Even with Gadgetzan Auctioneer Jade Druid is slow enough so it doesn't need to be nerfed. Aggro still beats them. And if you whoop them with Midrange fast enough they're dead. Next expansion maybe the Goons mechanic will be more viable and if it does Jade is really screwed. I swear ppl see a new way to play a deck and all flip out xD
I think if they wanna balance it the jade golems should have less HP, FE half their attack stat rounded DOWN. So a 9/9 golem would be a 9/4. that makes them easy to mass produce but also easy to kill making it more fair.
What if the Jade Idols shuffled into your deck didn't stop fatigue? Yeah, you can summon infinite Jade Golems but you'll be taking damage every turn from Fatigue.
I'm a control player who won't craft new cards cuz Blizz just wants your money because they keep printing cards so I'm going to whine if I need to craft something and change my OTK warrior deck that didn't work sense beta. #babbyrage
What if the Jade Idols shuffled into your deck didn't stop fatigue? Yeah, you can summon infinite Jade Golems but you'll be taking damage every turn from Fatigue.
With the creation of Jade Idol, the devs have made their position on fatigue builds and fatigue games crystal clear. They aren't going to 'fix' it because they don't want fatigue to be a regular thing or part of the strategy at all.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Jade Idol is indeed insanely overpowered ... at fatigue. If your deck depends on fatigue, you might lose to Jade Idol. However, that's a pretty unusual circumstance. I've got a Fatigue Warrior and a Fatigue Priest that I run, and I've beaten Jade Druid with both. More often than not, in fact. Because that deck is slow. If Jade Druid gets perfect draw, it's almost unbeatable. But that's like 1 in 10 games, and most people are going to roll you if you get the perfect draw.
My win rate vs Jade Druid is well over 50% and I am NOT a good player. I don't like how Jade Idol is designed. I would have made it a like a "Gang Up" card - play it on a jade and add 3 copies of "Summon a Jade Golem" to your deck. And I don't really like how the Jade mechanic works in general (it just encourages YET MORE AGGRO....) but it's beatable.
I find the pirate warrior meta for more obnoxious. I've had games where I've taken 8 taken damage before my second turn. That's ridiculous.
Everyone just chill out. Maybe the new expansion will have anti-jade cards or cards to counter it.
That has not traditionally been Blizzard's style. Each deckset is pretty comparmentalized. There isn't much Inspire outside of TGT. There weren't any C'Thun cards in Mean Streets. I doubt there'll be any Jade cards in Un'goro. They've done very little with Mechs since Gnomes and Goblins.
If they try to counter it, I would expect it to be done indirectly. The few cards they have revealed are control cards. We've only seen one two-drop I think? The Mage legendary, which seems like more of a tempo card. A huge amount of 2 drops in the game are going to rotate to Wild. I'm guessing Blizzard isn't to replace them with much and instead put in more 4 drops and later, choking off early game combos so it's hard to draw into an unbeatable early lead.
Jade idol does not need nerf, and we have proven it people
You know that just because a card needs to be nerfed, doesn't mean it's overpowered?
Maybe not. On the other hand, why should a balanced card get nerfed?
The #1 reason would because it's not fun or its crippling the design space. Neither Rag nor Sylvanis are overpowered, neither is Azure Drake. Neither are any of the cards being retired. Rockbiter Weapon wasn't overpowered at 1. There are plenty of ways that balanced cards can cause problems if your design goal is avoiding OTK combos, unless you REALLY have to cripple your deck somehow to make them happen (Aviana C'Thun is a good example of a difficult combo that, if you can pull it off, you deserve the OTK - it's so hard to do, if my opponent manages to do it, I always let them play it out, it's actually fun to watch - although I did once survive a 4-C'thun attack with by Fatigue C'Thun warrior .... lost the next turn though - but fun! All that armor tinking off ... tink tink tink tink).
The fundamental problem with Hearthstone is the mana system. Since you don't have to (and indeed can't) design a deck around play throughput, you just max out the efficiency you can squeeze out of each round. This means the only design check against aggro decks dominating the meta is prospective counterdesign. But Blizzard hasn't really chosen to do that with the last 3 expansions, for whatever reason. I suspect Mammoth will change that.
What annoys me is people seem to be forgetting that Grimy Goons is supposed to be the counter. Blizz tried to Rock Papper Scissors in the expansion, but it turned into Kabal-Jade-Pirate.
If the Grimy Goons weren't so draw dependent it would've seen so much more play. But the overall goal was that it would kill Jade decks, because Jades started of really slow before becoming unstoppable. Goons being able to snowball quickly would take care of it before it began being a problem. Kabal can't deal with Goons because even with infinite removal at their hands, they just come back, bigger and stronger, which was the point.
Goons naturally gets squashed by Kabal because once their amped up minions are gone they have nothing left in their hand.
So no. Jade Idol doesn't need to be nerfed. Its performing exactly as intended. gradually unstoppable, but at the price of playing either a slow deck, or one that can only snowball near 10 mana. I used Goons Pally over a typical net Jade Druid and I was able to steal the win before they even dropped 6/6's, with the only issue being that a lot of the support cards being epic or legendary, making the decks considerably more expensive.
What REALLY needs a tweak is the Goons mechanic, because only Pally has one that is structurally sound. Goons are naturally draw dependent, meaning you need to be able to draw a lot to get what you need. But guess who can't produce and draw cards as efficiently as other classes? You guessed it.
Warriors are a slight exception because of their damage and armor synergy, but that requires minions already on the board, and buffing Warrior class minions with the Goons mechanic doesn't really help it, even though it gives the biggest, it just gives it bigger targets to take down. And weapon buffs are nice but effectively slower and require you to take more damage. Alley Armorsmith was nice, but warriors have buffs that hit taunt, weapon, and normal minions and it muddles everything up into the unplayable together region. Because of this if you see aniy Warrior Goons cards, it only there to help one Warrior archetype, and having only 2x of a card isn't enough to make a true Goons deck, which is why they become other kinds of Warriors.
Hunter has almost no draw capability in class, so they tried to make up with it by making their buffs hit beasts. While this is nice, if you didn't already notice, none of the beast buffs come from actual beasts! Hunter doesn't play with spells because Hunter only has time to play minions and kill off their opponent before they run out of cards. Messing around with spells is only making you waste more resources, and even with the cards that can target normal minions, it still is random, so you're only spinning your wheels trying to buff up an entire hand, while still losing your hand in the process. The entire Goons functionality in that class gets really clunky and although it has a lot of minions with good synergy with it, it is ultimately too unreliable.
Pally really is the one that works the best with it. The class already focuses around taking weak minions and buffing/ protecting them, while debuffing your opponents to minimize damage. The fact that the handbuffs hit every minion makes it more reliable and easier to use with their cards, since it already synergizes so well. The issue again comes to card draw. You need to draw reliably to make it work, as getting your tools in the wrong order will spell the end of the game because other opposing decks usually can still play cards to stall until they can get back up to speed. With handbuffs though you can really only play in one way, as Pally specializes exclusively in soft removal using their debuffs and weak AoE, meaning you have to play your minions to not fall behind. And playing non-buffed minions goes against the goal of beating your opponent with overstated and overwhelming pressure quickly. Because of this, once the minions are gone, your win is too (aka Kabal's job).
TL;DR Jade only seems like a problem because its natural counter (Goons) is non-existent competitively, and is the real issue with the expansion, since what ended up taking their place is the cancerous aggro pirate decks.
For control lovers, Blizz doesn't want games to be dictated by fatigue damage, so Jade was there to stop Control Fatigue decks and Mill. Sorry but they don't like it very much apparently.
Blizzard already said they won't bring any more jade cards. I never said they would print jade cards. I'm talking about anti-jade cards but I'll be more specific. Cards that target and destroy jade cards is one example. Who knows what else they may come up with. Maybe they won't. My point is let's wait at least until we see the new expansion.
The real problem with the jade cards is when u play them u gain tempo, this is something weird. Such a strong mechanic should be punished and let people not have insane tempo. Besides that aya is the most busted bullshit card of the whole expansion. Just her stats alone make her insane and she ramps up your jades so fast. If she would be a 3-3 she would still be insane. Blizzard doesnt understand that they are killing their game, cause it's not fun to play with or play against (besides the wanky rogue version). I think nerfing jade idol isn't gonna solve everything but would be a start. I would say nerf idol, nerf aya and nerf jade lightning.
The real problem with the jade cards is when u play them u gain tempo, this is something weird. Such a strong mechanic should be punished and let people not have insane tempo. Besides that aya is the most busted bullshit card of the whole expansion. Just her stats alone make her insane and she ramps up your jades so fast. If she would be a 3-3 she would still be insane. Blizzard doesnt understand that they are killing their game, cause it's not fun to play with or play against (besides the wanky rogue version). I think nerfing jade idol isn't gonna solve everything but would be a start. I would say nerf idol, nerf aya and nerf jade lightning.
you do not gain tempo by playing jade cards.. at least not from the first ones.. the first 3, 4 cards you are losing tempo, so the next ones you start gaining some tempo - but then you are recovering some of the tempo lost.. only after 6, 7 you are indeed geting tempo advantage..
maybe without gadgetzan auctioneer it would be ok but combined with it, it's simply too much..
MSoG should just rotate immediately, this whole expansion is a travesty and accumulated countless problems not present before the release.
Even with Gadgetzan Auctioneer Jade Druid is slow enough so it doesn't need to be nerfed. Aggro still beats them. And if you whoop them with Midrange fast enough they're dead. Next expansion maybe the Goons mechanic will be more viable and if it does Jade is really screwed. I swear ppl see a new way to play a deck and all flip out xD
A single card that counters every mill deck and control deck that isn't another jade.
I hated the card when they announced it and I'm sad to see how much it's being played.
No fun allowed!
I think if they wanna balance it the jade golems should have less HP, FE half their attack stat rounded DOWN. So a 9/9 golem would be a 9/4. that makes them easy to mass produce but also easy to kill making it more fair.
That's Incredible!
What if the Jade Idols shuffled into your deck didn't stop fatigue? Yeah, you can summon infinite Jade Golems but you'll be taking damage every turn from Fatigue.
I'm a control player who won't craft new cards cuz Blizz just wants your money because they keep printing cards so I'm going to whine if I need to craft something and change my OTK warrior deck that didn't work sense beta. #babbyrage
playing wild
~nomad
Free to try and find a game, dealing cards for sorrow, cards for pain.
And what I hate most about this card is that it ruins control matches FOREVER I mean I can't play fatigue warrior in wild anymore
Everyone just chill out. Maybe the new expansion will have anti-jade cards or cards to counter it.
Jade Idol is indeed insanely overpowered ... at fatigue. If your deck depends on fatigue, you might lose to Jade Idol. However, that's a pretty unusual circumstance. I've got a Fatigue Warrior and a Fatigue Priest that I run, and I've beaten Jade Druid with both. More often than not, in fact. Because that deck is slow. If Jade Druid gets perfect draw, it's almost unbeatable. But that's like 1 in 10 games, and most people are going to roll you if you get the perfect draw.
My win rate vs Jade Druid is well over 50% and I am NOT a good player. I don't like how Jade Idol is designed. I would have made it a like a "Gang Up" card - play it on a jade and add 3 copies of "Summon a Jade Golem" to your deck. And I don't really like how the Jade mechanic works in general (it just encourages YET MORE AGGRO....) but it's beatable.
I find the pirate warrior meta for more obnoxious. I've had games where I've taken 8 taken damage before my second turn. That's ridiculous.
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deckset is pretty comparmentalized. There isn't much Inspire outside of TGT. There weren't any C'Thun cards in Mean Streets. I doubt there'll be any Jade cards in Un'goro. They've done very little with Mechs since Gnomes and Goblins.μολὼν λαβέ
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What annoys me is people seem to be forgetting that Grimy Goons is supposed to be the counter. Blizz tried to Rock Papper Scissors in the expansion, but it turned into Kabal-Jade-Pirate.
If the Grimy Goons weren't so draw dependent it would've seen so much more play. But the overall goal was that it would kill Jade decks, because Jades started of really slow before becoming unstoppable. Goons being able to snowball quickly would take care of it before it began being a problem. Kabal can't deal with Goons because even with infinite removal at their hands, they just come back, bigger and stronger, which was the point.
Goons naturally gets squashed by Kabal because once their amped up minions are gone they have nothing left in their hand.
So no. Jade Idol doesn't need to be nerfed. Its performing exactly as intended. gradually unstoppable, but at the price of playing either a slow deck, or one that can only snowball near 10 mana. I used Goons Pally over a typical net Jade Druid and I was able to steal the win before they even dropped 6/6's, with the only issue being that a lot of the support cards being epic or legendary, making the decks considerably more expensive.
What REALLY needs a tweak is the Goons mechanic, because only Pally has one that is structurally sound. Goons are naturally draw dependent, meaning you need to be able to draw a lot to get what you need. But guess who can't produce and draw cards as efficiently as other classes? You guessed it.
Warriors are a slight exception because of their damage and armor synergy, but that requires minions already on the board, and buffing Warrior class minions with the Goons mechanic doesn't really help it, even though it gives the biggest, it just gives it bigger targets to take down. And weapon buffs are nice but effectively slower and require you to take more damage. Alley Armorsmith was nice, but warriors have buffs that hit taunt, weapon, and normal minions and it muddles everything up into the unplayable together region. Because of this if you see aniy Warrior Goons cards, it only there to help one Warrior archetype, and having only 2x of a card isn't enough to make a true Goons deck, which is why they become other kinds of Warriors.
Hunter has almost no draw capability in class, so they tried to make up with it by making their buffs hit beasts. While this is nice, if you didn't already notice, none of the beast buffs come from actual beasts! Hunter doesn't play with spells because Hunter only has time to play minions and kill off their opponent before they run out of cards. Messing around with spells is only making you waste more resources, and even with the cards that can target normal minions, it still is random, so you're only spinning your wheels trying to buff up an entire hand, while still losing your hand in the process. The entire Goons functionality in that class gets really clunky and although it has a lot of minions with good synergy with it, it is ultimately too unreliable.
Pally really is the one that works the best with it. The class already focuses around taking weak minions and buffing/ protecting them, while debuffing your opponents to minimize damage. The fact that the handbuffs hit every minion makes it more reliable and easier to use with their cards, since it already synergizes so well. The issue again comes to card draw. You need to draw reliably to make it work, as getting your tools in the wrong order will spell the end of the game because other opposing decks usually can still play cards to stall until they can get back up to speed. With handbuffs though you can really only play in one way, as Pally specializes exclusively in soft removal using their debuffs and weak AoE, meaning you have to play your minions to not fall behind. And playing non-buffed minions goes against the goal of beating your opponent with overstated and overwhelming pressure quickly. Because of this, once the minions are gone, your win is too (aka Kabal's job).
TL;DR Jade only seems like a problem because its natural counter (Goons) is non-existent competitively, and is the real issue with the expansion, since what ended up taking their place is the cancerous aggro pirate decks.
For control lovers, Blizz doesn't want games to be dictated by fatigue damage, so Jade was there to stop Control Fatigue decks and Mill. Sorry but they don't like it very much apparently.
Blizzard already said they won't bring any more jade cards. I never said they would print jade cards. I'm talking about anti-jade cards but I'll be more specific. Cards that target and destroy jade cards is one example. Who knows what else they may come up with. Maybe they won't. My point is let's wait at least until we see the new expansion.
The real problem with the jade cards is when u play them u gain tempo, this is something weird. Such a strong mechanic should be punished and let people not have insane tempo. Besides that aya is the most busted bullshit card of the whole expansion. Just her stats alone make her insane and she ramps up your jades so fast. If she would be a 3-3 she would still be insane. Blizzard doesnt understand that they are killing their game, cause it's not fun to play with or play against (besides the wanky rogue version). I think nerfing jade idol isn't gonna solve everything but would be a start. I would say nerf idol, nerf aya and nerf jade lightning.
Golden Heroes in order:
Mage, Warlock, Priest, Shaman, Warrior, Rogue, Paladin
Yeah, a toast!
If I were to nerf this card for Blizzard here's what I would do:
What do you guys think?