6 mana to put a 3/6 in field + one golem 1/1 (two with Brann).
What's so great, both minions have low atk. It wouldn't be a big flaw, if the card wasn't expensive, but it is.
Taunt doesn't save this card imo.
This druid card seems underpowered, so I voted -> bad.
Every time you summon a Jade Golem, it grows in power based on the number summoned so far.
The first Jade Golem summoned is a 1/1 creature. The second is 2/2, and so on all the way up to 30/30 I believe.
By the time you reach turn 6 (or turn 5 with the coin), you might have summoned 2-3 other Jade Golems via cheaper cards. If Jade Behemoth is your 3rd card to summon a Jade Golem, you get a 3/6 Taunt as well as a 3/3 vanilla minion, and your next Jade Golem will be 4/4.
Overall, this card seems pretty good, since it can put a speed bump down to protect the newly summoned Jade Golem and/or your face.
Thanks, I didn't know the Jade Golem get's bigger the more you summon.
I thought its growth was similar to how the card Shade of Naxxramas works.
So if you have Brann Bronzebeard in field, Jade Behemoth summons a 1/1 minion and 2/2 minion, possibly even better than that, in a Druid deck focused in Jade Golem.
Talking about golem, I can't wait to test Jade Idol!
So if you have Brann in field, Jade Behemoth summons a 1/1 minion and 2/2 minion, possibly even better than that, in a Druid deck focused in Jade Golem.
Yes, but please don't play this in a non-golem deck. People will laugh at you.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
The Jade Golem cards make me feel like a broken record when I evaluate them. IE: Pretty good in Jade Golem decks, meh everywhere else. Jade Behemoth is no exception.
They are trying to create a new archetype, it's not entirely bad but the general philosophy of this archetype is similar to C'Thun, and C'Thun decks didn't have much of an impact, beside warrior.
So yeah it's meh at best, will certainly need to see it in action.
Yeah, I don't think the concept is bad. The exact opposite in fact, I really like the idea behind Jade Golem decks. It's just that there's not much to say about a 6 mana 3/6 taunt, summon a Jade Golem and that pretty much holds true for most of the Jade Golem cards. At least the ones we've seen. The discussion pretty much boils down to, "Yup, that's another Jade Golem card alright!". lol.
I'm calling this shit now, druid is going to be tier 1 or 1.5. if you played this on a perfect curve youj'd have a 4-7 attack range golem, so by turn 6 you already have a taunt on board PLUS a big body. I really wonder how control warrior will handle this deck. unlike C'thun where it's just 1 card growing bigger and bigger, golems are just tokens that keep coming back over and over again. So when you reach Aya blackpaw, you have a 10/10 body that most decks will have a hard time dealing with. I am however curious about the interaction with hex. If it is similar or the same as c'thun, then midrange shaman will have reign for another 4 months.
Taunt minions are strong, they have an immediate impact on the board, we all know that they are actually playable compared to regular stat minions like 3/5 Elise Starseeker. Basically in Tempostone, you play cards of these types only: Battlecry (impacts board state), charge (impacts board state if it has divine shield it's a tempo swing sometimes), taunt minions (impacts board state by preventing ideal trades from hurting your tempo) and lastly deathrattle (to counter simple removal, to resist stuff that impacts board state).
So it's a taunt minion, it has potential. It's not as good as something like Fire Elemental, a card that costs the same and promotes a tempo swing. However, summoning a 2/2, 3/3, etc behind a taunt minion is HUGE. It's basically a delayed charge minon, or a way of overloading your opponent by about 2 mana and discards a card from their hand (it takes about 2 mana and a card from hand to remove a 3/3). If it isn't removed, the 2/2 golem or 3/3 golem (on average) will trade for something, maybe just do damage, etc, AND you still have the 3/6 taunt minion, which is amazing stats. It's like a Sludge Belcher but witout death rattle, has battyle cry instead, and the minion it summons hides behind the 3/6 body. Even if someone counters this card with The Blackknight, the 2/2, 3/3, 4/4, etc body still exists on board, so the devasting tempo swing is no longer as sever as TBK countering Ancient of War.
I'm telling you guys now. Next expansion Druids will have the ability to get two 5/5s with stealth PLUS ANOTHER 5/5 on turn 6 with two cards and 11 mana cost over two turns. That's 15/15 for 11 mana over two turns.. AND TWO OF THEM ARE STEALTHED. Druids are going to be so OP!!!
...Or we'll just stick to Maly cuz it's faster, more consistent and already counters control.
Really tough to gauge right now. All comes down to whether or not the Jade Golem archetype is a strong deck as a whole, and doesn't sacrifice too much at the start.
If it is a playable archetype, then this card is basically at least a 3/6 taunt + 3/3 golem (as well as making future golems bigger). Statwise that's certainly playable (6/9 for 6), but the split of the two is an issue - 3/6 coming down at 6 mana means it's coming at a time where that awesome body is far less effective, as 3/6s are fantastic against 1-3 drops but average against anything bigger.
If it's not a playable archetype, a 3/6 taunt and 1/1 body for 6 isn't even close to decent enough.
Will be curious to see. I honestly can't call this one - my gut says "too gimmicky", but then Grim Patron also seemed really gimmicky and that deck was phenomenal.
I'm telling you guys now. Next expansion Druids will have the ability to get two 5/5s with stealth PLUS ANOTHER 5/5 on turn 6 with two cards and 11 mana cost over two turns. That's 15/15 for 11 mana over two turns.. AND TWO OF THEM ARE STEALTHED. Druids are going to be so OP!!!
...Or we'll just stick to Maly cuz it's faster, more consistent and already counters control.
You can do something about a stealth minion or weaken it. Also you need 2 cards as a combo. Jadegolems don't need anything. It's a better cthun mechanic. Better than anything right now and you don't have a chance to counter that.
Rollback Post to RevisionRollBack
"... but not less than (1)" is needed now more than ever!
I like it.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I'm calling this shit now, druid is going to be tier 1 or 1.5. if you played this on a perfect curve youj'd have a 4-7 attack range golem, so by turn 6 you already have a taunt on board PLUS a big body. I really wonder how control warrior will handle this deck. unlike C'thun where it's just 1 card growing bigger and bigger, golems are just tokens that keep coming back over and over again. So when you reach Aya blackpaw, you have a 10/10 body that most decks will have a hard time dealing with. I am however curious about the interaction with hex. If it is similar or the same as c'thun, then midrange shaman will have reign for another 4 months.
Hex should have little to no effect on jade golem cards
I voted 'Very good', here's why:
Taunt minions are strong, they have an immediate impact on the board, we all know that they are actually playable compared to regular stat minions like 3/5 Elise Starseeker. Basically in Tempostone, you play cards of these types only: Battlecry (impacts board state), charge (impacts board state if it has divine shield it's a tempo swing sometimes), taunt minions (impacts board state by preventing ideal trades from hurting your tempo) and lastly deathrattle (to counter simple removal, to resist stuff that impacts board state).
So it's a taunt minion, it has potential. It's not as good as something like Fire Elemental, a card that costs the same and promotes a tempo swing. However, summoning a 2/2, 3/3, etc behind a taunt minion is HUGE. It's basically a delayed charge minon, or a way of overloading your opponent by about 2 mana and discards a card from their hand (it takes about 2 mana and a card from hand to remove a 3/3). If it isn't removed, the 2/2 golem or 3/3 golem (on average) will trade for something, maybe just do damage, etc, AND you still have the 3/6 taunt minion, which is amazing stats. It's like a Sludge Belcher but witout death rattle, has battyle cry instead, and the minion it summons hides behind the 3/6 body. Even if someone counters this card with The Blackknight, the 2/2, 3/3, 4/4, etc body still exists on board, so the devasting tempo swing is no longer as sever as TBK countering Ancient of War.
I'm telling you guys now. Next expansion Druids will have the ability to get two 5/5s with stealth PLUS ANOTHER 5/5 on turn 6 with two cards and 11 mana cost over two turns. That's 15/15 for 11 mana over two turns.. AND TWO OF THEM ARE STEALTHED. Druids are going to be so OP!!!
...Or we'll just stick to Maly cuz it's faster, more consistent and already counters control.
Really tough to gauge right now. All comes down to whether or not the Jade Golem archetype is a strong deck as a whole, and doesn't sacrifice too much at the start.
If it is a playable archetype, then this card is basically at least a 3/6 taunt + 3/3 golem (as well as making future golems bigger). Statwise that's certainly playable (6/9 for 6), but the split of the two is an issue - 3/6 coming down at 6 mana means it's coming at a time where that awesome body is far less effective, as 3/6s are fantastic against 1-3 drops but average against anything bigger.
If it's not a playable archetype, a 3/6 taunt and 1/1 body for 6 isn't even close to decent enough.
Will be curious to see. I honestly can't call this one - my gut says "too gimmicky", but then Grim Patron also seemed really gimmicky and that deck was phenomenal.
seems fair wonder if there will really be some good deck around jade golem
I find this card super powerful for Jade Golem theme.
Where shall I start...
"... but not less than (1)" is needed now more than ever!
A 3/6 taunt for 4 mana would be good, so the Jade Golem only has to be worth 2 mana. At turn 6 that should be almost a given, so it's a good card!
so many 6 drops for druid already though