Tech in regard to "Jades are Everywhere" by Greatwyvern. Currently I removed Jade Idol for more consistent stall Mark of the wild, Jade Spirit for second rated Bruiser, Wild Growth for Arcane Giant (Jade Golem do the same thing, and it is useless early. So better to have something that cycle and accelerate your early game).
Deathwing (Very Good) - Druid doesn't have a lot of removal, and especially on Jade Druid Mirror. Both side usually go all in. If you fall behind in Tempo vs Jade Druid or doesn't have comeback mechanic. Deathwing is great for that, and after that with 1-2 draw you can just win the game. Not to mention that vs Jade Druid
Wild Growth (Very Good) - Either ramp out 6 drops/taunt you want to play early, or cycle with Gadgetzan later.
Mark Of the Wild (Very Good) - In Jade Druid matchup usually trading up give you a huge advantage, because it forces the opponent to play a removal and fall behind in playing Minions. This card does that, and it also help protect your face, especially if you manage to stall a bit but you desperately need a huge wall against Pirate Warrior, playing this on a giant Jade Golem will save your ass.
Second Rated Bruiser (Very Good) - A 4/5 taunt is actually not bad at 5 mana and can be game-winning at 3 mana. Especially with Patches, this condition actually became very easy to fulfill. Having taunts in general is just good vs Pirate Warrior which doesn't have a lot of reach.
Ragnaros (Decent) - It is just in general a good card in this type of deck. Give you a bit of reach and can kill enemy Jade Golem when you fallen behind if Rag is going Sniper rag. ^.^
Ancient of War (Bad) - Too costly, too slow and can be punished by removal. It is just better to add taunt to Jade Golem.
Ancient of Lore (Average) - The heal did help put me out of reach once, but in general too slow. The cycle is also too costly to play in combo and 1 card isn't worth much.
I tested a few heal card, but none felt like the value were good enough and Taunt do the job much better. Feral Rage is enough to put me out of reach vs decks like hunter. I feel like the current Jade Druid is not optimized, and have potential to be even stronger than Secret Paladin in Wild.
I have a couple problems with this list. I'm no expert but here's my 2 cents.
Deathwing: With my few games as jade druid it's become obvious card draw is Key. If you're behind enough to need Deathwing you've already lost. discarding your hand isn't going to save you when it's possible your opponent still has a nice hand whereas you have to hope and pray you pull a draw card.
Jade Idol: Why on earth would you remove this. Aside from totally negating fatigue control decks this card gives you the potential for huge minions for next to nothing and gives you turn 1 jade golems. In combination with Staghelm it's absurdly good. They also allow you to refill your board after a wipe.
Mark of the Wild: This is probably a good tech card but you won't be able to play it on a big golem against pirate warrior most likely. You'll have to settle for a smaller minion. Personally I'd probably use Druid of the Claw as a nice beefy taunt monster on turn 5, or 3 if you innervate it out.
Wild Growth: I agree this is a good card to have, both for ramping or holding onto it for some turn 10+ draw power if your game is allowing for that kind of patience.
Personally I would add Bronzebeard. He's good in combination with Jade spirit or Aya or Jade Behemoth. Outside of that I'm still experimenting looking for good early game tech so the deck doesn't get boned by aggro.
I have a couple problems with this list. I'm no expert but here's my 2 cents.
Deathwing: With my few games as jade druid it's become obvious card draw is Key. If you're behind enough to need Deathwing you've already lost. discarding your hand isn't going to save you when it's possible your opponent still has a nice hand whereas you have to hope and pray you pull a draw card.
Jade Idol: Why on earth would you remove this. Aside from totally negating fatigue control decks this card gives you the potential for huge minions for next to nothing and gives you turn 1 jade golems. In combination with Staghelm it's absurdly good. They also allow you to refill your board after a wipe.
Mark of the Wild: This is probably a good tech card but you won't be able to play it on a big golem against pirate warrior most likely. You'll have to settle for a smaller minion. Personally I'd probably use Druid of the Claw as a nice beefy taunt monster on turn 5, or 3 if you innervate it out.
Wild Growth: I agree this is a good card to have, both for ramping or holding onto it for some turn 10+ draw power if your game is allowing for that kind of patience.
Personally I would add Bronzebeard. He's good in combination with Jade spirit or Aya or Jade Behemoth. Outside of that I'm still experimenting looking for good early game tech so the deck doesn't get boned by aggro.
Actually, I agree that Card Draw is key. But there are times that enemy are desperate to kill Jade Druid, because if you can stall the game you win. So they would dump minion if it give them reach. Deathwing at times like that win you the game by killing all the threat, and punish overextending. Which many players will do to win against you. Currently, Tempo are very strong against Jade Druid, and this is a card that counter the Tempo decks.
Jade Idol, initally it was very good for cycling. But I needed something that can directly save me and help out tempo deck. Which Mark of the Wild was doing a much better job of. This deck is actually very well budgeted, that I rotated this out and I had actually increased success removing it for Mark of the Wild.
Mark of the wild: It is the flexibility and the usage against both aggro/tempo deck that brought it to my attention. It has definitely saved me way more than any other taunt could, and usually you do live against Pirate Warrior if you play all your big threat minion and they are forced to remove it. While sometimes you mangae to hang on and you can generate value, but you can't protect your face. Mark of the Wild can save you there.
Brann is a very good idea, I would like to hear what people substitute it to. It would actually would serve a similar role in threatening removal like Fandral, which would buy me time against Pirate Warrior and give extra value against Control deck. I thought of trying it, but couldn't find a card in the deck to try replacing it with. Also 2 attack is weak against priest and not having 3 attack makes it harder to kill Druid minions. The cards to combo it with are also expensive. Maybe in a version with more battlecry and Emperor Thaurissan?
Also a very interesting idea, although while Yogg-Saron can deal with Deathrattle better. Deathwing might be more consistent than Yogg post-nerf in removing a board. The idea of Deathwing is just to punish Tempo deck by sacrificing everything to regain board for 1-2 turns, not to generate a win condition. Because unlike previous Token Druid decks which ran Yogg as a comeback mechanic when they run out of win condition, Jade Druid will always have a win condition, and thus the Druids only need to stall. Also Deathwing's body sometimes can kill the next minions/jade golem your opponent play or just straight out kill them
The techs I'm running in mine are precisely Second-Rate Bruiser that actually fits in quite nicely and Harrison Jones. Everything else hurts the general strategy of the deck, though I'm running a different listing than most, more token creation and buffing oriented.
Harrison Jones does seem nice, provide draw for the win condition and counter the current Pirate Warrior. Since I do see a lot of them buffing their huge weapon and swinging face to win, it should be better than even Taunts there. I find it interesting that someone else also find Second-Rate bruiser to be one of the best tech for Jade Druid.
Yes, I agree because last night I fought nothing but Reno decks and it was not a good time. Reno Locks have to many removals, and you get so close to beating them...if I had Savage Roar, most of those games would had been wins for me
Tech in regard to "Jades are Everywhere" by Greatwyvern. Currently I removed Jade Idol for more consistent stall Mark of the wild, Jade Spirit for second rated Bruiser, Wild Growth for Arcane Giant (Jade Golem do the same thing, and it is useless early. So better to have something that cycle and accelerate your early game).
Deathwing (Very Good) - Druid doesn't have a lot of removal, and especially on Jade Druid Mirror. Both side usually go all in. If you fall behind in Tempo vs Jade Druid or doesn't have comeback mechanic. Deathwing is great for that, and after that with 1-2 draw you can just win the game. Not to mention that vs Jade Druid
Wild Growth (Very Good) - Either ramp out 6 drops/taunt you want to play early, or cycle with Gadgetzan later.
Mark Of the Wild (Very Good) - In Jade Druid matchup usually trading up give you a huge advantage, because it forces the opponent to play a removal and fall behind in playing Minions. This card does that, and it also help protect your face, especially if you manage to stall a bit but you desperately need a huge wall against Pirate Warrior, playing this on a giant Jade Golem will save your ass.
Second Rated Bruiser (Very Good) - A 4/5 taunt is actually not bad at 5 mana and can be game-winning at 3 mana. Especially with Patches, this condition actually became very easy to fulfill. Having taunts in general is just good vs Pirate Warrior which doesn't have a lot of reach.
Ragnaros (Decent) - It is just in general a good card in this type of deck. Give you a bit of reach and can kill enemy Jade Golem when you fallen behind if Rag is going Sniper rag. ^.^
Ancient of War (Bad) - Too costly, too slow and can be punished by removal. It is just better to add taunt to Jade Golem.
Ancient of Lore (Average) - The heal did help put me out of reach once, but in general too slow. The cycle is also too costly to play in combo and 1 card isn't worth much.
I tested a few heal card, but none felt like the value were good enough and Taunt do the job much better. Feral Rage is enough to put me out of reach vs decks like hunter. I feel like the current Jade Druid is not optimized, and have potential to be even stronger than Secret Paladin in Wild.
I have a couple problems with this list. I'm no expert but here's my 2 cents.
Deathwing:
With my few games as jade druid it's become obvious card draw is Key. If you're behind enough to need Deathwing you've already lost. discarding your hand isn't going to save you when it's possible your opponent still has a nice hand whereas you have to hope and pray you pull a draw card.
Jade Idol:
Why on earth would you remove this. Aside from totally negating fatigue control decks this card gives you the potential for huge minions for next to nothing and gives you turn 1 jade golems. In combination with Staghelm it's absurdly good. They also allow you to refill your board after a wipe.
Mark of the Wild:
This is probably a good tech card but you won't be able to play it on a big golem against pirate warrior most likely. You'll have to settle for a smaller minion. Personally I'd probably use Druid of the Claw as a nice beefy taunt monster on turn 5, or 3 if you innervate it out.
Wild Growth:
I agree this is a good card to have, both for ramping or holding onto it for some turn 10+ draw power if your game is allowing for that kind of patience.
Personally I would add Bronzebeard. He's good in combination with Jade spirit or Aya or Jade Behemoth. Outside of that I'm still experimenting looking for good early game tech so the deck doesn't get boned by aggro.
Here's my comprehensive guide.
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/179860-jade-hs-best-friend-the-comorehensive-guide.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Also a very interesting idea, although while Yogg-Saron can deal with Deathrattle better. Deathwing might be more consistent than Yogg post-nerf in removing a board. The idea of Deathwing is just to punish Tempo deck by sacrificing everything to regain board for 1-2 turns, not to generate a win condition. Because unlike previous Token Druid decks which ran Yogg as a comeback mechanic when they run out of win condition, Jade Druid will always have a win condition, and thus the Druids only need to stall. Also Deathwing's body sometimes can kill the next minions/jade golem your opponent play or just straight out kill them
I'll have to look into Second-Rate Bruiser, but I'm actually running with a few more minions that's seeming to help... specifically 2xLoot Hoarder
Bloodmage Thalnos
2xDruid of the Claw
2xSen'jin Shieldmasta
I am only runing one copy of Feral Rage, Gadgetzan Auctioneer, and have dropped Living Roots and Raven Idol.
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Actually, I'm not that far off from your deck list... perhaps it's a halfway point between the Jade Midrange and Jade Miracle variants?
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my current take on miracle jade
I reached legend with this deck. Very effective against both aggro decks and slow decks.