[RANK 5] Midrange Jade Lotus
- Last updated Jan 8, 2017 (Gadgetzan)
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Wild
- 18 Minions
- 8 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Jade Lotus Shaman
- Crafting Cost: 6280
- Dust Needed: Loading Collection
- Created: 12/1/2016 (Gadgetzan)
- hydrox1de
- Registered User
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- 6
- 24
- 25
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Battle Tag:
#1827
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Region:
US
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Total Deck Rating
911
Hi there! This is my very own *prototype* Jade Shaman deck. It uses the classic Midrange Shaman deck archetype, and buffs it further with Jade Lotus Cards. T1 deck hype? Unlike my other decks, I'm a bit lazy to do a write-up on this one because its almost a standard midrange shaman.
Currently work-in-progress.
EDIT: It seems that people have shown considerable interest in this deck, so I'll do a writeup+mulligan.
EDIT2: We did it! We're on the front page of Hearthpwn! Thank you for supporting this deck, you guys are the best!
EDIT3: I'm back from my overseas trip! It seems that while I was away, we had managed to reach top deck of the week on Hearthpwn! Thank you! Furthermore, I made some more changes to the deck in order to adapt to the current meta. My guide(s) have also been refined!
EDIT4: Swapped out Feral Spirit for Lightning Storm, too lazy to update the mulligan guides. Just assume that you don't keep Feral Spirit or Lightning Storm.
EDIT5: I made some more changes. Spirit Claws+Bloodmage Thalnos have been added back into the deck. Only keep Bloodmage Thalnos with Spirit Claws in aggro/midrange matchups; keep Spirit Claws in ANY matchup.
WRITEUP XD
This deck plays like your standard midrange shaman, with the added bonus of Jade Lotus cards. In order to fit them in, I had decided to replace some tech cards with Jade Lotus cards, notably Jade Claws.
I personally found Jade Claws to be much more consistent than Spirit Claws, as a result I removed Spirit Claws entirely. Furthermore, without the presence of Spirit Claws, I felt that it was unnecessary to keep Bloodmage Thalnos.
In earlier versions of Midrange Shaman, I had both Sylvanas Windrunner and Ragnaros the Firelord teched in in order to deal with a multitude of decks. In this deck, I have decided to remove Sylvanas Windrunner for Aya Blackpaw, because the latter has better Jade Golem synergy, and is more aggressively statted. It's also a 6-drop, which fills in Sylvanas' slot perfectly.
Jade Chieftain is a new card that I have added into this deck. It's a semi-decent late-game minion, and it can also be combo-ed with Brann Bronzebeard.
EDIT: Jade Chieftain was too slow. Removed from deck, substituted with Barnes.
Jade Spirit, lastly, is a "good" 4-drop for Shaman. While it is not on the power level of Barnes or Flamewreathed Faceless, it provides crucial Jade Golem synergy and fills up the 4-drop slot for Shaman.
Jinyu Waterspeaker is included to counter aggro decks.
MULLIGAN XD
Against Hunter: Keep any 1-2 drop, with the exception of Flametongue Totem. The only 3-drop to consider keeping with a good hand is Feral Spirit.
Against Warrior: Keep Tunnel Trogg, Jade Claws and Totem Golem. It's worth keeping Maelstrom Portal if you've been facing many Pirate Warriors recently.
Against Paladin: Keep Tunnel Trogg, Jade Claws, Totem Golem, and Feral Spirit. You normally won't need AOE cards until the mid-late game, even against more aggressive variants.
Against Warlock: Keep your AOE, Feral Spirit, and all 1-2 drops, including Maelstrom Portal. If you've been running into a lot of handlocks/renolocks recently, consider keeping Hex.
Against Mage: Keep Lightning Bolt, Tunnel Trogg, Totem Golem, and Jade Claws. You want to be as aggressive as possible to counter Freeze Mage, while dealing with Tempo Mage's minions.
Against Priest: Keep Tunnel Trogg, Totem Golem, Feral Spirit, and Jade Claws. Dealing with dragon priest is easy, as long as you buff your Tunnel Trogg early, and play around AOE.
Against Druid: Keep Tunnel Trogg, Jade Claws, Totem Golem, Flametongue Totem, Feral Spirit, and Hex. Control the earlygame, and Hex any big minions that the Druid innervates out. If the Druid plays very slowly, you can try to end the game quickly by bursting him down with Flametongue Totem.
Against Rogue: Keep Tunnel Trogg, Jade Claws, Totem Golem, and Maelstrom Portal. Maelstrom Portal is good at killing off Patches the Pirate and Swashburglar.
QUICK TIPS XD
This deck isn't 100% Jade-oriented. Develop your midrange threats first, and use your Jade to rebuild your board after AOE.
Plan ahead. Calculate things like overload, potential draws, and play around your opponent's deck. Seriously though, try to manage your overload. It's screwed me over more than once.
Try to get maximum value out of your Flametongue Totem by using it with token cards such as your totems, or the smaller Jade Golems. By sacrificing token minions, you can easily get 4-8 damage out of one Flametongue Totem.
Establish control over the earlygame. I cannot emphasise this enough, especially due to your lackluster 3-4 drops. As long as you gain control of the board early with Totem Golem, Tunnel Trogg, and Jade Claws, your turns 3-4 are basically negligible. Just develop as many tokens as possible from turns 3-4, and try to bait out AOE. If your opponent doesn't AOE your tokens, you can always punish him with Flametongue Totem, or Thunder Bluff Valiant.
Your lategame revolves around 2 things. Big minions, and tokens. I would define "big minions" as the larger Jade Golems, along with cards like Ragnaros the Firelord, Thing from Below, Jade Chieftain and Aya Blackpaw.
Only use Brann Bronzebeard with Jade cards, or with Jinyu Waterspeaker to counter aggro.
Don't worry about using your Mana Tide Totem as a psuedo-taunt. Even if it only draws you one card, your opponent has already wasted resources to kill it, which can be technically classified as value on your end.
Also, if you get AOE'd, don't panic! Just slowly rebuild your board, you probably didn't go all-in in the first place. This version of Shaman is very good at rebuilding a lost board, so AOE shouldn't concern you too much. That being said, try not to go all-in unless you are in a desperate situation.
FINAL NOTE XD
I hope you guys enjoy this deck, happy hunting! This is hydrox1de, signing off!
P.S. Don't forget to upvote :^)
STOP PLAYING THIS DECK IN CASUAL!
I use this deck and i went from 18 to 10 rank,but i have problems with pirate warriors and i don't have maelstorm portal.. is it about that or just pirate warriors are counters for jade shamans?
This deck is very good vs pirates they can win only with extreme good luck and you extreme bad luck. i am at the moment in rank 2 and 19/5 vs pirate warriors. i just love to see warriors with this deck.
maelstorm portal is very important versus pirate warriors (when you have maelstorm portal than pirate warriors have no chance to win)
I used to lose every game against Pirate Warrior, made a few adjustments, and now I win every game (but am losing more to Reno Lock). One of the worst cheap cards against Pirate Warrior is Flametongue Totem. The cards you really want to have in your deck / opening hand are Mistress of Mixtures, Tunnel Trogg, Acidic Swamp Ooze, maybe Jade Claws, maybe Maelstrom Portal, Totem Golem, Feral Spirit, and Lightning Storm. The cards you want in your deck, but not opening hand, are Thing From Below, White Eyes, and Jingyu Waterspeaker. Make a micro adjustment or two until the match-up starts to become more reasonable.
I never understood at first why maelstrom portal was so popular until I got blasted by a few pirate aggro decks.. Maelstrom gud
Reno lock is super frustrating to play against atm. I feel like the only surefire way to win against Renolock is to hope they don't draw Reno before you smash their face
EZ win thanks!
Love this deck! Great win streak, and losses came due to poor choices on my part.
1 quick question, wouldn't -1 lightening bolt for +1 lightning storm make sense, especially with Trogg synergy?
The extra board removal could come in handy in case of a bad mulligan or bad RNG in general.
Am I off on this?
Lightning bolt is actually the best trig synergy possible, the biggest threat to tunnel troggs are 3/2s and 3/3s so being able too clear them while buffing the TT is amazing. I would advise against lightning storm #2 unless you face like 75% aggro because having 2 lightning storms in hand SUCKS against most decks... trust me.
Seriously though, in any remotely aggressive shaman deck you're going to want 2 lightning bolts imo.
More about the board clear than the synergy to be honest. This deck clearly lacks a board clearing mechinism.
Edit* Seems as thought the OP agrees as he has now added it.
I have always played 2 Lightning Bolts in this deck and have always debated possibly cutting 1 or both. It's a card that I'm consistently unhappy with, but you can find a situation to work it into every game.
hey what server does the poster play at? had some questions
I reach rank 5 ~ rank 3 every season always on wild, and always rank 5 on standard, this time I managed to reach rank 5 using aggro shaman, jade shaman, dragon priest (even when I only have netherspite, technician, azure, drakonid and wyrm, and still got me win streaks between rank 8 and 6, just to let you know how broken dragon is, but I hate that class so changed back) and a standard secret paladin of my own that wins vs renolock but can't win consistently against priest or druid.
This deck helped to reach rank 5, but not able to win consistently in higher ranks.
Renolock will just aoe every turn, taunt up, target removal your stuff and even play their own big guys, until they can kill you with Leeroy combo, which they find really fast with their hero power, they can clean the board like 8 times, so count it from turn 3 to turn 11 or so, plus the turns it takes you to remove their taunts and big stuff to avoid dying.
Dragon Priest can't be outvalued, it's too oppressive, and broken drakonid can coin flip games by letting them choose the right card at the right moment (aoe, hex, bloodlust, weapon, your own ragnaros), they can trade with every single minion every turn, heal their dragons and still attack the same turn with the rest of them, and when things go out of control then 5 damage to all your board or just holy nova. They sometimes choose to just go face with their overstated stuff from turn 1.
Druid builds their golems too fast, since they have ramp and more Jade class cards than other classes and a consistent draw mechanic, on your turn 5 they are already on turn 9 putting 6/6s and 7/7s, and their spells are more efficient.
Rogue somehow manages to consistently play Edwin on turn 1 or 2 with coins being 6/6 ~ 10~12/12 and if you have no hex, it's over. And they can copy one class card, already faced a Rogue putting a 12/12 Edwin on turn 1 and Windfury on him on turn 2 that got from the 1/1 pirate, I didn't draw any hex.
Against Pirate Warrior, Aggro Shaman and Pirate Rogue is more situational. Problem is rank 5 ~ legend is all plagued by Renolocks, Dragon Priests, Druids and Miracle Rogues, so can't rank up. You'll probably have to use one of those decks or play aggro to beat them before they can do anything dangerous.
What does handlock use to "AOE every turn"?
Their AOE Doomsayer, Demonwrath, Hellfire, Shadowflame, Kazakus Custom Spell, Abyssal Enforcer, Felfire Potion, Twisting Nether.
Their target removals Mortal Coil, Shadow Bolt, Blastcrystal Potion, Siphon Soul.
Their mind control stuff Mind Control Tech, Sylvanas Windrunner.
And their taunts and taunts generators Dirty Rat, Sunfury Protector/Defender of Argus, Mountain Giant/Twilight Drake + Faceless Shambler, Second-Rate Bruiser.
Alright, I decided to answer this comment because it seems that it brings up a few valid points, as well as a few invalid ones. Let me explain.
Renolock has a lot of AOE, which is true. However, this can be countered by spamming your hero power. Furthermore, the Jade Golems are very helpful in repopulating the board, especially with an unanswered Brann Bronzebeard. Combined with bloodlust, your zoo-like board potential almost always gurantees a win against renolock. As for target removal, it's all about trying to bait out large removal with cards like Thing from Below and Jade Chieftain, so that your large minions survive. There's not much else I can say. Furthermore, renolock has only 1 copy of each removal spell, so it's unnecessary to play around a lot of things. There's also some gambling involved. Their own big guys can be hexed, or you can try using cards like Flametongue Totem to kill them. It's also worth noting that you should try to play around Faceless Shambler and AOE by trading in small minions. Leeroy combo usually doesn't end up working, because renolock doesn't have enough pressure to bring you down low enough to combo you. Basically, the games vs renolock are all about the early game.
Dragon Priest is admittedly a hard matchup. It all boils down to you drawing cards like Tunnel Trogg, Totem Golem, Jade Claws, and even Flametongue Totem in your early game to snowball his minions. Furthermore, making dragon priest waste mana on removing psuedo-taunts like Flametongue Totem mess up his tempo.
Druid is an easy matchup. I don't understand how they can "build their golems too fast", especially since they only have a certain amount of earlygame golem cards, and normally they don't end up snowballing until the lategame. By then, you probably have also built up a large board, and Bloodlust is always a threat. They also lack burst, which is quite notable. #ripforcesavage. Their card draw is limited to Azure Drake and Nourish, which delay their tempo by using up 5 mana. Furthermore, Druid's AOE is complete shit. Just develop your earlygame threats and prompt him to take action with cards like Flametongue Totem. Also, build up your board.
Rogue is a 60-40 matchup; it normally depends on the development of threats in the earlygame to avoid getting burst down by combo cards. Jade Claws is especially important in this matchup, because it can kill Small-Time Buccaneer, and develop a minion. However, I have to admit that you're extremely unlucky. Usually, rogues don't end up developing their Edwin VanCleef until the mid-game, which gives you ample time to look for answers. So my conclusion is that you're just unlucky. :P
Pirate Warrior, Aggro Shaman and Pirate Rogue are situational matchups; I'll admit that. However, I don't see anything wrong with this deck. It contests most decks relatively well and I'm sitting on Rank 3 with it currently.
Nope, Aya is A core card in every mace of Jade, you can play if you dont have aya, but is slower for play
Replacement for Ragnaros?