Jade Golems
- Each Golem will be +1/+1 bigger than the last.
- Jade Golems can reach a maximum of 30/30.
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Yogg-Saron, Hope's End once shuffled this into my deck in a Reno Mage vs Reno Mage match. At first, I thought I would lose because it ruined my Reno, and he still had burst in his deck, but then I slowly realized that this little balanced 1-mana card was going to win me the game singlehandedly.
I only got to my 7th golem, but he was already taking fatigue damage by the time he was overrun. I would be taking too, but balance.
Anyway I won, disgustingly, but I won. In short, whenever you are in a Control vs Control matchup that goes to fatigue, just try to get a Jade Idol in your game, and you will win, regardless of how recklessly you draw cards earlier on. I advise against using Spellslinger, because if your opponent gets it, then he wins, and if it is disgusting to randomly win with it, it is probably much more disgusting to randomly lose to it.
Choose One - Meta is always Aggro; or nerf this card.
This card is completly bullshit, the 3 copies you shuffle in your deck shouldn't be a "choose one" mechanic but only allow you to summon a jade golem.
As many said, this card has ruined the experience of the game, i really don't see the fun of playing a linear deck like jade druid...
limit how many of these things you can shuffle back in....
Perhaps this nerf "Choose 1-Summon a jade golem, or shuffle 3 copies of this card into your deck. They cost 1 (maybe 2?) more."
what bugs me most is that they keep doing this anti control cards instead of anti aggro cards.
Nice card design
This card is insane and should't exist.
if they nerf this, control warrior will be more played, pirate will be less played and the meta will be more interesting. but it will probably take months before nerfing this. and I think this card is a design failure.
Jade Idol is not OP, its Gadgetzan Auctioneer that makes it OP. Druids can draw as many cards as they want with it being 1 mana (and its perfect at 1 mana) and summon a army of Jade Golems when there deck is full of it. if Gadgetzan Auctioneer got reworked druid would only draw 1 Jade Idol a turn (Exception of Nourish) and that would make it balanced since they wouldnt be able to fill their board full of Jade Golems on 1 turn and fill their deck with it as fast. Maybe i'm wrong but that's how i see it
But if they reworked Gadgetzan Auctioneer so that you had significant draw limits (or something along those lines as you seem to suggest), then we would have to wave goodbye to combo decks everywhere, not to mention most rogue decks that are left. Gadgetzan Auctioneer is a very important card.
The problem with Jade Idol is the infinite Jade Golems become impossible for control decks to deal with as they run out of removal. In fact it would be easier for a control deck to deal with a board full of 10/10 minions with cards such as Brawl, Twisting Nether or Doomsayer, than a 10/10 minion once a turn, every turn. Gadgetzan Auctioneer helps with the tempo of summoning those Jade Golems, but in a control match-up that isn't as important.
This is the card that caused me to uninstall HS. Hope Blizzard fixes it to be less ridiculous eventually.
Man oh man, this card salts my crackers xD #feelsbadman
The solution to Pirate Warrior and this will eventualy come to us. If not, we and Blizzard Fu*ked up
The winner card of the " WHAT WERE THEY THINKING" award of 2016
I'm not sure how this card is considered OP when, to get any use out of it, you have to wait quite awhile or get really lucky.
Sure, it might beat control decks that don't even try to pressure the druid until late game, but is that really a problem?
And if you aren't running this with the other Jade stuff it will take even longer to pay off: just pressure the Druid while he's playing with what is essentially a dead card till later on.
Besides, control decks need good and bad match-ups just like aggro decks. And frankly, fatigue decks were never fun to play against anyway.
As for fatigue decks not being fun to play against, not only is it just your opinion, but guess what, Jade Druid is a fatigue deck too. Infinite values does mean there's nothing your opponent can drop that you won't be able to remove in the long run. It wins the fatigue game no matter what. Even other Fatigue decks are forced to rush it down because they have no chance against it if they try to go the long game.
I don't see how this is an auto-win against a control deck unless they are doing nothing with the board.
Jade doesn't shut down control decks like an infinite Holy Nova would Aggro, it simply forces them to try do do something other than constantly remove minions.
And for Jade Idol to work in a way that doesn't take a ton of time and luck, it needs other Jade cards. And if you are giving a Jade deck all the time in the world because your deck does nothing but heal, draw, and remove, it's for the best that that loses.
If control can beat aggro, aggro beats jade, and jade beats control, it seems like jade helps create a healthy meta where more types of decks can be used.
Jade Druid seems less about hardcore board control that makes fatigue annoying and more about playing some control and sub-optimal cards early for golems later - it wins with an army of golems, not fatigue damage.
It seems harder to control while building up a Jade deck than controlling while milling, and the entire point of playing against jade is to win before the long run.
It might be your opinion that a deck that 'does nothing but heal, draw and remove' is boring, but I bet you that someone somewhere finds that deck entertaining. And if a single card can stop the deck's entire win condition (Being Fatigue damage) forcing a control deck to go face, I'd argue that is less entertaining - at least for the person playing the deck.
The reason why control decks focus on removing minions is so they can play their own big minions or set up their combo, and win the game with these. But if your opponent can always create another field of huge minions that can control the board and kill your minions or stop your combo, then it's really unfair to say that the control decks should just try to 'do something other than constantly remove minions'.
I was talking about mill being annoying to play against, not control in general being annoying.
How players feel playing with and against a deck both matter, and clearly some people (including me admittedly) like jade decks.
Mill rogue can be almost an auto-win against decks that struggle to play many cards per turn with the Sap and Vanish, so it's not as if it lacks strong match-ups of it's own.
It is extremely boring and annoying to play against such a deck when they can invalidate everything you play because you can't play it fast enough.
Really the whole mindlessly remove everything then eek out a win is far less interesting than the gradual progress to victory quick and mid-range decks take, and more annoying since it takes so much longer to lose.
I'd much rather lose to a Hunter in six turns than sit through fifteen turns of a Priest shutting down anything I try to do and effortlessly reversing any progress.
If nothing else, jade druid is healthy for the game in countering an archetype while being countered by another.