Remember everything here is about All-In Druid.
Archetype Definers:
- Postmortem Lunge (You can get your T2 Druid killed, then use it to win T3.)
- Eldritch Evolution (You have more sources of fast Viziers and payoff cards than any other list.)
- Dryad Arbor (The best thing to evolve into a 2-drop is an extra Fetchland.)
Overperformers:
- Vines of Vastwood (Givers #5 and #6, very important when you are all-in.)
- Caustic Caterpillar (When your deck has Lunge AND Finale, you get to use this multiple times, and Ranger-Captain gets it.)
- Burrenton Forge-Tender (You need to protect Giver and then Shalai against Burn, and see also everything about Caterpillar.)
Traps:
- Maindeck Knight of Autumn (4 life never saves you against Burn, they will never run out of gas. This isn't 2017.)
- Eternal Witness (You will never Evolution for it, and if your Ballista is in the graveyard, you can still win with Finale for literally anything, or Shalai.)
- Stoneforge Mystic (That makes the deck a different archetype. When our opponent plays a T2 Stoneforge Mystic, we breathe relief and kill them.)
- Any "bullet" that is just midrange value. Tireless Tracker, for example. If you aren't all in, then that's fine; find the right channel.
- Bad Mana. You need to be able to use one green mana on turn 1, and double white on turn 3. Do not play a Gavony Township.
Things I've Tried and left behind:
- Magus of the Moon (This is great to evolve for, but the Tron and Amulet matchups are already fantastic, so it's not needed.)
- Goblin Cratermaker (If you have red, this is great, but it's not worth the splash on its own.)
- Duskwatch Recruiter (We don't have enough creature density to play this "fair", and your mana is good enough to Ranger-Captain instead.)