Jades are everywhere
- Last updated Nov 29, 2016 (Yogg Nerf)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Theorycraft
- Deck Archetype: Ramp Druid
- Crafting Cost: 5720
- Dust Needed: Loading Collection
- Created: 11/29/2016 (Yogg Nerf)
- greatwyvern
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Total Deck Rating
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Proper crap deck.... Extremely draw dependent... went from Rank 12 to 15... winning only against super weak decks and noobs. If I dont get nice early cards i'm dead turn 6/7 most of the time.. if lucky i struggle to survive until turn 10. 0 chance against Pirate deck, Warlock destroying my ass as well.. Very hard against Priest.. This deck is just a Jade gimmick
I'm relatively new to this game but I played this deck and its variations since I lack many legendary for other decks; I had the best results swapping the two Azure Drake with two Wild Growth. I understand that even if the drakes don't fit in the theme of this deck those are just very good card and can be found in half of any good deck in the current meta, there's synergy with the spell damage, there's the card draw and leave a decent body that can be a bit troublesome for some opponents, like priests, so why taking these out? moreover in a deck that lacks minions. First of all I played both variations against different kinds of decks and mine just plays faster, better and wins more, with the obvious drawback that every time you take a card out you end up in a situation where you would have needed it. The most important thing is that the drake is pretty much always a card you don't want to draw, just a card that draws another card and it has no impact on the core mechanic of the deck (ramp mana/ramp golems/ramp giants/play sick auctioneer shenanigans), the increased spell damage that makes the difference is the dream but not only is an extremely inconsistent mechanic but sometimes the plays you have to do to make it count slows the game even further. The drake only shines only if you play it exactly on curve with 5 mana, but its much worse than the wild growth if you draw it in the early game, which is the weak point of this deck, and worse in the endgame where a wild growth can draw on ten mana, with an auctioneer or even more with both. Another important thing is that you have two more spells for the arcane giants, that's especially needed if you draw the giants in the first half of the deck, resulting in a smoother midgame if you want to play the golems on curve and don't want a miracle.
I'm 1-5 with this deck in CASUAL... it's kind of embarrassing spending all this time/money to assemble this deck and get whooped. Not sure what I'm doing wrong...
Played all season no zoo locks pick this deck zoo lock after zoo lock. Got to love blizzards rigged match making
I'm struggling with this deck against Pirate Warrior and Shaman totems... which are about 75% of my match ups... any changes to this deck to have a better match up?
I've struggled to get passed rank 15 because of how much aggro is running around in the meta at the moment.
L2play. I've been killing it with this deck.
GIT GUD
Explain me why this deck has no much? (im noob). I think it can increase winrate a bit. Mby -1 Auctioneer +1 Mulch.
Mulch is good at removing 4 mana 7/7s and Ragnaroses, but otherwise it's watering down the tempo in your hand. If you've lost the board, you lose the game so much of the time that Mulch isn't worth it, I think.
Anyone tried playing with a bronzebeard and dropping 1 drake? Is it good?
Perhaps ancient of war can be placed istead of giants. Nourish is that essential draw you need, it cannot be replaced. Fandral and Aya are not so indispensable but without them this deck is realy weak and its just no sense to craft it.
wild growth
No need for Rag when you have giant 1 mana Jade Idols and 0 mana Giants
What i really love about this deck is the the almost guarantee you have to win against late game decks. You know that if they are spending hard removal on 6/6 and 7/7, they will not be able to survive for too long. I might be sadistic but i find playing this deck very satisfying :D
I made a video showcasing the deck which I hope you enjoy! (Please try the deck out, it's so much fun to play !!!)
https://www.youtube.com/watch?v=6kg6EG9a45g
nice video.
but vs reno lock miss lethal.
feral rage, swipe 8+board 7-7 minion=15 damage> 14 hp. maybe you BM haha
no missed lethal only hilarious bm :P (nah i didnt see that one XD)
I was wrong about this deck. I take it back. Previously I had stated it's too slow, but I just easily destroyed a murloc aggro Shaman. I think my problem before was that I was trying to play this more control than ramp. Ever since I started trying to get the Jades out as fast as possible while ramping, I've been winning again.
Great deck.
If you cut Raven Idol, Arcane Giants are not even worth having (you'd rather play Ancient of War to survive against Aggro). If you do not have the dust for Fandral, I don't think it's necessary, but it's pretty good. And Barnes has too little synergy in the deck to consider it; Brann is already better and I'm not sure if it fits in this type of deck. I'm not the biggest fan of Thaurissan in this deck; I'd play Aya instead.
This is my short game play using this deck
this short moments make me feels so gooodd, best feeling using this deck lol :v
https://www.youtube.com/watch?v=-I2AaFoTsbU&feature=youtu.be
My deck is more flexible
It's very similar but works better with synergies and controls.
Got rid of Gadgetzan Auctioneer
because its too expensive and you have to save your spells for it,
doing that you loose tempo and mana cost for Arcane Giant
You can get in and check video of demonstration in description.