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Jade Druid deck list guide (Post-nerf) - September 2017 - Hearthstone

How to climb the new expansion ladder using Jade Druid in Season 42.

Our post-nerf Jade Druid deck guide features the best deck list for Season 42, with Mulligan advice, strategy tips, card combos and synergies.

Jade Druid is a Hearthstone deck that actually shares quite a few things in common with the well-established ramp archetype that you might already be familiar with. This time around though - and as the name suggests - you've got some exciting new Jade Golem cards from the Mean Streets of Gadgetzan expansion to play around with as well. A few new toys from the Frozen Throne set have only made this deck even more powerful with time.

If you're unfamiliar with the process, the Jade Golem mechanic is simple but deadly. The first of these minions you summon will have a paltry 1 / 1 of stats, but the next one will have 2 / 2, the third will have 3 / 3 and so on. You have many means of summoning an ever-increasing number of these creatures, and so you can quickly build an astonishingly powerful army of minions.

In our guide to this powerful Hearthstone deck, we're going to kick things off with a closer look at of one of the most popular versions of the deck to hit the Frozen Throne meta. Following that we've got a few important Mulligan tips to help you get off to the strongest start in every match. Finally, we finish things up with a teardown of all the most important combos and synergies available in this particular version of Jade Druid.

FROZEN THRONE UPDATE

UPDATE #4: It may have been nerfed recently, but Jade Druid is still proving to be an absolute powerhouse in the current Hearthstone. A lot has changed though, and so we recommend taking time to brush up on not only the deck list, but the combos contained within it as well - we've updated all aspects of our guide to accommodate these changes. Expect more revisions to this deck list in the coming weeks.

Jade Druid deck list and strategy

Post-nerf there are a lot of experiments taking place with Jade Druid, and so you may want to bookmark this page and keep checking back over time. There will be further improvements to this archetype as we approach the next season, and we'll ensure those improvements are reflected here.

DruidNeutral
2 x Jade Idol1 x Mind Control Tech
2 x Wild Growth1 x Tar Creeper
2 x Wrath1 x Spellbreaker
2 x Jade Blossom1 x Bonemare
1 x Fandral Staghelm1 x Medivh, the Guardian
2 x Jade Spirit1 x Primordial Drake
2 x Swipe1 x The Lich King
2 x Nourish1 x Kun the Forgotten King
1 x Aya Blackpaw
2 x Jade Behemoth
1 x Spreading Plague
1 x Malfurion the Pestilent
2 x Ultimate Infestation

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAZICDK6rAqDNApnTAuC7At4FysMC8gWUvQKmzgKhtwLJxwLCzgIJtLsC5AjEBsu8AkBf3b4Ch84Cz7wCAA==

Card replacements:

- 1 Fandral Staghelm / + 1 Crypt Lord: Fandral is a nice effect if you have the dust, but Jade Druid can still crush without it. There’s no direct replacement so you can throw in almost anything. Some players have been having success with Crypt Lord as a filler card.

- Malfurion the Pestilent / + 1 Crypt Lord: A cheaper alternative to give you a bit of security from aggro. Definitely weaker, but a reasonable choice.

The signature cards in this deck all support the summoning of your Jade Golems. While the first of these creatures brought into play will only have weak 1/1 stats, the second will be a 2/2, the third a 3/3 and so on ad infinitum as each game plays out.

As a result of these shifting stats, it's incredibly important that you anticipate your opponent's possible removal or AOE clear options in the next few turns, so that you summon these creatures at a size that will make life as difficult as possible for the opponent to deal with.

It's not always easy to do this, but familiarity with the latest shifts in the broader Hearthstone metagame will give you a powerful advantage here. The more you play it, the more you'll understand this deck's incredible strengths and inevitable weaknesses.

Fundamentally, the name of the game is to ramp hard here. The Mulligan section below goes into more detail, but you want to both increase your Mana options nice and quickly, while also beginning the snowballing process of building those deadly Jade Golems.

You've a couple of options to hold off pesky aggro opponents here. Spreading Plague will provide the kind of like-for-like board presence that even the fastest strategy will struggle to equalise with, while Wrath can be used as a single-target ping if that's your only option.

Everyone is running a copy of The Lich King right now, and not even Jade Druid has been able to resist the allure of this incredibly powerful card. To help deal with this minion on the other side of the board, we include Spellbreaker. In the current meta, we recommend holding onto Spellbreaker for this specific purpose, and using any other means to deal with a different problem on the board.

We note this card in the combo section at the bottom of the page, but don't forget about the incredible value that Fandral Staghelm can help you to achieve as well. With this card in play, both of your Choose One options are triggered on related cards. Consider the outrageous amount of value that can be achieved, for example, by combining this card with Jade Idol, then using Ultimate Infestation to build a monstrous fighting force.

(For the Wild version of this deck, make sure you take a look at our Wild Jade Druid deck list guide)

Strategies against each class:

Druid - Prepare yourself for a bit of a slugfest as you and your opponent enter a contest of summoning increasingly larger and larger Golems onto the board. This is a game about ramping up as fast as you can and getting ahead of the Druid in Jade Golems in order to assert a lead. From there you can pick off their lesser Jades and claim the victory, but always be aware of the potential Ultimate Infestation swing against you.

Hunter - Shouldn’t really stand a chance against you, although note the resurgence of Midrange Hunter right now. It’s usually worth holding a Swipe in the opening hand for insurance, and any late-game obstacles on the board can be dealt with using Spellbreaker. Watch you don’t get too greedy with the ramp though, or you may give them an opening to steadily whittle you down with steady minion presence alongside their hero power.

Mage - Your weaknesses against Mage come from their freeze effects and ability to burst you down with the right cards in-hand. The best strategy against a Mage is knowing when you’re safe to commit your army of Jade Golems onto the board, as well as keeping your life total high enough to avoid the one-turn kill. If you survive through their delay tactics of Frost Nova, Blizzard and Ice Block, then it’s a straightforward win.

Paladin - A particularly perfect Murloc Paladin draw can spell trouble for Jade Druid, though you shouldn’t see such a god-like draw all that often. Aldor Peacekeeper and Sunkeeper Tarim can cut your Jade Golems down to size, so be careful not to extend too far into them. Equality and Consecration or Wild Pyromancer are also combos to watch out for, but once used - or if you manage to dodge them - the Paladin has little else to stop you with.

Priest - If there’s one class that can contest Druid right now it should be the Highlander Priest. Their ability to control your board is strong, and if all else fails they can generate their own bizarre win-conditions through Lyra the Sunshard. Your unlimited Jade resources should be enough to take them down when they run out of answers, though. Just make sure you track what's been used so far.

Rogue - The Rogue has had quite the shake-up since the recent nerf. Miracle is still a thing, but be aware also of some of the Tempo / Aggro variants that are enjoying a resurgent in popularity. If you don't see the tell-tale signs of Miracle, assume you need to shore up your defenses and do some hard control.

Shaman - Not too much to worry about here once again. If there's one thing to keep in mind though, it’s Devolve. Your Spreading Plague plays and armies of Jade Golems could be knocked down a peg if the Shaman manages to hit them all. Avoid a surprise Bloodlust finish by keeping their board cleared down as much as you can.

Warlock - There’s not much to fear from Warlock in the current meta, with Zoo out of the picture and Control Warlock a disappointingly weak choice after the initial rush of excitement for the format.

Warrior - Considering the current split between Pirate and Control Warrior on ladder this is a difficult match-up to Mulligan for. The safest option is to anticipate Pirates, so hold onto control cards and board clears such as Swipe to stem the early onslaught. Once the Pirate Warrior has run out of gas you’ll be able to coast your way to the win. Control Warrior, meanwhile, will struggle to keep up with you as you continue to grow your Golems.

Final tips:

- Knowing which option to use with your Jade Idol is vital when it comes to generating the kind of infinite value machine that keeps you in games while your opponents are deep into fatigue. The first choice should almost always be to reshuffle it into your deck, then as the game continues consider how useful that extra minion will be on the board, or if you can safely shuffle again. The golden rule: always have one left over you can use it to reshuffle in and sustain your presence in the game.

- Thanks to the immense value of Ultimate Infestation there’s hardly any punishment to emptying your entire hand of ramp cards such as Wild Growth, Jade Blossom and Nourish. Don’t be nervous if you feel like you’re not doing anything for the first few turns but ramping - setting yourself three or four mana crystals ahead to drop a Ultimate Infestation on what is essentially Turn 6 or 7 is going to win you the game. Be careful not to overdraw though!

Our most popular Druid guides:

Jade Druid Mulligan guide

The Mulligan process for Jade Druid is really quite simple and varies little between individual match-ups. As most of your new Frozen Throne cards are to be found in the mid to late-game onwards, nothing much changes in the latest meta.

In general, you are always going to benefit from keeping cards like Innervate, Wild Growth and Jade Blossom. Against aggressive opponents, Tar Creeper has obvious frustrating effect for them to deal with.

The ramp effect of Wild Growth - across the remainder of the match - is just too good to pass up. The sooner you can get this spell in play, the greater the benefit you'll achieve overall, so no matter what else is happening on the board, this is absolutely your Turn 2 play if you have it. Jade Blossom provides a similar advantage on the turn afterwards, and also kickstarts your Golem strategy nicely as well.

You might keep Wrath as a handy ping against a one Health minion, but only if you have better options at hand! Don't forget that you can always get more value out of this card when played alongside Fandral Staghelm at a later stage of the match.

At this stage it doesn't feel as though a hero-by-hero Mulligan overview is necessary, as the advice is so consistent across all match-ups. If that changes though we'll continue expanding on this are of our Jade Druid guide.

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Jade Druid tips, combos and synergies

Even if you've played this deck before, it never hurts to take a refresher course on all of the core combos involved. We've also got some details on how the relatively new card The Lich King works as well.

- If the card you want to play features the Choose One mechanic, then you'll actually receive the benefit of both options as long as Fandral Staghelm is alive and out on the board. The cards are affected in this list are: Jade Idol, Wrath, Nourish, Malfurion the Pestilent and Kun the Forgotten King. Make sure you plan out your turn carefully as a result of this powerful potential synergy.

- There are five cards with Jade Golem synergy in this deck list: Jade Idol, Jade Blossom, Jade Spirit, Jade Behemoth and Aya Blackpaw. Your first Jade Golem will be a 1/1 minion, but each subsequently summoned Golem will gain +1/+1 stats. You can create a truly intimidating board presence over time with this mechanic.

- The way Spreading Plague works is pretty simply. When you cast it, you'll gain a 1 / 5 minion with Taunt. If your opponent has more minions than you at that point, the spell will be cast again. This repeats until you both the same number of minions out on the board. Sorry aggro...

- Note that both the Battlecry effect of Malfurion the Pestilent and your new hero power synergise with Fandral Staghelm's bonus effect.

- Save Spellbreaker for when you need to bust through a really problematic enemy minion such as The Lich King. If you have other means to deal with the problem at hand, use them - even if that means making a painful trade or two. The Druid has next to nothing in the way of hard single-target removal, so you need this card to help neutralise the most serious of obstacles.

- Bonemare can be used to give a friendly minion and incredible +4 / +4 of starts. Not only that, but the target gains Taunt as well which provides a handy wall for Bonemare and all your other minions to shelter behind.

- Once you've played Medivh, the Guardian you'll gain a 1 / 3 minion. Any spells you cast while this weapon is in your hand will cause a randomly-selected minion costing the same amount of Mana to be added to your side of the board. Each summon removes a point of Durability from your weapon.

- Kun the Forgotten King is an incredible late-game play. Play him onto the board with ten Mana available and you'll be able to refresh your crystals, which lets you effectively play your turn twice.

- At the end of each one of your turns, The Lich King will add a random Death Knight card to your hand. There are eight of these new cards in total:

CostNameDescription
2Death CoilDeal 5 damage to an enemy, or restore 5 Health to a friendly character.
2Death GripSteal a minion from your opponent's deck and add it to your hand.
2ObliterateDestroy a minion. Your hero takes damage equal to its Health.
3Death and DecayDeal 3 damage to all enemies.
4Anti-Magic ShellGive your minions +2 / +2 and “Can't be targeted by spells or Hero Powers.”
5Doom PactDestroy all minions. Remove the top card from your deck for each minion destroyed.
6Army of the DeadRemove the top 5 cards of your deck. Summony any minions removed.
7FrostmourneDeathrattle: Summon every minion killed by this [5 / 3] weapon.

This article contains additional reporting from James Pickard.

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