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
This is assuming the meta shifts heavily to control. Given a perfect mulligan, it is turn 3 and you have 4 mana, and 4 cards...hopefully they are 4 mana cards. In this time, your opponent has already hit you for 5 damage and has 2 minions on the board, and even if you swipe one of their minions, they're replacing it and hitting your face with two other minions. If you have two small removals to play, then your left with exactly two cards headed into turn 5, and the three cards you've drawn since turn 1 have a much greater chance than usual to be moreJade Idol, who can't really help you take care of the board really well since the first two you play are going to be a 1-1 and a 2-2.
Jade Golem's are a token minion. THe first one you summon is a 1-1, the second has 2 health and 2 attack, the third has 3 health and three attack, and they continue to get bigger the more that you summon.
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
This is assuming the meta shifts heavily to control. Given a perfect mulligan, it is turn 3 and you have 4 mana, and 4 cards...hopefully they are 4 mana cards. In this time, your opponent has already hit you for 5 damage and has 2 minions on the board, and even if you swipe one of their minions, they're replacing it and hitting your face with two other minions. If you have two small removals to play, then your left with exactly two cards headed into turn 5, and the three cards you've drawn since turn 1 have a much greater chance than usual to be moreJade Idol, who can't really help you take care of the board really well since the first two you play are going to be a 1-1 and a 2-2.
There are two ways to use this card.
Put 2 in a heavy golem deck and this card works fine just for start the jade golem party in very low curve, or put 1 of this card for win condition fatigue in a mill deck with lots of draw like Nourish, Azure Drake, Coldlight and The Curator.
Jade Golem's are a token minion. THe first one you summon is a 1-1, the second has 2 health and 2 attack, the third has 3 health and three attack, and they continue to get bigger the more that you summon.
The thing which strikes me about this is that it isn't just "good for fatigue decks" but good for allowing a non-fatigue control deck to draw a lot of cards, without getting so far ahead in fatigue that it becomes a problem. With two copies each of Wrath, Wild Growth, Azure Drake, and Nourish, that's potentially 12 draws in a deck, and it's possible to include more from Bloodmage Thalnos, Harrison Jones, or Yogg Saron. That's fatiguing really fast. Being able to put the brakes on that somewhat, while adding also some eventually reasonably-sized minions will probably be pretty solid. I'm imagining a druid a lot like Malygos Druid, but with the burst combo (Moonfire, Maly, Emperor) and a few other cards (Mire Keeper?) replaced by Jade Golem support. It might be too slow, but it seems like it's got potential. I'll try it.
Hello, this is the Jade Lotus calling to tell you that we have picked a favorite for our three classes, it's Druid.
Shaman, Rogue, you guys are cool, but Druid is just too good, thank you, have a nice day, and go fuck yourself.
Can someone please explain to me what a Jade Golem is?
Jade Golem's are a token minion. THe first one you summon is a 1-1, the second has 2 health and 2 attack, the third has 3 health and three attack, and they continue to get bigger the more that you summon.
Whaaaat? O-O
This is such a great addition to my favorite class.
Thaurissan---> Next turn: Auctioneer, Fandral, Jade Idol with no cards left=INSTANT CONCEDE
Now crying CW
Undertaker is that you? Why are you a spell now?
I'm here to kick ass and play cards, and I'm all out of ass.
I dub a deck type called :Millacle Druid
This is what I am thinking. This seems utterly broken with Auctioneer.
Plays 10 jade idols
Finds Reno from a raven idol
Mill druid just became a whole lot more flexible.
The thing which strikes me about this is that it isn't just "good for fatigue decks" but good for allowing a non-fatigue control deck to draw a lot of cards, without getting so far ahead in fatigue that it becomes a problem. With two copies each of Wrath, Wild Growth, Azure Drake, and Nourish, that's potentially 12 draws in a deck, and it's possible to include more from Bloodmage Thalnos, Harrison Jones, or Yogg Saron. That's fatiguing really fast. Being able to put the brakes on that somewhat, while adding also some eventually reasonably-sized minions will probably be pretty solid. I'm imagining a druid a lot like Malygos Druid, but with the burst combo (Moonfire, Maly, Emperor) and a few other cards (Mire Keeper?) replaced by Jade Golem support. It might be too slow, but it seems like it's got potential. I'll try it.
Well, this card is getting nerfed.
You can run this as one-of in every single druid decks.
Fighting aggro? 1 mana 1-1 is not that bad. Control? Well, you will not die of fatigue, that I guarantee you.
Definitely think it should cost 1 more per Jade Idol you've cast that game, or else it's literally an infinity card.