This is going in my token druid instantly. It can give me tokens with Violet Teacher or without in and it's insane value with Fandral Staghelm. I thought this Jade Golem theme would be good for my druid but this just solidified it for me. Thank you blizz.
Unless you're playing other Lotus effects this card is very bad. A 1/1 for 1 isn't good just because it's a spell..
That's why this card is bad design. It either sees zero play or its the most OP card in the set. Fun.
After thinking about this card for a bit, I think that a deck built around this card has the chance to get crushed by something more aggressive.
Outside of the crazy combo that you can achieve late in the game by running this off ofGadgetzan Auctioneer, this card rapidly depletes your card draw for very limited effects early on. A deck dependent on a lot of these MUST use the first one to add 3 to the deck, and collecting those early on lead to you running out of cards very early OR being extremely vulnerable to a hard board clear. Innervate combined with this card will allow you to get INSANE value out of the card after turn 6, but people are going to start saving their removal against Druids, who can't hide the Auctioneer like Rogue.
1. For this card to be effective, two of the first 4 times you play it, it has no effect on the board, loses you tempo, and takes up space in your hand.
2. The insane Gadgetzan combo looks to be like a stretch that can only be achieved realistically in a control deck, and can only be effective for a single turn before your opponent destroys the auctioneer.
3. Even if you save all the cards for the "insane gadgetzan combo" on curve (Innervate ,Jade Idol,Gadgetzan Auctioneer), an opponent can still hit you one more turn to burst finish because none of the jade idols have taunt.
4. I really like the way this fits into a spell druid, but its going to reduce early game consistency a lot IMO.
5...the summary: This card is VERY unique in that it gives you the chance to abuse the mana curve, but at a heavy cost of both Tempo, and card advantage...for this card to be effective, I think it needs to be placed in a deck with a HEAVY emphasis on card draw...but that kind of a deck has a chance to really screw you in the early game because the value that your cards spend on card draw.
If you compare its potential to other late game cards, this card even at its best can't protect your hero and is an aggressive move that leaves you VERY vulnerable to all burst damage from your opponent.
After thinking about this card for a bit, I think that a deck built around this card has the chance to get crushed by something more aggressive.
Outside of the crazy combo that you can achieve late in the game by running this off ofGadgetzan Auctioneer, this card rapidly depletes your card draw for very limited effects early on. A deck dependent on a lot of these MUST use the first one to add 3 to the deck, and collecting those early on lead to you running out of cards very early OR being extremely vulnerable to a hard board clear. Innervate combined with this card will allow you to get INSANE value out of the card after turn 6, but people are going to start saving their removal against Druids, who can't hide the Auctioneer like Rogue.
1. For this card to be effective, two of the first 4 times you play it, it has no effect on the board, loses you tempo, and takes up space in your hand.
2. The insane Gadgetzan combo looks to be like a stretch that can only be achieved realistically in a control deck, and can only be effective for a single turn before your opponent destroys the auctioneer.
3. Even if you save all the cards for the "insane gadgetzan combo" on curve (Innervate ,Jade Idol,Gadgetzan Auctioneer), an opponent can still hit you one more turn to burst finish because none of the jade idols have taunt.
4. I really like the way this fits into a spell druid, but its going to reduce early game consistency a lot IMO.
5...the summary: This card is VERY unique in that it gives you the chance to abuse the mana curve, but at a heavy cost of both Tempo, and card advantage...for this card to be effective, I think it needs to be placed in a deck with a HEAVY emphasis on card draw...but that kind of a deck has a chance to really screw you in the early game because the value that your cards spend on card draw.
If you compare its potential to other late game cards, this card even at its best can't protect your hero and is an aggressive move that leaves you VERY vulnerable to all burst damage from your opponent.
I imagine the spew 3 cards into my deck strategy, because even if its your last card, you spew 3 more cards into your deck, and this can result in the 89th turn (the last one), because both heroes explode on the 90th turn, resulting in a tie.
But that would make approximately 45 hours to accomplish, which is not worth it unless you are The Timeless One.
I think this has minor use in fatigue, It's far better as part of an end game auctioneer solution. You have 2 win conditions, Malygos and this. The most fragile part of the Maly deck is that you only have 4 burn cards (6 if you count swipe) with this added you have additional win conditions and it makes the deck that much stronger.
I think I will add my 2 cents in this conversation. While I think this is a very powerful card, I think many people are judging it as if the meta will not change and just this card will be introduced. Grimy Goons look like they can snowball pretty quickly and will be sure to punish you for running this card. Sure it is a good card and it produces infinite value, but in the early game it seems like a dead card in your hand, which means less options and thus less consistency. You don't want to play 1 mana do nothing (1/1 is nothing to aggro / midrange and shuffling 3 copies of this ruins your card consistency even more). I could even argue that this is bad early on against control since your moderate threats are not enough to pressure the opposing decks and since Druid traditionally has had problems with clearing a board, the extra inconsistency introduced by this card (especially in the early game) makes you more vulnerable to snowball and thus an eventual loss of the game.
Definitely going to be trying this, but I think people are overestimating it a bit especially given that AOEs like Swipe will be even less effective against most decks. It certainly can push a deck to Tier 1, but I don't think it will be uncounterable especially after having seen all of the Zoodin's cards. It seems OP vs Control, but I think it will be more effective against the more lightweight control decks like Warrior. Greedy control decks like Priest can probably punish you with their strong early to mid game minions (in the dragon control decks) and if they can push enough damage to face no 30/30 golem can save you (assuming you can even get that close). Still think it is very strong, just not sure if it can break the meta.
mill druid, is a thing, oh god, I love everything.
but seriously this is a good card, the fact that it dilutes your deck is of course a downside but the fact that if you have a lot of draw it is amazing. miracle druid with a bunch of control cards a few jade lotus cards some cheap spells and this will probably be powerful, just because you are guaranteed infinite value, I am glad rogue did not get this balance wise, just because they have a better base for this kind of deck.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
I think this has minor use in fatigue, It's far better as part of an end game auctioneer solution. You have 2 win conditions, Malygos and this. The most fragile part of the Maly deck is that you only have 4 burn cards (6 if you count swipe) with this added you have additional win conditions and it makes the deck that much stronger.
In fact one of my major lose conditions in Malygos druid is drawing out my deck, so this comes at the perfect time with auctioneer to start refilling the deck and provide an even stronger end game.
stupid stupid stupid card design. look at future druid vs druid end game.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
...
31 turns later...
Bob turn, draw jade idol, play golem, attack Tom's face with 30/30 jade golem from last turn. Oh but it won't kill Tom this turn because he also used hero power in those 31+ turns and you just destroyed the armor from 31+ hero power activations... but next turn is gg
You only need one copy of this to win all fatigue battles since you never need to enter fatigue... This mean you can even play a fast drawing deck and still win in fatigue!
but in the early game it seems like a dead card in your hand, which means less options and thus less consistency.
Nope it is an ideal early card vs aggro and you play it first turn as 1/1 for 1 mana. Your Coined Jade Blossom in second turn produces 2/2 golem. In 3rd turn for 4 mana you can play Jade Spirit 2/3+3/3. It's a good start vs aggro to play 1/1 2/2 2/3 and 3/3 plus ramp in first 3 turns. vs control you just keep it until you have Auctioneer or Fandral or exchange.
So we are talking about the ideal curve and not seeing the reality of the situation now. Sure some time it will be good enough in the early game, but you don't always have the cards you would want in the early game and you only have The Coin in 50% of those games. 1/1 is nothing to Zoo, and I doubt it will be a big deal to grimy goons decks buffing the hand. While this card counters control decks, it is much worse against aggro and midrange whose goal is to close the game out by turn 7 - 8 (at the latest). This is a good thing tbh. This deck counters control, which counters aggro, which counter Jade Golem Druid. Sure it might turn out to be very frustrating, but I am just saying let's not blow things out of proportion without even trying the decks in the new environment.
Well, Jade Idol is an obvious must have for Jade Golem decks. I'm just concerned that it can be too effective. A 1 mana Gang Up for Jade Golems seems like it can be really really strong. The fact that this card essentially makes the class immune to fatigue could play a key role as well. More anti-synergy for Lunar Visions though.
I have mixed feelings about this card. I fear it may end up being too good but we'll have to see. I feel like this one card can have an entire deck built around drawing and flooding the deck with more Jade Idols. I'm already picturing turns where the druid draws a bunch of cards and summons a 7/7, 8/8, 9/9, 10/10 and adds 3 more Jade Idols into their deck in a single turn. Not unreasonable if a Gadgetzan Auctioneer is on the board. Maybe drop a few Arcane Giants as well since that's already a staple for many druids out there.
With this card, Jade druids are almost guaranteed to be a thing. There's only so many answers any one class could have against so many threatening cheap minions. I picture this one card destroying control warrior. Can only remove so many Jade Golems and can't fatigue the druid. But other classes I fear will struggle against it as well. Hmmm, this card is really scary. I guess we'll have to wait and see how it plays out.
Quote from TheRealMalfurion>>It will be more effective against the more lightweight control decks like Warrior. Greedy control decks like Priest can probably punish you with their strong early to mid game minions (in the dragon control decks) and if they can push enough damage to face no 30/30 golem can save you (assuming you can even get that close). Still think it is very strong, just not sure if it can break the meta.
Um, Dragon Priest is more of a lightweight control decks, greedy decks don't run early game minions, and Control Warrior is hardly a "lightweight" control deck.
Quote from TheRealMalfurion>>It will be more effective against the more lightweight control decks like Warrior. Greedy control decks like Priest can probably punish you with their strong early to mid game minions (in the dragon control decks) and if they can push enough damage to face no 30/30 golem can save you (assuming you can even get that close). Still think it is very strong, just not sure if it can break the meta.
Um, Dragon Priest is more of a lightweight control decks, greedy decks don't run early game minions, and Control Warrior is hardly a "lightweight" control deck.
By lightweight I mean geared towards clearing boards with smaller health totals (so geared vs aggro) and that they run less minions, whereas Priest now has pretty good 2 - 5 mana minions in the Dragon version of the deck, which will continue to push damage to face while you setup your bigger Jade Golems. Priest can answer these cards with its efficient removal early to keep decent control of the board whilst lowering your health total. It is just that minion based control decks will start pressuring you more in the early game to get you to 0 Health before you can summon the big golems they can't answer. Conversely, control decks without many minions will get destroyed by this most of the time since they will run out of removal.
but what else is going to be in your deck? if you run two gadgetzan's and you have these stuck in your hand early your kind of goofed up for the early game...druids biggest weakness IMO is the lack of a solid AOE board clear...and while your collecting these combo cards, you better believe your opponent is going to be taking a heavy board control position that could kill you very easily unless the other cards in your hand can hold the fort until you unleash these late game combos..
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ultimate fatigue winner
After thinking about this card for a bit, I think that a deck built around this card has the chance to get crushed by something more aggressive.
Outside of the crazy combo that you can achieve late in the game by running this off ofGadgetzan Auctioneer, this card rapidly depletes your card draw for very limited effects early on. A deck dependent on a lot of these MUST use the first one to add 3 to the deck, and collecting those early on lead to you running out of cards very early OR being extremely vulnerable to a hard board clear. Innervate combined with this card will allow you to get INSANE value out of the card after turn 6, but people are going to start saving their removal against Druids, who can't hide the Auctioneer like Rogue.
1. For this card to be effective, two of the first 4 times you play it, it has no effect on the board, loses you tempo, and takes up space in your hand.
2. The insane Gadgetzan combo looks to be like a stretch that can only be achieved realistically in a control deck, and can only be effective for a single turn before your opponent destroys the auctioneer.
3. Even if you save all the cards for the "insane gadgetzan combo" on curve (Innervate ,Jade Idol,Gadgetzan Auctioneer), an opponent can still hit you one more turn to burst finish because none of the jade idols have taunt.
4. I really like the way this fits into a spell druid, but its going to reduce early game consistency a lot IMO.
5...the summary: This card is VERY unique in that it gives you the chance to abuse the mana curve, but at a heavy cost of both Tempo, and card advantage...for this card to be effective, I think it needs to be placed in a deck with a HEAVY emphasis on card draw...but that kind of a deck has a chance to really screw you in the early game because the value that your cards spend on card draw.
If you compare its potential to other late game cards, this card even at its best can't protect your hero and is an aggressive move that leaves you VERY vulnerable to all burst damage from your opponent.
Good anti mill card
Stay thirsty my friends
Forget the infinite shuffle. A 1 mana golem is worth it on it's own.
Anger is the punishment we give ourselves for someone else's mistake.
this card should get nerfed already
Fandral Staghelm is surely a keep now.
I imagine the spew 3 cards into my deck strategy, because even if its your last card, you spew 3 more cards into your deck, and this can result in the 89th turn (the last one), because both heroes explode on the 90th turn, resulting in a tie.
But that would make approximately 45 hours to accomplish, which is not worth it unless you are The Timeless One.
I think this has minor use in fatigue, It's far better as part of an end game auctioneer solution. You have 2 win conditions, Malygos and this. The most fragile part of the Maly deck is that you only have 4 burn cards (6 if you count swipe) with this added you have additional win conditions and it makes the deck that much stronger.
Infinite with Auctioneer and apprentice. I'll be making a mage to attempt this lol
I think I will add my 2 cents in this conversation. While I think this is a very powerful card, I think many people are judging it as if the meta will not change and just this card will be introduced. Grimy Goons look like they can snowball pretty quickly and will be sure to punish you for running this card. Sure it is a good card and it produces infinite value, but in the early game it seems like a dead card in your hand, which means less options and thus less consistency. You don't want to play 1 mana do nothing (1/1 is nothing to aggro / midrange and shuffling 3 copies of this ruins your card consistency even more). I could even argue that this is bad early on against control since your moderate threats are not enough to pressure the opposing decks and since Druid traditionally has had problems with clearing a board, the extra inconsistency introduced by this card (especially in the early game) makes you more vulnerable to snowball and thus an eventual loss of the game.
Definitely going to be trying this, but I think people are overestimating it a bit especially given that AOEs like Swipe will be even less effective against most decks. It certainly can push a deck to Tier 1, but I don't think it will be uncounterable especially after having seen all of the Zoodin's cards. It seems OP vs Control, but I think it will be more effective against the more lightweight control decks like Warrior. Greedy control decks like Priest can probably punish you with their strong early to mid game minions (in the dragon control decks) and if they can push enough damage to face no 30/30 golem can save you (assuming you can even get that close). Still think it is very strong, just not sure if it can break the meta.
mill druid, is a thing, oh god, I love everything.
but seriously this is a good card, the fact that it dilutes your deck is of course a downside but the fact that if you have a lot of draw it is amazing. miracle druid with a bunch of control cards a few jade lotus cards some cheap spells and this will probably be powerful, just because you are guaranteed infinite value, I am glad rogue did not get this balance wise, just because they have a better base for this kind of deck.
Just fill your deck with one drops, that is creative deck design, right?
stupid stupid stupid card design. look at future druid vs druid end game.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
Bob turn, draw jade idol, play golem, attack Tom's golem summoned last turn with Bob's Golem from last turn.
Tom turn, draw jade idol, play golem, pass.
...
31 turns later...
Bob turn, draw jade idol, play golem, attack Tom's face with 30/30 jade golem from last turn. Oh but it won't kill Tom this turn because he also used hero power in those 31+ turns and you just destroyed the armor from 31+ hero power activations... but next turn is gg
You only need one copy of this to win all fatigue battles since you never need to enter fatigue... This mean you can even play a fast drawing deck and still win in fatigue!
Well, Jade Idol is an obvious must have for Jade Golem decks. I'm just concerned that it can be too effective. A 1 mana Gang Up for Jade Golems seems like it can be really really strong. The fact that this card essentially makes the class immune to fatigue could play a key role as well. More anti-synergy for Lunar Visions though.
I have mixed feelings about this card. I fear it may end up being too good but we'll have to see. I feel like this one card can have an entire deck built around drawing and flooding the deck with more Jade Idols. I'm already picturing turns where the druid draws a bunch of cards and summons a 7/7, 8/8, 9/9, 10/10 and adds 3 more Jade Idols into their deck in a single turn. Not unreasonable if a Gadgetzan Auctioneer is on the board. Maybe drop a few Arcane Giants as well since that's already a staple for many druids out there.
With this card, Jade druids are almost guaranteed to be a thing. There's only so many answers any one class could have against so many threatening cheap minions. I picture this one card destroying control warrior. Can only remove so many Jade Golems and can't fatigue the druid. But other classes I fear will struggle against it as well. Hmmm, this card is really scary. I guess we'll have to wait and see how it plays out.
but what else is going to be in your deck? if you run two gadgetzan's and you have these stuck in your hand early your kind of goofed up for the early game...druids biggest weakness IMO is the lack of a solid AOE board clear...and while your collecting these combo cards, you better believe your opponent is going to be taking a heavy board control position that could kill you very easily unless the other cards in your hand can hold the fort until you unleash these late game combos..