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Jade Token Druid Gadgetzan Standard Deck

Last updated on Jan 22, 2017 at 20:20 by L0rinda 10 comments

Table of Contents

Token Druid has been a major archetype in Hearthstone for most of the game's existence. It has been seen less in recent times than previously, due to the sheer strength in depth the class now has. This means that there are often more powerful decks available for people wishing to play Druid.

With that being said, the archetype still has many strengths, and is definitely viable for all but the highest of levels.

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. Jade Token Druid Gadgetzan Standard Deck

Our deck costs 4,480 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

3.1. Deck Goals

The basic premise of Token Druid is to build a wide board of minions, and overwhelm your opponent with them. You will often cast Savage Roar on several minions early in the game to allow you to deal a huge amount of damage to your opponent. This does not mean that you should always play to win by this method though. An early Wild Growth or Innervate will often put you in a position to dominate the board, so it is crucial to evaluate the texture of your hand and play accordingly.

3.2. Early-Game

On turn one, you will often have the option to play Jade Idol or Living Roots. If you are going to play the Jade Idol then you will want to make a 1/1 Golem. This Golem may seem like it is not doing much, but the snowball effect it has on later Golems is very important. It is fine to use the Living Roots to create two 1/1 minions, as you are looking to use Savage Roar on as many minions as possible.

On turn two you will have to start to think about your upcoming turns. Your aim will be to make your Mana curve as smooth as possible through use of Wild Growth and The Coin. If you can use Wild Growth on turn two, you will gain a lot of Mana over the course of the game. Do not underestimate this extra Mana. It is usually correct to delay a Wrath to get the extra Mana crystal immediately. You will be able to make up for missing this turn very easily over the next few turns, and you will be able to forge ahead from there.

3.3. Mid-Game

On turn three and beyond, you will be creating ever bigger Golems, and also trying to create as many minions as you can, while trying not to get blown out by AoE. If you managed to play Wild Growth on turn two, then you will often play Jade Spirit or Violet Teacher on this turn. You should not be afraid to play your Violet Teacher, or even your Fandral Staghelm if there are no opposing minions. The five health on these minions makes them hard to deal with, and if they survive for even one turn, you will often reap huge benenfits from their abilities. Even if your opponent deals with them, it will often take up their entire turn, which will allow you to regain the initiative on your following turn.

3.4. Late-Game

In the late-game, you will probably start to run short of cards, This is where the Gadgetzan Auctioneer and Nourish come in. These cards will help you to refill your hand and continue your assault. At this stage you will be looking to win either through a lethal attack with a Savage Roar, or through making ever larger Golems and running your opponent out of resources by forcing them to deal with these huge minions.

3.5. Card Specifics

Any time you have Savage Roar in your hand, you should be aware that the next turn could be lethal damage. You should try to set this up whenever possible. However, do not be afraid to use the Savage Roar for non lethal if you feel that you will never have more minions than you have right now. It can also double up as a powerful removal spell if you find yourself in a lot of trouble on the board. Always remember it lets you do two damage with your Hero if you are particularly desperate to clear an annoying minion.

When Violet Teacher is on the board, you should prioritise spells over additional minions where possible. This does not mean that you should neglect your natural development, but if you can clear your opponent using a Swipe or Wrath, now is a good time to do so.

Do not get too greedy with Power of the Wild. It is tempting to wait until you have a very wide board to use the effect of this card, but it is often better as a 3/2 minion. This minion can be buffed by other cards, and occupy the board. Board control is very important in this deck, and so sometimes playing any minion at all is far better than waiting to buff a board that might never get built.

Jade Idol combines really well with Gadgetzan Auctioneer and Fandral Staghelm. You will only rarely want to put more Jade Idols into your deck, but you do not mind it occurring naturally with Fandral. Also, be aware for opportunities to shuffle in more Idols when you are considering playing Nourish on the next turn. This can be an opportunity to shuffle without much loss of tempo. In matches against control decks, you will want to save your last Idol to shuffle, this means that you will never lose to fatigue, and will also have an ongoing source of minion damage. Many control decks aim to run you out of threats, and Jade Idol makes that impossible for them.

Nourish is a difficult card to play in Druid decks. If you have very few cards in your hand, you should look to play out the rest of your hand, and then cast Nourish. This means you will lose as little tempo as possible. If you have a hand that will be hard to empty, then you should use Nourish for Mana at the earliest opportunity. The earlier you cast it, the more use you get out of the extra Mana crystals. Pay attention to whether the game worked out as you hoped after you Nourish, and use that knowledge to make more informed decisions in future games.

4. Mulligans

As this is a deck that likes to play on curve, you will rarely change your Mulligan strategy very much. An ideal hand is a 1-drop, a Wild Growth, and a 4-drop. Without Wild Growth or Innervate you will usually have to throw away everything apart from Jade Idol, Living Roots, and Wrath.

If you do have Wild Growth or Innervate however, then your options become much wider. In this case, you should try to work out what your plan is for the first three turns. If it looks like you can do something on each of those turns, then you will often keep your entire hand. Violet Teacher and Fandral Staghelm are significantly better if played on turn three, and should usually be kept if you have ramp in hand

Wrath should be kept against any deck capable of an aggressive start, while Jade Blossom should be rated very highly against control decks. You can also keep your 4-drops more often against control, due to the high likelihood that you will be able to play them without pressure. Do not be tempted to keep Savage Roar. Even though the card is one of your spectacular ways to win, it is often useless if you have not first taken the time to build up your board.

5. Card Substitutions

If you do not like playing Power of the Wild as a minion, then you should change it for Mark of the Lotus. The cards do roughly the same thing, but the Mark is more efficient with Gadgetzan Auctioneer and Violet Teacher.

If you are running into a lot of control decks, you can run a Soul of the Forest. You can drop a Savage Roar for this.

I played with Brann Bronzebeard in all but the final version of this deck. His ability combines very well with Aya Blackpaw and Jade Spirit for some very fast boards. In the end, I settled on a second Savage Roar in that slot, but the two are very interchangeable if you want a more varied deck.

If you want something in place of Aya Blackpaw, you should pick something that sustains your deck. Azure Drake or Soul of the Forest would be reasonable replacements, but Aya is a very strong card in the deck.

Fandral Staghelm can be replaced by a second Gadgetzan Auctioneer or Azure Drake. As with Aya Blackpaw though, the card is very strong in the deck, and if you are enjoying playing with the deck, you should look to craft him if possible.

6. ChangeLog

  • 22 Jan. 2017: Deck added.
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