+6
Favorite this Deck

Jade N'Zoth Shaman

  • Last updated Feb 3, 2017 (Gadgetzan)
  • Edit
  • |

Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 12660
  • Dust Needed: Loading Collection
  • Created: 1/31/2017 (Gadgetzan)
View Similar Decks View in Deck Builder
  • Battle Tag:

    Kamaros#1921

  • Region:

    US

  • Total Deck Rating

    18

View 4 other Decks by Kamaros
BBCode:
Export to

This deck is about knowing your matchups. You're quite favoured against other non-control Shamans, Pirate and Control Warrior (haven't played against enough Dragon Warrior to make a call, though I suspect it might be harder than the other two), Reno Mage/Priest, and Miracle Rogue. Dragon Priest is usually draw-dependent. Hard matchups are Renolock and Jade Druid.

Against aggro, mulligan aggressively for early removal and board clears. If you have the removal, you can keep a Jinyu Waterspeaker; without the removal healing usually isn't good enough because you typically want to stabilize on board before you heal. Devolve isn't terrible against Shaman either, because it saves you a lot of life against Tunnel Trogg + Small-Time Buccaneer + Totem Golem openings. I'll usually keep Dirty Rat against Warrior, but never against Shaman without also having Hex or Devolve to deal with Flame-wreathed Faceless if it pops out.

Against Miracle Rogue, the ideal hand has 1 piece of removal to deal with Small-Time Buccaneer, 1 card to deal with Tomb Pillager (Jade Lightning is the best, but Hex can do the job as well), and either Devolve or Elemental Destruction to deal with Gadgetzan Auctioneer or Concealed threats. Unless you draw none of these things in the first few turns, you're usually pretty well off. The Rogue game plan usually revolves around an all-in turn that the opponent can't deal with, but the volume of hard removal packed into this deck typically sees them concede after you've just Devolved their Edwin VanCleef and Questing Adventurer into harmless 2-drops.

Against Control Warrior and Reno Mage/Priest, just don't overextend. Those decks have a hard time dealing with the giant Jade Golems you have in the end game, and the comparatively low amount of card draw in this deck (for a control deck) + the possibility of shuffling several copies of The Storm Guardian prevent them from winning through fatigue. Save Brann Bronzebeard to combo with some Jade cards, or Dirty Rat.

Dragon Priest mostly depends on the draw. Their value generation is probably the highest out of any deck in the game right now, but your Jade Golems can compete against that if you can survive until the late game. As such, your primary goal is to try to clear the board by the mid-game. Mulligan for Devolve, Elemental Destruction, Hex, and Jade Lightning. Their minions have a lot of health, so it's hard to remove them without these tools, so you're probably dead if you don't pick one up and your opponent has a good curve. Once you've cleared off the board, focus on ramping up your Jades. Once you can apply enough pressure, make sure to play around Dragonfire Potion.

Renolock and Jade Druid are very difficult. You don't have much draw or value generation, so Renolock usually runs you out of resources. Jade Druid has arguably the strongest end-game of any deck in Hearthstone's history, and you don't apply enough pressure to stop them from getting there. Against both of these decks, your best bet is probably to try to develop your Jades as fast as you can, hope your opponent draws poorly, and steal a win off of an early The Storm Guardian, or an Elemental Destruction into Thing from Below turn.