I'm looking to crowdsource some help on my Beast Druid. It's never going to be super awesome, but I'm hoping it'll play okay in standard when it comes out (depending on balance changes). Here's how it looks currently, followed by a few questions:
Innervate x2
Living Roots
Wrath x2
Dire Wolf Alpha x2
Huge Toad x2
Savage Roar
Druid of the Flame x2
King Mukla
Mounted Raptor x2
Swipe x2
Keeper of the Grove x2
Savage Combatant x2
Wildwalker x2
Druid of the Claw x2
Druid of the Fang x2
Force of Nature
Knight of the Wild x2
The point of the deck is to abuse DotF and KotW as best as possible, getting them out early (T 3-5) as big bodies. This isn't about long games, generally, so if we have more than 10 turns and it isn't decided, generally we lose.
Current questions:
--should I add 1 drops? All beasts suck anyway, and I'm always looking to Innervate/Coin early anyway.
--should I replace Dire Wolf Alphas with something bigger/better?
--is there a better 3-drop beast than Huge Toad?
--should I run Defenders of Argus?
Possible 2-drops: Mark of the Wild (to add taunt/survivability), Power of the Wild (for flexibility or 3/2 beast), Druid of the Saber (for more beast options), Jeweled Scarabs (I ran one for curve smoothing, but while it can find you a nice card, it's not a great T2 play), Novice Engineer (for draw?), River Croc (2/3 can arguable survive more than all the 2 health minions in this deck), Sunfury Protector (to taunt up with a body)
Possible 3-drops: Another Roar, Acolyte of Pain (for draw?), Emperor Cobra (for removal), Ironfur Grizzly, Jungle Panther, Razorfen Hunter (comes with a beast pet)
Any advice is appreciated.