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Scalise’s Sessions: Jade Druid

This article is over 7 years old and may contain outdated information

Introduction

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All I see is green. This week on Scalise’s Sessions we are going to shed our inhibitions and jump headfirst into the never-mill deck that is Jade Druid. While not as popular as it once was, the class has gained some popularity over the past week or so. That is because it matches up quite well against just about everything you’re going to see during your climb. Shaman is tricky (more on that later) but you have a strong chance against everything else. Druid is a class of tempo losses. To make up for that it has always been able to do completely unfair things. This deck doubles down on that strategy by giving you two ways to break the rules. Not only can you power out big minions with quick ramp, but you also can just go infinite and grind your opponent down with statues of stone.

The Deck

Surprisingly, there is quite a bit of variation going on with Jade Druid these days. While the deck has a very strong 25 or so cards, the other ones are constantly shifting. Not only that, but the cards being moved around are not simply fringe or flex spots. Rather, they are quite important and can be the difference between a good ladder experience and a bad one. I have decided to go with a much more anti-aggro build that depends on a lower curve and faster starts to keep up with the fast meta. While you can go bigger (as covered in the comments) I think front-loading the deck is the best way to take care of aggro. And, in a deck of Jade Golems, that’s all you really need.

Early Game

The start of the game is going to be your weakest aspect. Even with all of your low-curve additions, it is not going to be easy to withstand a very quick push. For those reasons you want to play the opening like a control deck more than anything else. You should prioritize removal and ramp, with letting everything else fall to the wayside. Of course, if you can rapidly get a minion or some board presence you should, but be prepared to play on the back foot for the first few turns.

Note that ramp can fundamentally change the way you play. As a result, you should always try to prioritize it over other modes. This can be very hard to do when staring down damage or threats, but if you don’t get to your mana quick most of those cards are going to sit in your hand. The way you make this decision is by figuring out if you can afford to take a hit, and if that damage is going to be more important than gaining crystals. Taking down a Tunnel Trogg before it can grow out of control is usually a good play, but you can put off a turn for something like a Small-Time Buccaneer. That is especially true if you’re ramping towards a specific minion.

You should always sculpt your turns in a way that is going to build to your middle turns. You have some very strong mid-game plays, and those are often going to be what carry you. However, they aren’t going to matter if you don’t have the board. Playing from behind is never going to be ideal, so you need to start thinking about how to clear the board moving to turn four and beyond.

Middle Game

With this version, your middle game is your end game as well. This is because the low curve tops out at seven and you generally want to pull ahead around turns four through six. One of the biggest advantages of this deck is that it is very hard to lose once you get ahead because of how the jade mechanic works. However, getting ahead is not easy. While your golems will eventually take over, you have to try to leverage your taunts as much as possible. This will force your opponent to use resources on your board and can sometimes be used to snatch priority.

On that note, you should work hard to pump out Jade Golems here. Once you hit three or four attack everything you can put down is going to become an instant threat that needs to be answered. Druid has a lot of damage and people will respect that if you make them. The mechanic is initially quite slow, so it is always important to look for opportunities to get bigger. Though playing a 2/3 and a 2/2 on turn four doesn’t seem great, it impacts the board and then sets up your 3/6 and 3/3.

If you do get ahead (or your golems are quite big) you want to push as much as you can. Every deck on the ladder has access to a lot of fast damage, and the way you beat that is by killing them before they kill you. It can be natural to try and control the board, but that will just give your opponent more time to find answers or kill you. Unless you are at low life, prioritize damage while adding more and more threats.

Late Game

The late game is usually going to come down to two different modes. Either you are going to be attempting to power through your opponent with golem after golem or you are going to be looking for ways to set up lethal. This balance is going to come based on the board state versus what the game looks like. As with the middle turns, if you have enough life you should just power out as many bodies as you can and let your opponent deal with them. Just know that you have a lot of damage at your disposal as well. It is very easy to get caught up in golems and miss this, but holding back burn and playing to your damage can be a way to steal wins.

It is also to important to mention the times where you’re going to be fighting to stay alive. Pirate and Shaman are quite popular and will likely continue to see more and more play until the nerfs. That means there are going to be many games where you need to work hard to just get up a wall or gain health in anyway that you can. Always try to find ways to hero power and prioritize taunts. Charge minions and weapons are everywhere right now, so having any wall is a good way to buy extra time.

Your taunts are also very good at helping you out in a race. Like Freeze in Tempo Mage, being able to lock out your opponent’s damage while exchanging blows can instantly lock a game down. Though your opponent is going to be aware of your taunt potential, they usually can’t afford to hold back damage if they’re constantly under pressure from dying.

Matchups

A breakdown of the decks I see the most on the ladder.

Aggro/Midrange Shaman

While Aggro Shaman is an honest deck, the meta has shifted in a way that both it and midrange are well represented. That does not bode as well for you because, as always, Druid has problems dealing with Midrange Shaman. That does not mean this matchup is unwinnable, it just means it is going to be one of your hardest. Shaman is a deck that can do a lot (a lot) with very little mana. That means they normally control the early board and use that to power their opponent down during the middle turns. This version of Druid has many ways to resist that, and you need to use them all. Remove everything your opponent plays, no matter how small. Not only does this help you conserve life, but it also stops your opponent from being able to leverage Flametongue Totem (one of the strongest cards against you).

Your biggest advantage in this matchup is going to be the fact that today’s Shaman decks only have one real catch-up card in Jade Lightning. This means that you can leverage your golems and control the board. You are going to win the long game (thanks to your Golems) so you should always use your big bodies to trade and run your opponent down on cards. Though it may feel bad, you also need to work hard to slot in ramp as soon as you possibly can. Yes, you may not want to take that extra hit from a Small-Time Buccaneer, but the three damage is more than worth being able to play the rest of your cards on curve. It is very easy to get gun-shy, but those Wild Growths will rot in your hand during the mid-game and really bog you down. Also note that, if you’re playing aggro they won’t have Hex. Do not be afraid to ramp out a hard-to-kill threat early on.

Miracle Rogue

Miracle Rogue is a game where you need to be fast. Valeera is not a deck that likes to wait around, and as soon as they can get to a Gadgetzan Auctioneer the game is usually going to be over. Not only will they often draw more than enough cards to put together lethal, but they also have the ability to use those cards to make huge threats you cannot answer outside of your one Mulch. To combat that, force Rogue’s hand early and pressure them by just putting down large body after large body. This is not easy to do, but you can power out golems at a very fast pace. Do not worry so much about trying to outlast your opponent in this one (it simply won’t happen). Rather, just go for the early board. This includes making plays like dropping down Jade Golem cards simply to up your count.

There comes a point in this game, usually around turn five or six, where your golems simply get too big for Rogue to handle. You want to try to get 4/4’s or 5/5’s by the time you hit the middle turns. Those bodies mean that everything that comes down after them is going to dominate a board and force Rogue back. It is also important to realize how much burst Valeera has at her disposal. Rogue can do massive amounts of damage in many ways. Always try to keep your life total above Leeroy Jenkins/Cold Blood, and work to set up taunts the turns before you think you’re going to die. Getting those early golems helps with this because they can often eat an early Sap, making your walls better.

Pirate Warrior

When playing against Pirate you need to allocate every single resource you have to clearing their board and setting up your taunts. A single Druid of the Claw, Jade Behemoth, or Ancient of War can be enough to end a game, but only if you set them up right. Just running out a taunt can hold back Pirate, but it won’t end the game. Normally, they will just crash their board in and then hit you the following turn. To get some leg work from your high-end cards you need to be able to put them down against one or no minions. Do not be afraid to pull the trigger on anything you see. That even includes charging Druid of the Claw. While the taunt is often going to better in the long run, the 4/4 is a very good way to kill a small body and keep something on the board at the same time.

Conserving Feral Rage is also very important in this matchup. Of course, if you need to take out a turn three Frothing Berserker you should, but you only want to use the card as removal if you have no other options. The eight life is going to be extremely valuable. So much so that it is ok to use Swipe on one minion to make sure you’ll have Rage around during the middle stages of the game. Also try to prioritize removal wherever you can. While ramp has a place, Pirate is the one deck that can really punish you for taking your time. Proactivity is how you win this and you do not want to fall into a trap where you’re just answering threats. That just sets you up for an Arcanite Reaper to the face.

Reno Mage

Reno Mage is now the premier Reno deck around, and that works out quite well for you. The Jade Idol package absolutely destroys slower decks, and it does wonders here. Start this game by making Jade Golems and just keep making them turn after turn after turn. This is one of the few matches where you will have the time to skyrocket your stats. That is very important because the more time Mage has to spend removing golems the less time they have to set up Alexstrasza or Archmage Antonidas. On that note, you should have a plan for Doomsayer at all times. Though Frost Nova is no longer run, Blizzard is. If you ever get a midgame board blown up and lose priority the game can quickly slip away from you. Try to always have access to a quick seven damage from your hand.

As much as you love to go long, you do need to be ready for Mage’s end-game punch. The way they beat you is by stalling, chipping away with your burn, and then hitting you with a quick burst combo you cannot answer. You need to keep them on the back foot as much as possible and, like when facing Rogue, you want to just make your Jade Golems as big as possible. Jade Idol/Gadgetzan Auctioneer is usually going to be how you close this out, but you need to control the board until that point comes. Reno Mage is quite strong because of the fact that they have a good curve and quite a lot of strong threats. For that reason you cannot fall behind. Get your opponent to use their spells each turn and you can coast, but lose the board and you can quickly succumb to their value.

Dragon Priest

Jade Golems do very well against Dragon Priest, but strong midrange threats do very well against Druid. For that reason this game is often going to be a back-and-forth affair. The whole goal here is to take the board from your opponent because once they get it you aren’t going to get it back. This game revolves around quickly getting to Jade cards and working hard so that your first minion trumps your opponent’s board. You want to ramp here early and then worry about everything else because getting to the midgame first matters. However, that plan also means you are going to play your minions second. As such, you just want to have the kind of plays that turn the board by making Priest answer you rather than the other way around. No matter what happens, just don’t panic. It is very easy to get caught up on your opponent’s 2/4 or 1/5, but those cards will be answered later. Early value isn’t going to end you. Losing the board to the middle game will.

Tip and Tricks

Jade Idol should be used to get a minion early on. Shuffling into your deck may seem cool, but you want to reserve the second for that purpose. You want big golems as soon as possible, and this usually starts that chain.

Understand both uses of Wrath. The three damage is often going to be priority number one, but do not hesitate to sneak in an extra card draw here and there (especially if you have a weak hand). Getting to see more cards is very important for you, so do not be afraid to put minions to one health or take some extra damage to get more value from the spell.

Beyond all the usual uses, Fandral Staghelm is very good with Jade Idol. It can be tempting to save the 3/5 for a big value plays like Nourish, but just using this to get a golem and shuffle is one of the best tempo plays you can make. It will instantly require an answer and set you up for the following turn.

Know that there are many different ways to use Gadgetzan Auctioneer. Yes, the card does a good job of helping you go off with Jade Idol, but it is not wrong to use the 4/4 to smooth out your hand. Tempo plays are very important for a midrange deck and, like using Fandral with a Jade Idol, running out Auctioneer to both tie up your opponent’s mana and get a few spells can help you set up for later turns.

Treat Aya Blackpaw in the same way that Midrange Hunter treated Savannah Highmane. That is to say, work very hard to put her down onto a clear board. The 5/3 is easily your strongest card and the play that will lock your opponent’s out of the game. Allocate all of your removal in a way that will allow her to be a threat more than an annoyance.

Mulligan Guide

As much as this deck loves going long, this is not a meta where you can take your time. Many games are decided on turns three or four, and you need to be ready for that. Look for all of your strong opening removal and do your best to find anything that costs one or two. Any slower card, no matter how strong it will be during the game, is not as good as being to remove an early threat.

Must Keeps:

Innervate Living Roots Wild Growth Wrath

Situational Keeps:

Jade Idol should always be kept as long as you have a good opening to go with it.

Feral Rage is a card you want to keep against aggro.

Jade Blossom should always be kept with the coin or a curve. It can also be kept on its own against slower decks.

Mulch is a good keep against Druid, Shaman and Rogue as long as you have other strong openers.

Keep Jade Spirit if you have a curve coming before it.

Swipe is a great card when playing aggro. However, only keep it on its own with the coin.

Note: Ramp cards are going to raise your ceiling and let you keep higher cost cards. Always map out you

Replacements

As mentioned earlier, there are a couple key flex cards in Jade Druid. While subtle, these choices greatly affect the way the deck plays and what matchups it is good against. If you want to beat aggro I think this build is one of the best, but you can add in some more taunts as well. There is also the choice of upping the curve if you want to tango with some of the midrange or control decks running around.

One of the Jade Idols can be used as another removal spell or threat. While the card is strong, you can always shuffle the one-of to create more copies in leaner builds.

Living Roots and Feral Rage are both interchangeable. While I run two of each to overload against aggro, you can easily run two of one and one of the other. Roots is strong when you’re facing a lot of Small-Time Buccaneers, but I like Rage more because of its versatility.

Though I would strongly recommend against it, you can cut Mulch. The removal spell is a fail-safe, and if you aren’t seeing big minions you can switch it out for things like a Moonglade Portal, Bloodmage Thalnos, or a second Druid of the Claw. Big Game Hunter also works as a replacement. In contrast, you can also go the other way and run two if you’re having trouble with big threats.

There is also room for a second Druid of the Claw or Ancient of War (depending on the meta you’re seeing the most). Each of these cards have their merits, and if you want to include one you should see how it would play in games versus the card you want to cut. You can also play two of one and none of the other.

Gadgetzan Auctioneer is not needed for this deck either. That may seem odd, but infinite combo and card draw are not as good as they once were. You can move this for another early removal spell, but he can also become healing like Moonglade Portal.

It is also worth noting that any of the above cards can be changed around for a pair of Raven Idols or Brann Bronzebeard.

Conclusion

Though many people think Jade Druid is boring, I actually find it quite fun. It is always nice to sit back and do some unfair things, and this deck is just absolutely chock full of them. You get to ramp, you get to go full Jade, and you get to play awesome value cards like Nourish and Aya Blackpaw. These all come together to form a tight package that can really hold its own against most top decks. I hoped you learned something (as always) and, until we meet again, may Golems always be your best friend.


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