card that will help rid you of the little creatures but also take control of the board and neutralise enemy invasions. The Swipe has the disadvantage of only dealing 1 damage point to all minions, but the advantage of dealing 4 to a given target. So it can be used to overcome your opponent.
This is your defence card against big enemy creatures. The Druid doesn't have any basic cards that can destroy enemy minions but the Starfire should, most of the time, help you overcome the big villains. Another important point, using it will allow you to draw a card.
This is a great big taunt which should slow down or even frighten your opponent. An 8/8 for 8 mana that he will be forced to overcome and deal with at the risk of taking a lot of damage. In the end game, this card could swing the balance your way.
The rest of the deck is made up of the best of the basic cards with cards that will let you take the initiative as well as react to different enemy attacks. So you'll have what you need in terms of taunts, buffs and of course 'draw' cards.
Turn 1
It would be preferable to play nothing, even if you have an Innervate. If, however, you have The Coin and the Innervate, then go for it before the Chillwind Yeti or a Gnomish Inventor.
Turn 2
Here go with a Novice Engineer or the Acidic Swamp Ooze if you are playing against a class without weapons.
Turn 3/4
The priority will be, as it often will, the Chillwind Yeti. You could also use the Mark of the Wild if you already have a creature on the board. You also have the possibility of setting up a taunt or sweeping up with Swipe.
Turn 5+
Now is the time to get out your big creatures, and ideally couple them with the Mark of the Wild. If you get to turn 8 and you have the Ironbark Protector in your hand, you should play it in priority.
The + of the deck
Free!
A powerful late game.
The possibility to quickly bring out some big creatures.
The - of the deck
A difficult early game.
No removals
A Starter Deck, so weak against decks built from very big cards.