I doubt Blizzard is going to do anything to nerf the Jade Golem mechanic, seeing as we're approaching a year since MSoG released and the set rotation coming in a matter of months, but I'd still like to put my idea out there, since I haven't seen this suggestion anywhere else.
A big problem with the Jade Golem mechanic is that all the Golem cards generate a lot of value, and that value just becomes overwhelming if too many golem cards are played. All the golem cards are costed so that the first golem card you play will be overcosted, the second one you play will be "balanced" (in that the cost+effect+golem-stats is comparable to another card), and every golem card you play after the second one will be more powerful than other comparable cards.
Since only needing to play one overcosted card and one "balanced" card in order to get a bunch of overpowered cards is a very easy hurdle to get over, the whole of the Jade Golem mechanic for every Jade Lotus class is just too powerful. This is all also exacerbated with Jade Idol, which grants "infinite value," beating pretty much every deck that doesn't combo-OTK them or hyper-aggro-face them before they can generate value.
This all leads to my suggestion: Instead of every golem card essentially being start with a 0/0 golem, give all future golems +1/+1, then summon the golem, the nerf would be start with a 0/1 golem, and every single golem card will RANDOMLY give every future jade EITHER +1 attack OR +1 health. I.e., the first golem you summon is either a 1/1 or a 0/2, the second is a 2/1, a 1/2, or a 0/3, the third is a 3/1, a 2/2, a 1/3, or a 0/4, etc. This is a dramatic nerf, but it is very effective. Instead of generating value after the 2nd golem card played, jade golem players will have to wait until their 3RD golem card played to start seeing the benefits, and every golem after won't be as dramatically snowbally as they were before. They would also be actively at the mercy of RNG, as while they could eventually get a 3/3 golem, they could just as easily get a Magma Rager or Am'gam Rager.
Still not sure if the start golem should be a 0/1 or a 1/1, but either way this nerf would be a very powerful detriment to the archetype. It could still potentially be playable, as the prospect of getting overpowered cards is still available. I think this would be the kind of nerf that Blizzard would implement, too, as is basically a crippling nerf, and it also incorporates jade golems into their favorite aspect of the game: RNG!
The mechanic itself is fine. The main problem is Jade Idol. That's why Jade Rogue/Shaman are fine while Jade Druid is a problem. They should really nerf Idol.
A good nerf doesn't wipe an archetype from the face of the planet, which this would do. I'd also suggest that Jades aren't even a problem in either Shaman (which sees no competitive play as a class) or Rogue (where they run tempo decks instead). Jade Idol is the problem with the Jade mechanic, and we already have a solution for it in Gheist.
You must have been facing a lot of this bullshit on ladder my friend :D
But actually I've thought of a similar idea before too... Bringing in the RNG aspect is actually really creative. But I think your idea would make it simply unplayable in the current meta (meaning tier 3 at best). My suggestion would be to start the golems from 1/1, but then just add +1 dmg, and then +1 hp taking turns. 1/1 -> 2/1 -> 2/2 -> 3/2...
Maybe this would be an overkill too, but a deck like this shouldnt be toptier imo. My version would just make it twice as slow as it is now. What do you think?
Jade idol is not the problem here... The problem is druids option to ramp, and refill. Jade mechanic is working if you can get out of the "doesnt worth it yet" bubble fast, and ramp makes it possible. Also druid has the best carddraw options (nourish, wrath, ultimate infest., and even his ramp draws him when he reached 10 mana). Druid can generate the jade value so fast, and refill during the process, making the archetype tier 1...
I agree jade idol should start at 0/0, but rng nerf will definitely make the whole jade mechanic unplayable. Instead lower the maximum stats of jade idol to8/8 or9/9. And jade idol stats can only grow+1/+1 each turn. That means no matter how many jade idols are played that turn,they still get the smae stats Or jade idol card mana cost is increase by 2 according to the number of jades on board
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I doubt Blizzard is going to do anything to nerf the Jade Golem mechanic, seeing as we're approaching a year since MSoG released and the set rotation coming in a matter of months, but I'd still like to put my idea out there, since I haven't seen this suggestion anywhere else.
A big problem with the Jade Golem mechanic is that all the Golem cards generate a lot of value, and that value just becomes overwhelming if too many golem cards are played. All the golem cards are costed so that the first golem card you play will be overcosted, the second one you play will be "balanced" (in that the cost+effect+golem-stats is comparable to another card), and every golem card you play after the second one will be more powerful than other comparable cards.
I.e. if we say a 2/2 golem is a little under 1 mana (Enchanted Raven) then Jade Blossom is just Wild Growth plus a raven, Jade Lightning is just Shadow Bolt with a raven, Jade Spirit is just Chillwind Yeti, etc.
Since only needing to play one overcosted card and one "balanced" card in order to get a bunch of overpowered cards is a very easy hurdle to get over, the whole of the Jade Golem mechanic for every Jade Lotus class is just too powerful. This is all also exacerbated with Jade Idol, which grants "infinite value," beating pretty much every deck that doesn't combo-OTK them or hyper-aggro-face them before they can generate value.
This all leads to my suggestion: Instead of every golem card essentially being start with a 0/0 golem, give all future golems +1/+1, then summon the golem, the nerf would be start with a 0/1 golem, and every single golem card will RANDOMLY give every future jade EITHER +1 attack OR +1 health. I.e., the first golem you summon is either a 1/1 or a 0/2, the second is a 2/1, a 1/2, or a 0/3, the third is a 3/1, a 2/2, a 1/3, or a 0/4, etc. This is a dramatic nerf, but it is very effective. Instead of generating value after the 2nd golem card played, jade golem players will have to wait until their 3RD golem card played to start seeing the benefits, and every golem after won't be as dramatically snowbally as they were before. They would also be actively at the mercy of RNG, as while they could eventually get a 3/3 golem, they could just as easily get a Magma Rager or Am'gam Rager.
Still not sure if the start golem should be a 0/1 or a 1/1, but either way this nerf would be a very powerful detriment to the archetype. It could still potentially be playable, as the prospect of getting overpowered cards is still available. I think this would be the kind of nerf that Blizzard would implement, too, as is basically a crippling nerf, and it also incorporates jade golems into their favorite aspect of the game: RNG!
The mechanic itself is fine. The main problem is Jade Idol. That's why Jade Rogue/Shaman are fine while Jade Druid is a problem. They should really nerf Idol.
Valar Morghulis
A good nerf doesn't wipe an archetype from the face of the planet, which this would do. I'd also suggest that Jades aren't even a problem in either Shaman (which sees no competitive play as a class) or Rogue (where they run tempo decks instead). Jade Idol is the problem with the Jade mechanic, and we already have a solution for it in Gheist.
You must have been facing a lot of this bullshit on ladder my friend :D
But actually I've thought of a similar idea before too... Bringing in the RNG aspect is actually really creative. But I think your idea would make it simply unplayable in the current meta (meaning tier 3 at best). My suggestion would be to start the golems from 1/1, but then just add +1 dmg, and then +1 hp taking turns. 1/1 -> 2/1 -> 2/2 -> 3/2...
Maybe this would be an overkill too, but a deck like this shouldnt be toptier imo. My version would just make it twice as slow as it is now. What do you think?
Jade idol is not the problem here... The problem is druids option to ramp, and refill. Jade mechanic is working if you can get out of the "doesnt worth it yet" bubble fast, and ramp makes it possible. Also druid has the best carddraw options (nourish, wrath, ultimate infest., and even his ramp draws him when he reached 10 mana). Druid can generate the jade value so fast, and refill during the process, making the archetype tier 1...
I agree jade idol should start at 0/0, but rng nerf will definitely make the whole jade mechanic unplayable. Instead lower the maximum stats of jade idol to8/8 or9/9. And jade idol stats can only grow+1/+1 each turn. That means no matter how many jade idols are played that turn,they still get the smae stats Or jade idol card mana cost is increase by 2 according to the number of jades on board