Dragon Priest - Favored
Similar to the rogue matchup, except you’re even faster than the dragon priest. Present threats and make them react, and just be sure not to build a board of minions with 3 or less health to play around Duskbreaker. You’re generally developing threats while they’re discovering cards, and you can have a Summoner and Bonemare down long before they can get theirs online, at which point you just steamroll them.
Control/Cube Warlock - Slightly Unfavored
The game plan for control Warlock is similar to that against Raza Priest, except that you need to be able to end the game even more quickly in order to whittle them down before they can start chaining Voidlords, because you really don’t have any way to go over taunts aside from Ultimate Infestation. Make sure not to overcommit too many 3 health minions into turn 4 to play around Hellfire, and stagger your minions’ health in order to play around Defile. If you have a good hand in the mulligan it might be worth holding Spellbreaker to get past the first Voidlord; don’t silence the Lackey because that just delays the inevitable. If you see a lot of this matchup and little aggro, you can swap one of the Saronite Chain Gangs for a second Spellbreaker to help against the Voidlord parade.
Zoo - Favored
Like dragon priest and tempo rogue, you’re doing similar things only faster. Make sure to keep pace early, save Spellbreaker for Councilman or Bonemare targets, and push to Spiteful Summoner. It’s going to feel like you’re losing but you can flip the board all at once with a good Summoner pull. They’re going to have to tap to keep up, which will help you toward lethal when you hit them in the face with a 10 drop.
Aggro/Murloc- Slightly Unfavored
The way you win this matchup is by throwing up a bunch of taunts and letting them make the trades for you. Tar Creeper and Chain Gang are MVPs here, and you can use your hero power and Patches to clean up some of the weakened minions. Take value trades where you can and wear them down slowly with chip damage. Also try to take off Divine Shields with your hero power when you have no other plays to play around Tarim and Rallying Blade. You’ll trade more than normal in this matchup, but the way you win is by preserving your board and removing theirs to deny them value from things like Tarim or Blessing of Kings. Try to play out more small threats instead of one big threat to stay even on board and play around Divine Favor.
Secret Mage - Unfavored
This is the one matchup where you’re going to be playing defense most of the way. Secret Mage doesn’t care about your taunts, and Counterspell only has Ultimate Infestation to trigger it. Try to save the coin or a spell from Lich King immediately before you want to play Ultimate Infestation so it doesn’t get get countered. Grand Archivist is also useful for getting UI out without Counterspell getting in the way. Prioritize armor to play around burn from hand once you’re below 15 health; if you’re careful, you can outheal the burn they can throw at your face and let them fatigue themselves to death.
Control/Big Spell Mage - Favored
You want to get in ahead of Frost Lich Jaina as much as possible. The good news is that they can only deal with your high health minions all at once with Dragon’s Fury and even then only with a high roll. Better, their Raven Familiars are useless while you have Ultimate Infestations left in your deck, because the only spells they can reveal from your deck cost 10 mana, so they lose the check every time. Like priest and warlock, just keep pressuring them and don’t give them a chance to clear your board completely. Hold your Spellbreaker in case they run Doomsayers, which some lists do. If you have multiple minions on board when you play Bonemare, try to not go all in on the highest health minion to play around Polymorph. If they get Jaina down, try to play fewer minions and hit them in the face with the Malfurion hero power to whittle them down without giving them opportunities to make more Water Elementals.
Face Hunter - Slightly Unfavored
This matchup plays out similar to Paladin, except that you have to worry more about burst that can go over your taunts in the form of the hero power and Kill Command, plus they can charge out a Corridor Creeper with Tundra Rhino when you don’t expect it. Try to keep taunts up and trade off the beasts, and make sure once your health is lower than their attack on board plus 7 (2 from hero power and 5 from Kill Command) that you find a way to armor up as best you can. Malfurion is your best friend in this matchup assuming you can get to 7 mana.
I honestly didn’t see a single druid during the climb, but I would imagine that you’d play the aggro matchup similar to paladin, the mirror similar to tempo rogue, and the jade matchup similar to priest or control warlock.
Shaman and Warrior
Maybe next year.
Playing Against This Deck
The most important thing is to not be caught be surprise. If you mulligan for Jade Druid you’re going to start out behind. If you mulligan as you would for Aggro you should set yourself up better.
As Control, early board wipes, silences for Greedy Sprite to slow it down, and some sort of hard removal for the 10-drop are key; if you can survive the first few waves and get to a point where the Druid has a weak turn, you should have a chance to start setting up and advancing your win condition. Just be prepared for the big minion to drop on their 6 mana turn, and try to get as much value from your board clears as you can without exposing your life total too much. You may need help from their deck order (ramp after 10 mana, both UIs before the Summoners, etc) but you can come out on top if you can survive the initial aggression.
As Aggro or Tempo you just need to be able to go faster than the Druid can. Be prepared for taunts to come down and try to save a buff or removal for them. If you're ahead by the Druid's 6 mana turn, the Summoner itself isn’t as much of an issue for you (because the 10-drop won't have taunt) but the follow up Bonemare will be, so factor that into whether you need to try to clear the huge minion or not. Your window of opportunity is the first four turns to establish a dominant board position while they’re busy ramping. If you can do that while holding a silence for the Bonemare target you should be able to push enough damage. Also, don’t trade off the Greedy Sprite; let the Druid do that for you, because A) they always will, and B) that delays their ramping by one turn, which gives you more opportunity to develop your board.