2x Wild Growth
How does it work, then?
The idea here is to gain a mana crystal advantage via cards like Innervate and Wild Growth. This means you'll be able to play your more powerful minions earlier in the game and thus put more pressure on your enemy as they're forced to deal with them. Swipe offers you a board clearance option and Starfire provides a whomp of 5 damage to a target before offering you a lovely card draw.
The Wild Growth will be at its most useful when played early on in the game. It essentially puts you a turn ahead of where you should be for the rest of the game so getting one in your starting hand is hugely useful. If you don't unearth one until you've reached the ten crystal limit you can play it to get the Excess Mana card which grants you a card draw.
“When you're making a Druid deck you want to have Innervate because the mana acceleration can throw your opponent completely off balance. It can cause a lot of problems. If you get a first turn Yeti down it's harder to handle it than if you get it on turn 4. [You get a first turn Yeti by using Coin and Innervate to meet the 4 mana crystal requirement]
"Then you're running a lot of removal, like you can run Wrath or Claw or any other solution for those annoying drops with one or two damage and one or two health that can do a lot of damage if left unattended. In mid-game if an opponent shits all over your board with several minions you've got Swipe to clean the board. Then there are several strong minions like Yeti and class cards like Keeper of the Grove, and the cards which come at 6 and 7 are usually really powerful cards that are going to pull you ahead.”
Dust's no object, you say?
Take a peek at the Legendary Druid Aggro Deck