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Anti Jade & Aggro

  • Last updated Aug 28, 2017 (Frozen Throne)
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Wild

  • 12 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Ramp Druid
  • Crafting Cost: 9740
  • Dust Needed: Loading Collection
  • Created: 8/28/2017 (Frozen Throne)
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  • Total Deck Rating

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Intro

Hello Hearthpwn - I've just posted this deck (my first) as it's been fairly successful for me against the current meta. Maybe it will work for you and the meta will change!  I'm no competitive player but I've used this deck to get from 15 to 4 with a very decent win rate (you'll just have to believe me as I don't track my stats). I didn't get stuck at rank 4 but life doesn't allow me too much Hearthstone time - rabbits, chickens, dogs and cats take up the rest!  

Let me know how you get on with it in the comments but be civil - there's far too much pointless hate on the internet these days and after all it's just a game!  If it doesn't work for you have a think about what could make it better.

Ninja Edit:  I should say that if this deck is similar to anything else it's just a quinky dink.  

Card Changes

If I had the Lich King I would use him instead of Ironbark Protector, but Primordial drake also fits well here.  I would probably use Fandral and Cenarious if I had them but cant think what I would remove right now to use em (possibly Ancient of War as a few people are running silence again)!  Cenarious and spreading plague sound like they would be good together.  I think Medivh is a key card as even with 4 and 5 mana spells he allows you build a board while doing something else.

Basic guide

The basic premise of the deck is to ramp into the big guys and use naturalize to force overdrawing or as a tempo gain.  Close out the game with Medivh & UI or double arcane giant (remember innervate uses a charge and as cute as he is, we don't want a board of Snow flipper penguins).  Literally around half my games were against Jade druid and I would say this match up is favorable if played correctly.  Crucially the match up against aggro is also pretty good.

The most unusual addition to this deck is naturalize.  Played correctly it can shift the game completely.  You probably don't want to use it against aggro but sometimes it's what you need to remove the threat and develop your own board.  If you don't think you'll use it in the match up, skulking geist will take care of it for you but remember not to play him too soon if you want to use it.  Naturalize is essentially a 'free' card when played along side Arcane giant.  

I assume that most opponents will think you are Jade and play aggressively and over extend on the board - use this to your advantage.  For almost all games you want to mulligan for ramp but think about what your mana curve is going to look like once you start to ramp (e.g wild growth and Mire keeper should be kept as these can be played one turn after another). Think about whether to play wild growth once you get close to 10 mana as the two spells it generates when played at 10 mana are favorable for the arcane giants.

Druid - Against Jade druid the strategy is to play naturalize after the opponent plays UI and use Skulking geist to burn his idols.  Kill Fandral.  Most Jade decks have 4 or 5 cards in hand when they play UI so you can be fairly certain of burning 1 or two cards. Kill Fandral.  I faced a reasonable amount of aggro on route to rank 4 so holding on to Spreading Plague isn't a bad idea either if you already have some ramp. Kill Fandral. Your big guys are hard to remove for druid so maximize this where possible and don't worry too much about over extending the board. Kill Fandral.  Medihv followed by UI is often game over.  Oh...I'm not sure I mentioned this, but you should prioritize killing Fandral...

Hunter - most hunters seem to be aggro/midrange.  Spreading plague is the key to this match up, as is removing all possible beast buff targets where possible.  You have plenty of ways to gain armor to stabilize if required and the taunts mean you don't have to attack into secrets to buff his weapon.  A large taunt and Malfurion the pestilent is often all it takes.  I played one control hunter but he couldn't deal with a board of huge dudes effectively.

Warrior - pirate warrior plays out similar to hunter though the win rate is probably worse.  The focus on weapons means that Spreading Plague isn't as effective.  However a few large taunts shuts them down fairly fast but sometimes you're dead by turn 4. I didn't meet any quest warriors but I suspect this match up would be a loss.  Too much removal and and end game which is hard to overcome.

Warlock - Most seem to be handlock variants.  Naturalize a giant on turn 4 feels sooo right! Kill a big dude, burn some cards and still have mana to ramp!  The key to this match up is not to overextend as most Handlocks run twisting nether.  It's definitely worth holding on to UI for Medihv if you can as he'll run out of removals soon enough.  Being milled also forces people to play sub-optimally and over extend on the board so use that to your advantage. For zoolock - Spreading plague is the key again.   I don't think I lost to a warlock in any of my games against them.

Priest - I didn't face many priests (I think maybe only 2).  One was a resurrect priest who owned me with multiple 4/8 dudes and N'Zoth the other was a dragon priest who I owned. Standard ramp strategy applied - get Ysera out as soon as you can!  I don't think there's much that any deck can do against a resurrect priest with all the pieces but fortunately it's not too reliable.

Rogue - I played a few miracle style rogues and naturalize is once again of value for removing huge threats and milling.  Spreading plague is also very useful as most rogues use the pirates early game.  I played one mill rogue and the key to that match up was to recognize he was mill and not to play UI and armor up as much as possible with Malfurion the Pestilent.  Druid of the claw with charge is handy to apply some pressure.

Shaman - Almost all my games against shaman were evolve based and the win rate was dependent on whether they could evolve a Dopplegangster.  Spreading plague is very useful in this match up as the totems make for a large board.   That said removing all threats where possible is definitely the way to go as most variants seem to run bloodlust.

Paladin - Most were aggro murloc variants so the same basic principles apply.  Removing the board is key to victory as one evolved murloc with poisonous is all it takes to drop a large taunt.  Spreading plague is...blah blah blah.  I didn't meet any control paladins but I imagine naturalize on a Tirion would be nice.  I'm guessing this might be a close match up though as there are many ways for paladin to deal with large threats.  My strategy would be to bait out equality with Spreading plagues then flood the board with big dudes hoping he doesn't have Sunkeeper Tarim.

Mage - Most were tempo style mage and so ramping up and removing threats was the key. I played one classic freeze mage and used Malfurion the pestilent to armor up.  Freeze mage likes card draw so naturalizing doomsayers is good.  They just run out of cards eventually.  I played a few Exodia style quest mages and the match up wasn't good.  With luck you can burn some important cards but I found that I mostly just sat there for turn after turn with a frozen board then died from infinite damage.  I guess if you face a lot of mages an eater of secrets might be useful but I didn't really face too many.

That's it - good luck owning those Jades!