I feel the urge to writeup this deck I've been playing as I think it's about to get nerfed when Whispers comes out. Not sure if it'll be playable even in Wild once Force/Savage and maybe BGH are nerfed.
Silent Shout
Druid
2 x Zombie Chow
1 x Ironbeak
2 x Sunfury Protector
2 x Ancient Watcher
2 x Wrath
2 x Deathlord OR Ogre Brute (depends on meta)
1 x BGH
2 x Savage Roar
2 x Wailing Soul
2 x Defender of Argus
2 x Eerie Statue
2 x Swipe
2 x Keeper of the Grove
2 x Fel Reaver
1 x Force of Nature
2 x Ancient of Lore
1 x Dr. Boom
So this deck works like old school Ancient Watcher decks except with the new toys provided by Naxx, GvG and LoE. It's a mid game tempo deck that peaks around turns 4-5 and then tries to close out the game based on a strong board activation with Wailing Soul. There's basically three classes of cards in this deck, cards with great stats for their curve that are in to be silenced (Chow, Ancient Watcher, Deathlord/Ogre Brute, Eerie Statue, Fel Reaver), cards that activate them (Sunfury Protector, Defender of Argus, Keeper of the Grove, Owl and the ultimate activator Wailing Soul) and cards that are just generally great in the Druids kit that don't get hurt much by being silenced (everything else including the FoN/Savage combo).
In the early game, you're trying to get your activatable cards down. Ideal plays on curve are things like turn 1 Chow, turn 2 Watcher/Wrath, turn 3 Deathlord/Brute/Coin + Statue/Coin + Keeper on your Watcher, turn 4 Wailing Soul/Keeper to activate your board, turn 5 Fel Reaver.
If you are playing against Aggro you might want to get a taunt down to slow them down. Try and play the cards that grant taunt AFTER you've silenced activatable minions to protect yourself from Aggro decks while you can still attack with your minions that can't attack until they've been silenced (Watcher/Statue). You basically want to get an Eerie Statue or Fel Reaver to swing at the face a couple times and then finish your opponent off with a Savage Roar. Ancient of Lore, Force and Boom are backup plans in case they manage to deal with your impressive board through some sort of big removal (Equality, Brawl, BGH, Execute, SW:D, Sap are your biggest concerns so try to keep track of how many have been played).
You tend to have more silence than you need to activate your own minions so you get to use some of it on particularly irritating enemy cards like Sylvanas, Eggs, buffed minions and Sludge Belchers.
You want to swing face with your larger minions (Statues and Reavers) and use the smaller bodies and Druid spells to clear the path for them. Don't be afraid to play a Reaver when you can't silence it especially if you already have good board presence, a tempo advantage or if you have a Savage Roar in hand.
You have the potential to win before turn 7 with this deck if you draw well, but if it goes that long you usually just want to focus on building up your board and finishing them off with the combo.