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Arcane Giant Jade Druid Standard Un'Goro Deck

Last updated on Apr 04, 2017 at 20:33 by L0rinda 46 comments

Table of Contents

This guide contains instruction on how to play Jade Druid, a deck that relies on the Jade Golem cards from The Kabal in combination with Druid's existing Mana acceleration in order to create oppressive board states extremely quickly.

This build of the deck uses Arcane Giants, which can cause explosive turns later in the game due to the large number of spells in the deck.

1. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

2. Arcane Giant Jade Druid Standard Un'Goro Deck

Our deck costs 5,840 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

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2.1. Mana Curve


3. Strategy

Jade Druid is a powerful new deck that takes the engine of the popular Spell/Malygos Druid from the Karazhan meta and introduces Jade Golem cards to make it much more board focused and Tempo based. It is an incredibly powerful and flexible deck that can allow you to easily keep pace with Tempo decks while outvaluing Control decks in the long-term due to the Choose One effects of your various cards.

3.1. Key Skills

3.1.1. Mana Usage

With all of the additional Mana acceleration cards introduced to the deck, it has become more complicated than ever to plan your opening curve with Druid. It is tempting to try and dump as many Ramp effects as you can as early as possible to get a huge threat onto the board early, but this will often leave you lacking in follow up plays. It is usually best to break up your Mana spells between several turns to ensure that you have a smooth curve in the long-term. This is accentuated by the fact that Gadgetzan Auctioneer is also featured in the deck, which means any cards like The Coin, and Innervate that you still have available in the late-game can still be made useful by cycling them out for more powerful plays.

3.1.2. Choose One

With the addition of further Choose One effects into the deck it becomes even more crucial to be able to select the right option for the right matchups and right situation. Jade Idol is the number one consideration and will have the biggest impact on your overall strategy. Against most board focused matchups, it will be better in most situations to use it to generate a Golem. Even on turn 1, although it may seem weak just to summon a 1/1, the overall effects it has on your other Jade Golems and Arcane Giants makes it worth it. Against Control matchups such as Control Warrior, it is often best to add more copies of the card to your deck. Over the long term though you will need to assess how many copies of the card you have remaining in the deck when you draw each one. In most scenarios the best pattern against Control is to shuffle extra copies into the deck, then play out copies for pressure on the board, then fall back on adding more to the keep with your final copy if you need more pressure.

Nourish on the other hand is a lot more simple with this deck. It is rarely correct to use Nourish for Ramp in this iteration of the deck as it is focused on cycling quickly and getting as many tools as possible to ramp up the size of your Golems and discount your Giants.

There is the additional consideration of using the Choose One effects with Fandral Staghelm for additional value, and it may be worth bypassing a weak effect like a 1/1 or 2/2 Jade Idol on the board in order to combine it with Fandral on a later turn if you have it in your hand.

3.1.3. Removal Usage

Since you will quite often fall behind on the board due to your slow set-up, you will often need to rely on clever usage of removal to climb back into the mid- or late-game. This has always been a problem with Druid due to the slow turns that come from gaining Mana in the early turns, but the problem is exacerbated by the slow turns that come from your additional Jade Golem minions as well.

Because of this, timing a clean turn to use your removal is crucial to be able to swing the board state back. Although you can use a removal spell if you have no better option, it will quite often be better to try and contest the board with minions where you can and wait for a turn with Druid of the Claw, Fandral Staghelm, or Arcane Giant in order to combine your removal spells with something that swings the state of the board.

3.2. Mulligans & Matchup Specific Strategies

Mulligan as hard as possible for your Mana Acceleration tools in your opening hand. Wild Growth, Jade Blossom, and Innervate are all important tools to get you off to a good start. If you already have a strong Ramp opening then you can keep a minion to curve into effectively. For example, Wild Growth, Innervate, and a 6-drop minion is a good opener against many decks since you can play Wild Growth on turn 2, and the 6-drop on turn 3.

Since we are at the start of a new expansion, class by class mulligans are not yet available since it is unclear exactly what each class will be playing. Check back as the meta evolves for a more in depth mulligan guide!

3.3. Variation

If you are encountering very aggressive decks, Moonglade Portal and one Gadgetzan Auctioneer can be swapped for two Doomsayer to lower the Mana curve and set up a faster defense.

4. ChangeLog

+ show all entries - show only 10 entries
  • 06 Apr. 2017: Removed 2x Emerald Hive Queen, 1x Lunar Visions for +1x Claw, 1x Gadgetzan Auctioneer, 1x Moonglade Portal
  • 04 Apr. 2017: Removed 2x Living Roots, 2x Azure Drake, 1x Emperor Thaurissan for 2x Emerald Hive Queen, 1x Druid of the Claw, 1x Lunar Visions, 1x Bloodmage Thalnos.
  • 01 Dec. 2016: Deck added
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