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[Wild Legend] Jade N'Zoth Shaman (ver. 2)

  • Last updated Feb 3, 2017 (Gadgetzan)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Jade Lotus Shaman
  • Crafting Cost: 11060
  • Dust Needed: Loading Collection
  • Created: 2/1/2017 (Gadgetzan)
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  • Battle Tag:

    Ophion#2617

  • Region:

    EU

  • Total Deck Rating

    100

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Original deck: http://www.hearthpwn.com/decks/710229-top-50-wild-legend-jade-nzoth-shaman

Standard version (also legend): http://www.hearthpwn.com/decks/728764-legend-jade-nzoth-shaman

A quick summary of the deck: It's a slow midrange/control deck with a similar win condition to Jade Druid, namely survival until the opponent gets overwhelmed by the size of your Jade Golems. What this deck lacks in infinite Jade Golem value compared to Druid, it makes up for with far better early game and and stabilization. N'Zoth, the Corruptor adds that extra push towards the end to seal the game in most control matchups.

This concept worked really well for me in the December season, reaching Legend 36 without much effort. But the meta has changed since then, so it's time for an updated list and guide for the version I used to hit legend with in January.

I also want to note two things. First, I wanted to hit legend for both Wild and Standard this season, so I haven't actually played a single game at legend rank. I was too sick of grinding to continue on, which is why the rank in my "proof" is much lower this season. Second, I don't think this deck is quite as good as it was in December. The meta has become much more refined, and a few decks that used to be at worst a 50/50 are now quite strongly unfavored (like Rogue).

HDT Log & Legend "Proof":

(v2.22 is the current version)


I wouldn't look too much at the versions before 2.22, since they were very experimental and unrefined. The winrate for the current version is also a bit lower than what you would normally expect, since I had a series of really unusual matchups at rank 1 that completely screwed up my mulligans (3x Malygos Shaman, 2x Pirate Rogue), and I faced two Renolocks that managed to pull N'Zoth, the Corruptor with Deathlord/Dirty Rat.

Changes from the December version

- 1x Acidic Swamp Ooze
- 2x Mistress of Mixtures

+ 1x Lightning Storm
+ 1x Healing Wave
+ 1x Loot Hoarder

The big shift is that Shaman has taken the spot of Warrior as the top aggro deck. Shaman has a much easier time dealing with Mistress of Mixtures without losing any minions (and before you have even taken damage), so it had to be cut. I also removed the Acidic Swamp Ooze since it's really only good for removing big weapons.

Lightning Storm deals very well with the many 2-3 health minions that Shaman likes to run, and having two means that you can use one early on and still have something to combo with Bloodmage Thalnos or Azure Drake later. The downside is that in order to get value from an early Lightning Storm, you have to basically play nothing on turn 1 and 2 (and take a lot of damage), which is where Healing Wave comes in.

Against aggro decks you can expect Healing Wave to trigger for 14 health almost every single time. That's almost like playing Reno Jackson for half the cost (without the body), since you never want to be below 15 health anyway against decks with burst. I frequently keep this in my opening hand just because it allows for some really greedy plays. It also doubles as burst heal against control decks like Reno Mage, which frees up your Jinyu Waterspeakers to be used on minions.

Draw has always been a little weak in this deck, so I took this opportunity to add a Loot Hoarder. It also fills the spot of being a Deathrattle and an early drop with both Mistress of Mixtures and Acidic Swamp Ooze gone.


Deck Breakdown


Early Game:

Lightning Bolt, Jade Claws, Maelstrom Portal, Loot Hoarder Lightning Storm, Hex

Your board clears and most of your single target removal is all playable in the early game, which lets you quite consistently keep up with all but the most aggressive decks. Most of these cards are also decent draws in the lategame, especially when combined with other cards like Azure Drake for spell damage.

You will often have to skip turns, hero power on turn 2, and trust that your Lightning Storm won't screw you over, but the number of times you will have to do that drops considerably if you manage your mulligan and Overload correctly. Be patient and trust that your taunts and heals will let you stabilize in time.

Replacements
Against Aggro: Mistress of Mixtures, Totem GolemTunnel TroggZombie Chow
Against Control: Mana Tide Totem, Acolyte of Pain

Mid Game:

Jade Lightning, Jade Spirit, Jinyu Waterspeaker, Sludge Belcher, White Eyes

In the mid-game you aim to stabilize against Aggro with taunts and heals, or build up your Jade/N'Zoth synergy against Control. Most of these are good or great to draw at any point in the game.

If you don't have White Eyes, go with a second Loot Hoarder.

Replacements
Against Aggro: Hallazeal the Ascended
Against Control: Loatheb, Master of Evolution, Barnes

Late Game:

Jade Chieftain, Aya Blackpaw, Azure Drake, N'Zoth, the Corruptor

The late game consists of draw, more Jade Golem generators, and your Control finisher N'Zoth, the Corruptor.

Replacements
Fire Elemental, Sylvanas Windrunner, Dr. Boom

Note: Don't include Sylvanas if Doomsayer is played by most control decks, since it can completely ruin N'Zoth.

Situational:

Lightning Storm, Hex, Bloodmage Thalnos, Brann BronzebeardHarrison Jones

Lightning Storm and Hex are in this category as well because they are flexible enough to be used either for tempo early, or for value late. The rest of the cards help empower your other cards, or get some juicy draws since Harrison Jones is crazy strong right now, with everyone and their dog running weapons and Pirates.

All Brann combinations (and their special uses) are:

- Jade Claws (turn 4-5 play against aggro)
- Jade Spirit (avoid if possible)
- Jade Chieftain (aggro stabilizer, or wall against Anyfin)
- Azure Drake (avoid if possible)
- Jinyu Waterspeaker (if you really need healing)
- Jade Claws + Jade Spirit (maximum pressure, vulnerable to boardclears)
- Jade Claws + Azure Drake (pressure + fuel for the next turn)
- Jade Claws + Jinyu Waterspeaker (the Alexstrasza counter)

Some other stuff is possible if you also have The Coin.


Matchups


Warrior:

Mulligan
Lightning Bolt, Jade Claws, Maelstrom Portal, Lightning Storm, Loot Hoarder

If you have a good hand you can also keep Jade Lightning, Hex or Healing Wave.


Pirate:

There is not much to say about this matchup. You play your stuff and answer your opponent's minions as well as you can, and hopefully you'll stabilize with Taunt minions and heals before dropping too low.

You're usually favored to win if you can get board control with a Sludge Belcher or Healing Wave ready to protect you, otherwise it could swing either way.

Remember that if you hero power enough times, you will continuously get the taunt totem to block one hit each turn.


Other:

Any other type of Warrior should be an easy win since the class in general can't handle big Jade Golems. Remember that it's fine to take a lot of damage against Warriors since they can't get damage in through Taunts, so be greedy with your Hex and weapon hits.

Against Control you want to play super slowly and just vomit everything onto the board after the Golden Monkey is played. Consider holding onto The Coin, and be careful to not completely fill your board with totems and low-damage minions.

Shaman:

Mulligan
Lightning Bolt, Jade Claws, Maelstrom Portal, Lightning Storm, Jade Lightning, Hex, Loot Hoarder

Maelstrom Portal should only be kept if you have something else to go with it, since many Shaman decks don't run any 1-health minions.


Aggro:

This plays out similarly to Pirate Warrior, except it's usually much more favorable since you have a little more time to build up big Jade Golems. Remember to keep Hex for Flamewreathed Faceless.

The big card to play around is Flametongue Totem. You can easily get in big trouble if it's allowed to stay on the board, so do everything in your power to get rid of it as soon as possible, and keep removal for it in hand if you can afford it.


Midrange:

The big threat here is again Flametongue Totem, plus you have to be a little more mindful of board clears, since a full clear lets them play a sometimes difficult to handle Mana Tide Totem. The Hex target is typically Thunder Bluff Valiant or Aya Blackpaw if it's a Jade deck.

It's a very easy matchup unless you get totally overwhelmed early on, or let a Thunder Bluff Valiant go unanswered.


Jade:

This is very close to a mirror. Generally you don't have to mind your own health too much since they don't run as much burst. You are slightly unfavored in this matchup unless you draw N'Zoth, the Corruptor, in which case you usually win automatically.

Flametongue Totem is still a threat, but the most important card to play around here is Mana Tide Totem. The winner is usually the player who grows his Jade Golems faster, and drawing cards is key to that.

Warlock:

Mulligan
Jade Claws, Jade Lightning, Hex, Jade Spirit, Aya Blackpaw, Maelstrom Portal, Loot Hoarder

Hex is prioritized over everything else, or you can't deal with an early Mountain Giant/Twilight Drake.

Maelstrom Portal is kept just because it's such a horrible topdeck late game, so you want to use it as early as possible.


Reno:

Favored against an inexperienced player, even against an experienced one, very difficult if they know you are playing this deck.

You want to focus on building up your Jade Golems as quickly as possible so the Warlock has to constantly play defensively. N'Zoth, the Corruptor is usually needed to secure the win, and you want to make sure to hit at least 1 of Aya Blackpaw/White Eyes plus a Sludge Belcher (or better).

If you can deal with the first Twilight Drake/Mountain Giant somewhat efficiently without using Hex, do that.

If the Warlock gets Brann Bronzebeard + Kazakus or plays an early Lord Jaraxxus, you will almost always lose.

The key cards to play around are:

  • Emperor Thaurissan, which needs to be answered immediately. Usually you can stop caring about this card once you've stabilized and become the aggressor.
  • The Leeroy Jenkins combo. It is becoming increasingly rare, so try to figure out if they are running it. If they are not, then you can take many more risks.
  • Shadowflame/Twisting Nether, the only board clears (almost) that can deal with a board full of big Jade Golems or one brought back by N'Zoth, the Corruptor.
  • Kazakus, or more specifically the 10-cost potion that turns all minions into Sheep. It will completely negate N'Zoth, the Corruptor. The 6 damage to all potion is also pretty bad.
  • Lord Jaraxxus. Try to always be in a position that prevents this card from being played.

Other:

Any controlling Warlock should play out similarly to Renolock. Against Zoo you would probably win quite easily since they'll be unable to deal with the Jade Golems very quickly, and taunt minions completely shut down their burst.

Priest:

Mulligan
Lightning Bolt, Jade Claws, Jade Lightning, Jade Spirit, Hex, Aya Blackpaw, Loot Hoarder

Hex is prioritized over everything else.


Reno (Dragon):

Typically an easy matchup unless you get overwhelmed early on. Keep contesting the board, try to force out Entomb before playing Aya Blackpaw, then play N'Zoth, the Corruptor and usually win on the spot unless they've managed to hold on to the 10-cost Kazakus Potion with an effect that clears the board.

Even if that happens you can usually win anyway since Priest has very few ways of dealing with big Jade Golems.

They also lack powerful board clears, so you can almost always safely swarm the board. The one exception is Lightbomb, so keep it in mind before committing everything.


Reno (N'Zoth):

An even matchup. Not many decks can outlast this one all the way to fatigue, but this is certainly one of them. You have to be very aggressive towards the end of the game, otherwise the combination of discover cards, steal cards and N'Zoth, the Corruptor bringing back Shifting Shade and Deathlord will outvalue you.

Aside from the general tips against the Dragon variety, you should also try to keep enough board clear potential in your hand to immediately clear when N'Zoth, the Corruptor is played.


Dragon:

This is a pretty difficult matchup if you draw poorly, since you can easily be crushed before being able to contest the board. On the other hand if they draw poorly, you will destroy them. Your best bet is to play greedily and disregard your own health pool, focus on getting big Jade Golems over everything else, and use a timely Lightning Storm to regain the board.

Save your removal for high-attack minions like Drakonid Operative and Blackwing Corruptor, don't use healing cards unless you are in immediate risk of dying, and remember that Azure Drake is immune to Dragonfire Potion.

It's a 50/50 matchup, and if you win you will usually do so with about 10 life left.

Druid:

Mulligan
Hex, Jade Claws, Jade Lightning, Loot Hoarder, Maelstrom Portal, Lightning Storm


Jade:

Get ready for a game of Luckstone. Your one and only goal is to grow your Jade Golems faster than your opponent, and pray to the higher powers that they don't get a crazy Gadgetzan Auctioneer going.

Druid has poor removal, so knowing when to be greedy and going face instead of clearing the board is important. Save a Hex for Aya Blackpaw.

You are slightly unfavored, but with some luck it can easily swing your way.


Token/Egg:

A fairly new deck that may or may not be more common than the Jade Druid. Your goal is to get good board clears and keep their minion count as low as possible until they run out of fuel. The best Hex target is Nerubian Egg. Be ready to kill Jeeves as soon as they are about to run out of cards.

The difficulty of the matchup ranges from impossible to autowin, depending on how good of a mulligan you got.

Mage:

Mulligan
Lightning Bolt, Jade Claws, Jade Lightning, Loot Hoarder, Aya Blackpaw


All:

This is a very straightforward matchup, you just clear the board and drop your stuff as fast as possible, while playing around pretty much nothing except possibly Flamestrike. Against Reno you want to force out Kazakus as soon as possible.

You want to make sure to get the most out of your healing cards. Brann Bronzebeard + Jinyu Waterspeaker is usually the way to go.

Rogue:

Mulligan
Lightning Bolt, Jade Claws, Jade Lightning, Maelstrom Portal, Hex, Loot Hoarder, Bloodmage Thalnos


Miracle:

Survive the early game (expect a Pirate + Patches the Pirate opener), and keep your direct removal/damage for their big threats. Bloodmage Thalnos is a keep here because it may let you clear stealthed minions with a Lightning Storm.

This is one of your unfavored matchups since you usually can't deal with their stealthed minions, so you just die the turn after unless you are lucky. It's not unwinnable though, since they don't always get perfect draws. Once they are out of Saps you usually win by simply dropping a Sludge Belcher.

Paladin:

Mulligan
Lightning Bolt, Jade Claws, Jade Lightning, Maelstrom Portal, Hex, Loot Hoarder

Grab both copies of Hex if you can.


Anyfin:

Hex Murloc Warleaders and put on as much pressure as possible (without running yourself out of cards). After the first Equality you want to drop taunts and thus force out the second Equality. Proceed to play more taunts and hopefully win from there. Harrison Jones is best saved against Tirion Fordring.

Don't try to Hex Finja, the Flying Star, it will actually reduce their burst, which is good for you.


Secret:

Save Hex for their big dudes and play properly around the Secrets, there's not much more to the matchup. If they draw one huge threat after another it becomes near impossible to win, so you need some luck. Once you have stabilized you're safe since they barely run any direct damage.

Hunter:

Haven't seen a Hunter in ages, but I would mulligan similarly to Shaman. There's not much to play around other than the Traps.


Cheers!