Jade guild mechanic from MSG is summoning golems. First a 1/1, then 2/2, 3/3 up to 7/7, 8/8, 9/9. The more jade cards you play, the more powerful they are.
As I see it, first 1-2 cards should be weaker than normal, 3rd should have normal power level while the 4th, 5th etc. should be really powerful. Unfortunately, if you substitute the jade golem text on these cards with 3/3 minion, you will see how powerful they are (and it's expected that they will summon much bigger minions in late game). They are all balanced to summon 1/1s - but that's only the first card.
Your premise is kind of flawed...they're actually balanced around *2* rather than *3*. And by "balanced" I mean "equal to vanilla."
Take for instance Jade Spirit. If it summons a 1/1 it is weak. If it summons a 2/2 it is a Chillwind Yeti with two bodies. If it summons a 3/3 it has better stats that any vanilla card with no drawback.
Your premise is kind of flawed...they're actually balanced around *2* rather than *3*. And by "balanced" I mean "equal to vanilla."
Take for instance Jade Spirit. If it summons a 1/1 it is weak. If it summons a 2/2 it is a Chillwind Yeti with two bodies. If it summons a 3/3 it has better stats that any vanilla card with no drawback.
I did not wanted to say that they are balanced around 3/3, but they SHOULD BE balanced around creating 3/3 bodies.
Vanilla 4 mana card is Yeti 4/5, which means that when you get a 2/2 golem you get vanilla stats. 3/3 you get better stats but no other battlecry or deathrattle . 4/4 and on you're getting value and tempo. That is if you aren't already dead.
I think you underestimate the loss of tempo in the early game. If Jade Golems would be 3/3 from th beginning, I think the jade decks would be much stronger because they had insane early tempo (1 mana 3/3 Jade Idol; 3 mana 3/3 plus 1 mana ramp (compare to Mire Keeper which is a 4 mana 3/3 with ramp)). Although not all of the Jade minions would be played (I wouldn't Play Jade Behemoth for example). As you can see, the actual jade mechanic is working completely different from your approach. If you have to play Jade Spirit as a first Jade minion on turn 4, you will really struggle to stay alive until you can get your lost tempo back. Additionally, it is easier to cope with a 5/5 Jade Golem on turn 6+ than with a 3/3 on turn 1.
Edit: And do not forget that the split minions like Jade Spirit may have the same or better stats than vanilla minions, but are also less resistant against AoE or trading. It's easier to kill a bunch of low health minions than a bigger one. E.g. a 2/3 and a 2/2 or 3/3 may be the same or better stats as a chillwind Yeti, but they can be traded in with a single 3 mana 3/4 while the Yeti survives and kills a 3/4.
I did not wanted to say that they are balanced around 3/3, but they SHOULD BE balanced around creating 3/3 bodies.
Why is that? I mean, your leading thesis is simply that it should be that way, but you don't support it besides showing that in a vacuum the cards look powerful for summoning 3/3s.
What you're ignoring is the drawback that you have to run a Jade deck. In order to have any consistency in this strategy you have to use the majority of the Jade cards available to you, and the Jade cards themselves on their own are pretty weak. Yes they get strong later, but the first few you play during the crucial tempo turns at the beginning are underpowered. Even the "on par" 2/2 level is really underpowered compared to today's ladder standards. And since early game is more important than late game (every game has an "early game", not all games have a "late game") this is a large price to pay, and the only way to make it worth it is to be completely dominant later on.
Edit: Horkinger beat me to it while I was typing this.
Problem with Jade is you are producing piles of stats at a slow rate. As we have seen in hearthstone, piles of stats don't always equate to much. It is all about either Tempo or Value. Yes, certain Jade plays can end a game, but it requires combos and ideal hands. Brann will be leaving standard soon which will affect many of the Jade cards including the staple card, Jade Spirit. My biggest problem with Jade decks is they are incredibly boring to play. I have tried every class and they are just brainless. Build your Jade Golems, how fun...
I gotta disagree with you here. I thought the same thing when I first saw the jade decks, but once I started using a jade miracle druid I realized that they aren't so easy to play. Yes, if you get a perfect curve, they are hard to combat, but the chances that you are actually drawing all of the jade cards you need every turn isn't statistically going to happen every game. And by the time you get your Auctioneer out and get crazy card draw, about half the time it's too late. Shaman and Rogue don't rely solely on jade golems either, thus getting the jade cards you need every turn is more of an issue with these decks. It's fairly balanced in my opinion.
1. Jades are trash, the only thing they're good against is Control decks with no burst - which is the same as saying Reno Priests and Control Warriors, they're bad against all forms of aggressive decks. 2. 3/3 for 1 mana is overpowered as hell, I'd play that in every single aggressive deck. (Jade Idol) 3. This is completely different from what the Jade Mechanic was supposed be from a design perspective. 4. 3/3 in general when attached to the current cards are op, a rank 20 should be able to see that. (Totem Golem is one of the most insane cards 2 mana cards in the game and its a 3/4, now look at your Jade Claws) 5. The only GOOD decks that play Jades at the moment are Midrange/Aggressive Shaman (which would be even more op with your versions of the cards, as it would further boost their insane early game) and in a few Miracle Rogue decks (malygos is getting more popular?)
The Jade mechanic is massively strong, but the Jade decks are weak. Jade Rogue and Shaman almost don't even exist (even tho if they play some Jade cards you would hardly see something else than a 3/3 golem), Jade Druid is really weak against the current meta and never got a chance to crush Control Warriors because they can't handle the meta neither and are on life support atm.
It doesn't matter how strong, OP and unfair Jade mechanic could look to you, nowadays they're as good as Leeroy Jenkins with double Power Overwhelming trying to get letal against a Taunt card.
I have no problems with Jade Decks, they are interesting to play against and with them, I don´t believe they are too powerful, if anything they are very straightfoward which is kind of sad for deck building.
if anything they are very straightfoward which is kind of sad for deck building.
This is the primary complaint I do agree with on Jade decks. As somebody who loves making his own decks, MSoG has been a bit rough because so many of the decks feel pre-built for us. I'm not saying they aren't out there, but I have struggled with basic ideas. The main mechanics (Jade, Reno, Goons) are strictly class-limited and many of the mechanics encourage "all-in" building. That is you can't "splash" Jade easily, and you certainly can't "splash" Reno into your deck. You can add a little bit of Goons in, but thus far those have been on the weak end.
1 mana, 3/3 is insane. The only way to fix the Jade Druid problem is to either make[cardJade Idol[/card] a 1 effect card, or increase it's mana cost to 2 or 3.
Jade guild mechanic from MSG is summoning golems. First a 1/1, then 2/2, 3/3 up to 7/7, 8/8, 9/9. The more jade cards you play, the more powerful they are.
As I see it, first 1-2 cards should be weaker than normal, 3rd should have normal power level while the 4th, 5th etc. should be really powerful. Unfortunately, if you substitute the jade golem text on these cards with 3/3 minion, you will see how powerful they are (and it's expected that they will summon much bigger minions in late game). They are all balanced to summon 1/1s - but that's only the first card.
Here are few examples:
What do you think?
--Alfi--
Nonsense.
--Alfi--
Your premise is kind of flawed...they're actually balanced around *2* rather than *3*. And by "balanced" I mean "equal to vanilla."
Take for instance Jade Spirit. If it summons a 1/1 it is weak. If it summons a 2/2 it is a Chillwind Yeti with two bodies. If it summons a 3/3 it has better stats that any vanilla card with no drawback.
--Alfi--
Vanilla 4 mana card is Yeti 4/5, which means that when you get a 2/2 golem you get vanilla stats. 3/3 you get better stats but no other battlecry or deathrattle . 4/4 and on you're getting value and tempo. That is if you aren't already dead.
EDIT* Neichus beat me to it
I think you underestimate the loss of tempo in the early game. If Jade Golems would be 3/3 from th beginning, I think the jade decks would be much stronger because they had insane early tempo (1 mana 3/3 Jade Idol; 3 mana 3/3 plus 1 mana ramp (compare to Mire Keeper which is a 4 mana 3/3 with ramp)). Although not all of the Jade minions would be played (I wouldn't Play Jade Behemoth for example). As you can see, the actual jade mechanic is working completely different from your approach. If you have to play Jade Spirit as a first Jade minion on turn 4, you will really struggle to stay alive until you can get your lost tempo back. Additionally, it is easier to cope with a 5/5 Jade Golem on turn 6+ than with a 3/3 on turn 1.
Edit: And do not forget that the split minions like Jade Spirit may have the same or better stats than vanilla minions, but are also less resistant against AoE or trading. It's easier to kill a bunch of low health minions than a bigger one. E.g. a 2/3 and a 2/2 or 3/3 may be the same or better stats as a chillwind Yeti, but they can be traded in with a single 3 mana 3/4 while the Yeti survives and kills a 3/4.
Problem with Jade is you are producing piles of stats at a slow rate. As we have seen in hearthstone, piles of stats don't always equate to much. It is all about either Tempo or Value. Yes, certain Jade plays can end a game, but it requires combos and ideal hands. Brann will be leaving standard soon which will affect many of the Jade cards including the staple card, Jade Spirit. My biggest problem with Jade decks is they are incredibly boring to play. I have tried every class and they are just brainless. Build your Jade Golems, how fun...
"Operpowered"?
It's good we got someone to break down the Jade mechanic weeks after the expansion was released. No one knew how it worked til just now.
It is not overpowered. Is it good? Yes. Overpowered. No. As with everything else, these decks fall to the speed aggro decks.
I gotta disagree with you here. I thought the same thing when I first saw the jade decks, but once I started using a jade miracle druid I realized that they aren't so easy to play. Yes, if you get a perfect curve, they are hard to combat, but the chances that you are actually drawing all of the jade cards you need every turn isn't statistically going to happen every game. And by the time you get your Auctioneer out and get crazy card draw, about half the time it's too late. Shaman and Rogue don't rely solely on jade golems either, thus getting the jade cards you need every turn is more of an issue with these decks. It's fairly balanced in my opinion.
1. Jades are trash, the only thing they're good against is Control decks with no burst - which is the same as saying Reno Priests and Control Warriors, they're bad against all forms of aggressive decks.
2. 3/3 for 1 mana is overpowered as hell, I'd play that in every single aggressive deck. (Jade Idol)
3. This is completely different from what the Jade Mechanic was supposed be from a design perspective.
4. 3/3 in general when attached to the current cards are op, a rank 20 should be able to see that. (Totem Golem is one of the most insane cards 2 mana cards in the game and its a 3/4, now look at your Jade Claws)
5. The only GOOD decks that play Jades at the moment are Midrange/Aggressive Shaman (which would be even more op with your versions of the cards, as it would further boost their insane early game) and in a few Miracle Rogue decks (malygos is getting more popular?)
- Jade Druid is a tier 3 deck.
Jade is VERY powerful in the lategame.
But that's assuming 2 conditions:
1) you actually have to reach lategame.
2) you have to do so by playing anti-tempo cards at the beginning (which makes condition #1 harder).
All this can NOT translate into overpowered.
The Jade mechanic is massively strong, but the Jade decks are weak. Jade Rogue and Shaman almost don't even exist (even tho if they play some Jade cards you would hardly see something else than a 3/3 golem), Jade Druid is really weak against the current meta and never got a chance to crush Control Warriors because they can't handle the meta neither and are on life support atm.
It doesn't matter how strong, OP and unfair Jade mechanic could look to you, nowadays they're as good as Leeroy Jenkins with double Power Overwhelming trying to get letal against a Taunt card.
I have no problems with Jade Decks, they are interesting to play against and with them, I don´t believe they are too powerful, if anything they are very straightfoward which is kind of sad for deck building.
1 mana, 3/3 is insane. The only way to fix the Jade Druid problem is to either make[cardJade Idol[/card] a 1 effect card, or increase it's mana cost to 2 or 3.