So here I explain why this deck is very flexible and why Elise and Floop is the new Raza and Anduin.
Deck has 2 win-cons: An OTK that even if you fail to achieve due to turn timer somehow, you can still continue do it next turn. And creating a board plus healing yourself plus dealing damage every single turn.
OTK is 10 mana (less if you have Innervate/Project to throw) playing Elise while having in hand: Floop, Gloop, Bees and 1 of Pounce, Claw or Moonfire (or 2 out 3) and nothing else. Best is Claw, because it’s fast animation and we gain the armor from it (can matter if you have slow APM).
Your hand after Elise will be: Floop x2, Gloop x2, Bees x2, Claw x2.
You cast 2 Gloops and Bees on own Elise. We spended 10 mana and gained 8.
Then we Floop. Our hand will be Floop x2, Bees x2, Claw x4.
We cast Claw and Bees on Floop gaining 10 mana, then we Floop and have a perfect hand we need to make a final blow.
Our hand is Floop x2, Bees x2, Claw x6, which we basically cycle over and over giving your hero +6/+6 for each cycle.
If opponent has taunts, you can do the combo till our atk almost matches opponent’s hp and switch from killing our own 3/4 Elise to his taunts. Opponent has to have a super large amount of taunt hp like 4 7/8’s for us to not go through, because of board space issues.
Another way to OTK is using Swipe/Bite and Innervate (If you happened to give up Pounce/Claw/Moonfire for tempo or didn’t draw them).
Again, we have 10 mana and playing Elise while having Floop, Gloop, Bees, Innervate and Swipe.
After that we Gloop twice, cast Bees on Elise, Swipe your opponent and play Floop.
Our hand is Floop x2, Bees x2, Innervate x4, Swipe x2.
We go 3 Innervates and Bees on own Floop to gain 10 mana, Swipe opponent and finally play Floop to have the hand we need, which is Floop x2, Bees x2, Innervate x2, Swipe x2.
We cycle Swipe (4), Floop (4), Innervate (+1), Bees (3) over and over.
Bite is worse for this cause taunts block us and that’s can be a big issue, because we cycle 8 cards and if we don’t kill them this turn our topdecks can screw our combo (Drawing a minion means you can’t play him because our floop will turn into it, but if we don’t play him he will fully clog our hand – that means checkmate).
Another win-con is just drawing Elise and Floop and have some cheap spells. You can’t kill your opponent in one turn, but making a lot of free stuff every turn till you’re literally dead to fatigue is a way.
There a lot of combinations, but the best I think is 2 Floops, 6 Pounces, 2 Crystal Powers. Means that each turn you deal 12, heal for 10 and summoning 2 3/4’s each turn. Pretty good right? Like pre-nerf Kingsbane plus minion swarming.
Don’t need 3 different cheap spells, it’s good enough to have 2 like I showcased.
F.e. you have Claw and Project. You play Elise duping Claw, Project, Floop and right after Floop having 4 Claws, 4 Projects and 2 Floops. Dealing 9, gaining 9, summoning 6/8 every turn. It’s very important that you will have 10 cards at the end of turn till the match is over.
So the style seems the same as Raza Priest, where you essential to draw Raza and Anduin (Elise, Floop) and either win from poking for 2 for each card you play or draw a couple more specific cards to OTK your opponent.
The question is will it be better or worse than Razakus?
If the will be no counters for Bombs then Bomb warrior is a hard-counter. You can simply try to tempo down this Druid before combo is assembled. If you’re not the last sentense guy, then Demonic Project, Hecklebot, Saboteur, new Wild Bloodstinger can fight against it too.
If it actually becomes Tier-S that means we have to put techs vs their techs like Barista Lynchen, reducing chances of our enemy screwing us.
Anyway time will tell how it goes.