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Yogg Jade Druid Standard Un'Goro Deck

Last updated on Apr 06, 2017 at 15:59 by L0rinda 9 comments

Table of Contents

Jade Druid is an archetype that came into existence with the release of the Mean Streets of Gadgetzan expansion. The archetype is particularly strong in a slower meta-game, and Journey to Un'Goro has created one in which Jade Druid can thrive. Yogg-Saron, Hope's End makes a comeback in this version of the deck as a powerful board clear, giving the potential to single-handedly change the outcome of a game.

This is a powerful deck, and is capable of reaching Legend.

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. Yogg Jade Druid Standard Un'Goro Deck

Our deck costs 8,280 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Aim of the deck

This deck utilises the combination of Druid's efficient ramp spells, and the Jade Golem mechanic, to create an army of huge minions. Jade Blossom from the Mean Streets of Gadgetzan expansion ties the two themes together perfectly. Due to the popularity of Jade Shaman, Yogg-Saron, Hope's End has found its way back into Druid decks as a very strong way of clearing wide boards.

4. Mulligan

Druid mulligans are complicated, and you should resist the urge to default to keeping the same cards game after game. The hand as a whole needs to be considered even more than usual, and you should make every effort to plan out your first few turns.

4.1. Mulligan Basics

The starting point for evaluating your hand is the amount of ramp you have. The aim of the deck is to make as many big Jade Golems as quickly as possible, which if fueled by having as much Mana as possible. With that in mind, Innervate, Wild Growth, and Jade Blossom should be strongly considered in all match-ups.

One of the ways to quickly view Innervate in your curve is that it allows you to leapfrog one minion ahead of another. What we mean by this, for instance, is that you can cast Innervate on Turn 3 to play a Druid of the Claw, and then play your Jade Spirit on curve on Turn 4. The minion with one extra Mana in its cost gets to be played first. When you get used to spotting these kinds of patterns, you will be able to assess your starting hand more quickly.

Wild Growth should rarely be played with The Coin on Turn 1. As always, though, there are exceptions. If you have Jade Blossom in your hand, then coining out Wild Growth on Turn 1, followed by Jade Blossom on Turn 2 is a very powerful start. Sometimes, against very aggressive decks, you might want to coin out Wild Growth on the first turn so that you can Wrath a 3-health minion on Turn 2 (which has yet to be played). If the Wild Growth is not played on the first turn, there may simply not be time to play it later. Again, you will have to assess each individual case on its merits.

Of course, these are just the basic points, you should adjust them based on the match-up strategies below.

5. Strategy Versus Aggro

This deck can struggle against aggressive decks, and so the start is all about trying to stay alive. Wrath is a fantastic tool to do this. Be aware that if you do manage to survive an early assault, then gaining armor with Feral Rage will allow you to stabilise, and often win the game. However, this does not mean you should keep it in your opening hand, as there are more pressing matters to attend to. A great start would include Jade Idol, Wild Growth, and Jade Spirit. Obviously the Spirit is much less effective without the other two cards to set it up, and should not generally be kept. The reason that Jade Spirit is so good is that typically against aggressive decks your minions will kill your opponent's minions, even if your minions are small. Having two of them in one card is therefore to be desired.

As the game progresses, you will be looking to play Jade Behemoth as late as you dare. This will mean that it absorbs as much damage as possible, often while placing a decent-sized threat on the board. You should also be as greedy as possible with Feral Rage. The later you can wait to gain the armor, the more minions you will have on the board to control your opponent while you spend Mana playing the Feral Rage. The more you know about your opponent's deck, then the better you will be able to time this. As a last resort, if you can see you are going to get overwhelmed, try to ramp into an emergency Yogg-Saron, Hope's End. Sometimes, it will win you a game from a seemingly impossible position.

6. Strategy Versus Control

The match-up against control is very different to the one against aggro. An early Wild Growth will allow you to consistently play bigger threats than your opponent can answer, while all the time heading towards creating overwhelmingly large Jade Golems. You can usually win by out-valuing your opponent. You can be greedy with Gadgetzan Auctioneer and wait until you can draw multiple cards in one turn. Managing Aya Blackpaw is important against board clears. Try to make sure that Aya will create a problematic Golem if dealt with, as this will often mean your opponent has to deal with Aya before using their board clear, or risk taking a large amount of damage on the turn following their AoE.

7. Individual Card Strategies

7.1. Feral Rage

As stated previously, Feral Rage should be used as late as possible. The choice you will want to take varies a lot based upon the state of the game, and by delaying the choice, the gains you make in value will be significant. If taking the armor option, it is still better to delay. Setting up a board is usually more important when dealing with aggression. Delaying also negates the impact of Alexstrasza against combo-based opponents.

7.2. Jade Idol

One of the most common mistakes people make with this deck is using Jade Idol's shuffle option. The first Jade Idol should almost always be played at the earliest opportunity. There is nothing wrong with creating a 1/1 Golem on the first turn of the game, as it begins the snowball effect of the other Golems that will follow. Against aggressive decks, it is also almost always correct to play the second Idol to make a minion too. The tempo lost in throwing a card back into your deck can be crippling in the race to stabilise.

Against control decks, the shuffle option becomes more viable. You can shuffle your final Idol into the deck to create three more, which has the dual effect of preventing you from losing on fatigue, and having more threats to out-value your opponent. It can also be correct to shuffle in some situations against midrange decks. If you are in the second half of the deck, and have a Gadgetzan Auctioneer or Nourish in your hand, you might be able set up a situation where you are very likely to immediately draw one of the new Idols. In this instance, you are not giving up tempo, and so the shuffle can be justified.

7.3. Nourish

Compared to many old-school Druid decks, the average Mana cost of this deck is relatively low and there are no real combos to worry about. This means that in the mid-game, Nourish will usually be used for cards rather than Mana.

7.4. Yogg Saron, Hope's End

The primary function of Yogg-Saron, Hope's End is to clear wide boards, particularly those generated by midrange Shaman, which is a close, but slow-moving match-up. Yogg functions very well on those boards, because it only has a slim chance of removing itself without removing the entire board. Of course, Yogg can still be used in panic situations in other match-ups as well.

8. Card Swaps

If you do not own all of the higher dust cards in the deck, the following swaps can be made.

Bloodmage Thalnos is non-essential in this deck. It can be changed for any of the cards in the Variations section. It is very strong with Swipe against Shaman, which is what you will lose by not having it in the deck.

Fandral Staghelm is a useful card in the deck. It can be reasonably changed for Gadgetzan Auctioneer if you want to slant towards staying strong against control, and Keeper of the Grove if you want to slant towards aggro.

Ancient of War helps the balance of the deck, but can comfortably be replaced by Dark Arakkoa.

9. ChangeLog

  • 06 Apr. 2017: Updated for Un'Goro: -1 Mulch, -1 Living Roots, -2 Azure Drake, +1 Ancient of War, +2 Druid of the Claw, +1 Moonglade Portal.
  • 03 Mar. 2017: Deck added. Jade Druid metagame deck with Yogg-Saron. Legend standard deck.
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