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..
they're not going to be wasting all of their early game because they generally have none, turn 1 you play this, shuffle three in, turn 2 you wild growth, then get on to business doing normal druid things
If you have this on turn 1 in a jade deck, you play the minion. If the deck isn't geared towards jade golems you don't play it, just hold it in your hand. You wouldn't want to be drawing these until your draw engine is ready to kick in. You won't want to make it more difficult to draw your early/mid game cards and draw engine. And by that point you will have more spare mana to fit them into.
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..
they're not going to be wasting all of their early game because they generally have none, turn 1 you play this, shuffle three in, turn 2 you wild growth, then get on to business doing normal druid things
If you have this on turn 1 in a jade deck, you play the minion. If the deck isn't geared towards jade golems you don't play it, just hold it in your hand. You wouldn't want to be drawing these until your draw engine is ready to kick in. You won't want to make it more difficult to draw your early/mid game cards and draw engine. And by that point you will have more spare mana to fit them into.
This is correct. If you're just running one copy of Jade Idol to trump control decks, you wouldn't play it until the Auctioneer is on the table and your deck is empty. There's no way you would want to draw three Jade Idols over the course of a game.
However, I think this card will be much, much stronger in Jade decks, so it can be used against aggro too. I'd rather not have a totally dead card in some matchups.
Surprisingly, this card is not as good as it looks.
You never want to draw this card, unless it's the last card in your deck. A 1/1 for 1 mana is garbage, even against aggro. You don't want to put 3 garbage cards into your deck either, because then you don't draw the cards you actually want to draw. If you put this card into your deck, you will have this as a dead card in your hand for a long time. You might not realize this, but it's a massive disadvantage. I've played around with things like Sideshow Spelleater back then in TGT to beat Jaraxxus and Control Warrior as Priest, so I'm talking from experience.
Seriously, think about it again. If you put a 1/1 for 1 mana on the board, the opponent will laugh at you. If you put this card into your deck 3 times, they will flood the board and go all-in, because they know that you are going to have bad draws. The card does nothing against combo, aggro and midrange. Even control decks can win against this card as long as they have more big threats than the druid has removal, which is easy, since mulch is their only decent card that can destroy big creatures.
Only the first one is a 1/1. Each subsequent one is better.
Also: This assumes the idol exists in a vacuum. It does not, this presumes you have a deck with a ton of other Jade golem cards.
A 1/1 for 1 may be laughable. A 7/7 for 1 is not. A 16/16 for 1 is very not.
If you have two in your deck, and you play every third one as a golem and use the others to fill your deck, you hold off fatigue indefinitely, then you keep filling your deck with increasingly bigger minions. Eventually your opponent will run out of removal, but you'll have an endless supply of golems, each bigger than the last.
Only the first one is a 1/1. Each subsequent one is better.
Also: This assumes the idol exists in a vacuum. It does not, this presumes you have a deck with a ton of other Jade golem cards.
A 1/1 for 1 may be laughable. A 7/7 for 1 is not. A 16/16 for 1 is very not.
If you have two in your deck, and you play every third one as a golem and use the others to fill your deck, you hold off fatigue indefinitely, then you keep filling your deck with increasingly bigger minions. Eventually your opponent will run out of removal, but you'll have an endless supply of golems, each bigger than the last.
I'm basically saying that this card is completely unplayable by itself. It needs other good jade golem cards to work, otherwise the effect is like a C'Thun, but 10 times slower. Fatigue doesn't matter, unless your deck can destroy all of the opponent's threats, which druid cannot do.
I like that this is the one Jade card so far that could find a use outside of a deck entirely constructed around jade golems. You could put one of these into a mill deck for obvious reasons or make it a win condition in an auctioneer deck.
Love the flexibility of this card. In control matches it's awesome. But definitely is week vs aggro. So to all the people saying this is broken. A jade deck gets rolled by aggro.
Surprisingly, this card is not as good as it looks.
You never want to draw this card, unless it's the last card in your deck. A 1/1 for 1 mana is garbage, even against aggro. You don't want to put 3 garbage cards into your deck either, because then you don't draw the cards you actually want to draw. If you put this card into your deck, you will have this as a dead card in your hand for a long time. You might not realize this, but it's a massive disadvantage. I've played around with things like Sideshow Spelleater back then in TGT to beat Jaraxxus and Control Warrior as Priest, so I'm talking from experience.
Seriously, think about it again. If you put a 1/1 for 1 mana on the board, the opponent will laugh at you. If you put this card into your deck 3 times, they will flood the board and go all-in, because they know that you are going to have bad draws. The card does nothing against combo, aggro and midrange. Even control decks can win against this card as long as they have more big threats than the druid has removal, which is easy, since mulch is their only decent card that can destroy big creatures.
Unless you have other Golem cards which you probably will.
I think what keeps it balanced is that its 1 mana. You're not gonna want to waste space running 2 in a deck. when you draw it, shuffle 3 more into your deck. Next one finally pops up, your wondering if you'll ever draw another one (plus it would probs only summon a 4/4 Jade Golem atm and maybe its better playing that Druid of the Claw, so you shuffle another 3 into your deck (thats 5 now). Draw another one, its time to get that 6/6-7/7 Jade Golem for 1 guyssss! Run some card draw and eventually have 2 in your hand. 2 mana 8/8 and 9/9 Jade Golem to the ready, with Moonglade Portal and some kind of defense to back them up. Congrats! Your opponent conceded! Well played.
Or, you can get screwed on card draw and never see the original 3 you shuffled into your deck ever again.
Its pretty good, definitely worth running in Golem Ramp Druid, but without making it totally busted, so you better still have your big minions in that deck as a back up plan.
Off the hook, after all the speculation it's not Priests or even still Shaman, Druid INC! The only trick is playing on curve well enough to get to late deck, where Druids will own all.
Only the first one is a 1/1. Each subsequent one is better.
Also: This assumes the idol exists in a vacuum. It does not, this presumes you have a deck with a ton of other Jade golem cards.
A 1/1 for 1 may be laughable. A 7/7 for 1 is not. A 16/16 for 1 is very not.
If you have two in your deck, and you play every third one as a golem and use the others to fill your deck, you hold off fatigue indefinitely, then you keep filling your deck with increasingly bigger minions. Eventually your opponent will run out of removal, but you'll have an endless supply of golems, each bigger than the last.
I'm basically saying that this card is completely unplayable by itself. It needs other good jade golem cards to work, otherwise the effect is like a C'Thun, but 10 times slower. Fatigue doesn't matter, unless your deck can destroy all of the opponent's threats, which druid cannot do.
Which is why the first deck I am going to make is a token druid deck. Something that can capitilize off of many cheap spells, have consistent board presence through out early and mid game then ramp out into big Golems in the end game. Also, with cards like Gadgetzan auctioneer, it may not be that slow at all.
I concede you may be right in the early game. If you play this you may end up slowing your deck down too much. That is assuming you haven't played other Jade Golem Cards so you are plopping out a 4/4 or 5/5. Here is the thing, Druid can't control the board indefinitely. But with ramp for both our mana and our minions we don't have to, only till we start putting threats on the board bigger than they can deal with.
Only the first one is a 1/1. Each subsequent one is better.
Also: This assumes the idol exists in a vacuum. It does not, this presumes you have a deck with a ton of other Jade golem cards.
A 1/1 for 1 may be laughable. A 7/7 for 1 is not. A 16/16 for 1 is very not.
If you have two in your deck, and you play every third one as a golem and use the others to fill your deck, you hold off fatigue indefinitely, then you keep filling your deck with increasingly bigger minions. Eventually your opponent will run out of removal, but you'll have an endless supply of golems, each bigger than the last.
I'm basically saying that this card is completely unplayable by itself. It needs other good jade golem cards to work, otherwise the effect is like a C'Thun, but 10 times slower. Fatigue doesn't matter, unless your deck can destroy all of the opponent's threats, which druid cannot do.
Which is why the first deck I am going to make is a token druid deck. Something that can capitilize off of many cheap spells, have consistent board presence through out early and mid game then ramp out into big Golems in the end game. Also, with cards like Gadgetzan auctioneer, it may not be that slow at all.
I concede you may be right in the early game. If you play this you may end up slowing your deck down too much. That is assuming you haven't played other Jade Golem Cards so you are plopping out a 4/4 or 5/5. Here is the thing, Druid can't control the board indefinitely. But with ramp for both our mana and our minions we don't have to, only till we start putting threats on the board bigger than they can deal with.
Exactly.. It's not meant to be that slow of an effect.. You aren't going into a long drawn out control game.. This card will be in a deck with a ton of card draw.. The win condition isn't winning a fatigue game, it's rushing throw your deck and snowballing golems.. Its not about you having answers for their threats.. Its about them not having answers for yours
Astounding card. I can already picture 100 "Oh, fk, another mill dudu" situations in a couple weeks. This card, along with Fandral Staghelm and/or Emperor Thaurissan will be devastating. Mill druid is a fact for the next expansion.
This card is good yes, but over 70% meta defining. Sorry, but LOL. That's works in a fantasy-world where druid have warlock-hero power. But in reality that's not the case. If druid shuffles 3 in the deck, in worst case you topdeck this card and still lose the game. Druid lacks card draw, and if you shuffle this in your deck, you even lack more of it because the chance for a card draw is lower. And Gadgetzan Auctioneer cost 6 mana.
I agree with above that this is not a card for the lategame or for a super-hyper-control deck. This is a card for an aggressive play and rushing the enemy down with the golems. And topdecking this card is surely strong, but not game-winning.
Still: Interresting too in an spell-deck with Arcane Giants. And in Wild in an deck with Gazlowe ;-). And i completely forgot Mill druid...
I approve of this card.
It's a slow card without good draw. Druid lacks the hard removal to be king of control. Could be great in mill decks though.
This is meta-defining WOW !
Surprisingly, this card is not as good as it looks.
You never want to draw this card, unless it's the last card in your deck. A 1/1 for 1 mana is garbage, even against aggro. You don't want to put 3 garbage cards into your deck either, because then you don't draw the cards you actually want to draw. If you put this card into your deck, you will have this as a dead card in your hand for a long time. You might not realize this, but it's a massive disadvantage. I've played around with things like Sideshow Spelleater back then in TGT to beat Jaraxxus and Control Warrior as Priest, so I'm talking from experience.
Seriously, think about it again. If you put a 1/1 for 1 mana on the board, the opponent will laugh at you. If you put this card into your deck 3 times, they will flood the board and go all-in, because they know that you are going to have bad draws. The card does nothing against combo, aggro and midrange. Even control decks can win against this card as long as they have more big threats than the druid has removal, which is easy, since mulch is their only decent card that can destroy big creatures.
Only the first one is a 1/1. Each subsequent one is better.
Also: This assumes the idol exists in a vacuum. It does not, this presumes you have a deck with a ton of other Jade golem cards.
A 1/1 for 1 may be laughable. A 7/7 for 1 is not. A 16/16 for 1 is very not.
If you have two in your deck, and you play every third one as a golem and use the others to fill your deck, you hold off fatigue indefinitely, then you keep filling your deck with increasingly bigger minions. Eventually your opponent will run out of removal, but you'll have an endless supply of golems, each bigger than the last.
This is insane. I like it. Slow druids are going to be bananas.
I like that this is the one Jade card so far that could find a use outside of a deck entirely constructed around jade golems. You could put one of these into a mill deck for obvious reasons or make it a win condition in an auctioneer deck.
Love the flexibility of this card. In control matches it's awesome. But definitely is week vs aggro. So to all the people saying this is broken. A jade deck gets rolled by aggro.
Jadecane Druid is going to be insane.
I think what keeps it balanced is that its 1 mana. You're not gonna want to waste space running 2 in a deck. when you draw it, shuffle 3 more into your deck. Next one finally pops up, your wondering if you'll ever draw another one (plus it would probs only summon a 4/4 Jade Golem atm and maybe its better playing that Druid of the Claw, so you shuffle another 3 into your deck (thats 5 now). Draw another one, its time to get that 6/6-7/7 Jade Golem for 1 guyssss! Run some card draw and eventually have 2 in your hand. 2 mana 8/8 and 9/9 Jade Golem to the ready, with Moonglade Portal and some kind of defense to back them up. Congrats! Your opponent conceded! Well played.
Or, you can get screwed on card draw and never see the original 3 you shuffled into your deck ever again.
Its pretty good, definitely worth running in Golem Ramp Druid, but without making it totally busted, so you better still have your big minions in that deck as a back up plan.
Off the hook, after all the speculation it's not Priests or even still Shaman, Druid INC! The only trick is playing on curve well enough to get to late deck, where Druids will own all.
How is this a COMMON card?
Seems ok.
Astounding card. I can already picture 100 "Oh, fk, another mill dudu" situations in a couple weeks. This card, along with Fandral Staghelm and/or Emperor Thaurissan will be devastating. Mill druid is a fact for the next expansion.
This card is good yes, but over 70% meta defining. Sorry, but LOL. That's works in a fantasy-world where druid have warlock-hero power. But in reality that's not the case. If druid shuffles 3 in the deck, in worst case you topdeck this card and still lose the game. Druid lacks card draw, and if you shuffle this in your deck, you even lack more of it because the chance for a card draw is lower. And Gadgetzan Auctioneer cost 6 mana.
I agree with above that this is not a card for the lategame or for a super-hyper-control deck. This is a card for an aggressive play and rushing the enemy down with the golems. And topdecking this card is surely strong, but not game-winning.
Still: Interresting too in an spell-deck with Arcane Giants. And in Wild in an deck with Gazlowe ;-). And i completely forgot Mill druid...