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[Top 50 Wild Legend] Jade N'Zoth Shaman

  • Last updated Feb 2, 2017 (Gadgetzan)
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Wild

  • 19 Minions
  • 9 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Jade Lotus Shaman
  • Crafting Cost: 10900
  • Dust Needed: Loading Collection
  • Created: 12/26/2016 (Gadgetzan)
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  • Battle Tag:

    Ophion#2617

  • Region:

    EU

  • Total Deck Rating

    100

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New version: http://www.hearthpwn.com/decks/728416-wild-legend-jade-nzoth-shaman-ver-2

This was originally a Standard deck that I decided to turn Wild (for Sludge Belcher) when I got sick of the overwhelming amount of Pirate Warriors. It's a midrange/control deck that aims to contest the board and stay on high health, until the Jade Golems become too big for the opponent to handle. It doesn't have the same overwhelming late game as Jade Druid, but it's better at just about everything else.

Today I hit Legend with this deck, so it's time to share. Almost every matchup ranges from even to very favored, with the exception of Jade Druid which is slightly unfavored.

Update 2: Legend 36 at best thus far: http://imgur.com/a/pqzLX (sorry about the Jade counter, here is the screenshot without HDT, so you can see my name: http://imgur.com/a/xeyH4)

Swapped Mana Tide for Harrison. The totem is great against control decks, but the most common (and by far most difficult) control matchup is Renolock. Harrison is even better than Mana Tide against Renolock since it somewhat handles Jaraxxus, which normally destroys this deck if played early (devastating if you face the same opponent repeatedly), while being a much better choice against aggro.

HDT Log (v2.5 is the current version):


Deck Breakdown


Early Game:

Lightning Bolt, Mistress of Mixtures, Acidic Swamp Ooze, Jade Claws, Maelstrom Portal

These cards mainly help you survive aggressive decks. All of them except for Jade Claws are pretty poor draws later on, and you can definitely lose long games from getting too many of these. Consider swapping a few if the meta becomes slower.

Mistress of Mixtures and Acidic Swamp Ooze are flex cards and can be replaced if face/burn-aggro with weapons becomes less popular. Though be very careful when replacing Mistress of Mixtures, since you will often have to play The Coin + Jade Claws on turn 1, which leaves you with only 1 mana on turn 2.

Replacements
Against Aggro: Totem GolemTunnel TroggZombie Chow
Against Control: Mana Tide Totem, Loot Hoarder, Acolyte of Pain

Mid Game:

Jade Lightning, Jade Spirit, Jinyu Waterspeaker, Sludge Belcher, White Eyes

In the mid-game you aim to stabilize against Aggro with taunts and heals, or build up your Jade/N'Zoth synergy against Control. Most of these are good or great to draw at any point in the game.

The only card I would consider replacing is one copy of Jinyu Waterspeaker, the rest are essential for the deck to function.

Replacements
Against Aggro: Harrison JonesHallazeal the Ascended
Against Control: Loatheb, Master of Evolution

Late Game:

Jade Chieftain, Aya Blackpaw, Azure Drake, N'Zoth, the Corruptor

The late game consists of draw, more Jade Golem generators, and your Control finisher N'Zoth, the Corruptor.

Replacements
Fire Elemental, Sylvanas Windrunner, Dr. Boom

Note: Don't include Sylvanas if Doomsayer is in the meta, since it can completely ruin N'Zoth, which you need to beat most Control decks.

Situational:

Lightning Storm, Hex, Bloodmage Thalnos, Brann BronzebeardHarrison Jones

A consideration to make here is how many copies of Lightning Storm to run. It's often a dead (or too risky) card to use in the early game, but it can be fantastic when you need to recover from a losing board state. If you choose to run Hallazeal the Ascended I would definitely run 2 copies, while if you opt to play Tunnel Trogg/Totem Golem you may want to cut both.

Harrison Jones is slightly worse than Acidic Swamp Ooze against aggro, but it makes the Renolock matchup much better.

 

Standard Variation:

There is no good replacement for Sludge Belcher, since it fills both the need for Deathrattle synergy and a good taunt, so I don't see this working in Standard without more extensive changes. I'm working on refining a version with Thing From Below, we'll see if it works out.

Update: Okay, so during this January season I've been tinkering with a new (slower) version for Wild, and a slightly different build for Standard, both currently on their way to Legend. I will do a full writeup on both once they've reached the finish line, but for now I'll give the Standard list:

- 2x Sludge Belcher
- 2x Mistress of Mixtures
- 1x Acidic Swamp Ooze

+ 2x Loot Hoarder
+ 2x Healing Wave
+ 1x Lightning Storm

Overall the deck works similarly against aggro, and better against most control decks. Dragon Priest (and other midrange decks) is a new weakness since early tempo is slightly lower, so it becomes extremely difficult to recover in time when their minions are too big for the 1-3 damage AoE in the deck. Rogue is also slightly unfavored since you can no longer drop a taunt against their big stealthed dudes. Jade Druid is no longer unfavored since you can usually keep up with their draw.


Matchups


Warrior:

Mulligan
Lightning Bolt, Mistress of Mixtures, Acidic Swamp Ooze, Jade Claws, Maelstrom PortalBrann Bronzebeard

If you have a good hand you can also keep Jade Lightning.


Pirate:

Brann might seem like an odd keep, but if you look at the deck list you'll see that it's actually the only 3-cost minion in the deck, plus it has semi-taunt. That's good enough to make it worth keeping in most cases. Just make sure that you can actually play him on turn 3 (beware of overload) or he's not good at all.

There is not much to say about this matchup. You play your stuff and answer your opponent's minions as well as you can, and hopefully you'll stabilize with Taunt minions before dropping too low.

You're usually favored to win if you draw a Sludge Belcher, otherwise it could swing either way.


Other:

Any other type of Warrior should be an easy win since the class in general can't handle big Jade Golems. Remember that it's fine to take a lot of damage against Warriors since they can't get damage in through Taunts, so be greedy with your Hex.

Shaman:

Mulligan
Lightning Bolt, Mistress of Mixtures, Acidic Swamp Ooze, Jade Claws, Maelstrom PortalJade Lightning, Hex.

Maelstrom Portal is okay to keep if you desperately need an early play, though it's only decent against Patches.


Aggro:

This plays out similarly to Pirate Warrior, except it's usually much more favorable since you have a little more time to build up big Jade Golems. Remember to keep Hex for Flamewreathed Faceless, and try to save Acidic Swamp Ooze for Doomhammer.

The big card to play around is Flametongue Totem. You can easily get in big trouble if it's allowed to stay on the board, so do everything in your power to get rid of it as soon as possible.


Midrange:

The big threat here is again Flametongue Totem, plus you have to be a little more mindful of board clears, since a full clear lets them play a sometimes difficult to handle Mana Tide Totem. The Hex target is typically Thunder Bluff Valiant or Aya Blackpaw if it's a Jade deck.

It's a very easy matchup unless you get totally overwhelmed early on.

Warlock:

Mulligan
Harrison Jones, Jade Claws, Jade Lightning, Hex, Jade Spirit, Aya Blackpaw

Hex is prioritized over everything else, or you can't deal with an early Mountain Giant/Twilight Drake.


Reno:

Favored against an inexperienced player, even against an experienced one, very difficult if they know you are playing this deck.

You want to focus on building up your Jade Golems as quickly as possible so the Warlock has to constantly play defensively. N'Zoth, the Corruptor is usually needed to secure the win, and you want to make sure to hit at least 1 of Aya Blackpaw/White Eyes plus a Sludge Belcher (or better).

The key cards to play around are:

  • Emperor Thaurissan, which needs to be answered immediately. Usually you can stop caring about this card once you've stabilized and become the aggressor.
  • The Leeroy Jenkins combo. 20 charge damage that can be played around by staying healthy or by having a taunt up.
  • Shadowflame/Twisting Nether, the only board clears (almost) that can deal with a board full of big Jade Golems or one brought back by N'Zoth, the Corruptor.
  • Kazakus, or more specifically the 10-cost potion that turns all minions into Sheep. It will completely negate N'Zoth, the Corruptor.
  • Lord Jaraxxus. Harrison Jones is in the deck specifically to somewhat counter this dude played early.

Other:

Any controlling Warlock should play out similarly to Renolock. Against Zoo you would probably win quite easily since they'll be unable to deal with the Jade Golems very quickly, and taunt minions completely shut down their burst.

Priest:

Mulligan
Lightning Bolt, Acidic Swamp Ooze, Jade Claws, Jade Lightning, Jade Spirit, Hex

Hex is prioritized over everything else.


Reno (Dragon):

Typically an easy matchup unless you get overwhelmed early on. Keep contesting the board, try to force out Entomb before playing Aya Blackpaw, then play N'Zoth, the Corruptor and usually win on the spot unless they've managed to hold on to the 10-cost Kazakus Potion with an effect that clears the board.

Even if that happens you can usually win anyway since Priest has very few ways of dealing with big Jade Golems.

They also lack powerful board clears, so you can almost always safely swarm the board. The one exception in Wild is Lightbomb, so keep it in mind before flooding the board.


Reno (N'Zoth):

An even matchup. Not many decks can outlast this one all the way to fatigue, but this is certainly one of them. You have to be very aggressive towards the end of the game, otherwise the combination of discover cards, steal cards and N'Zoth, the Corruptor bringing back Shifting Shade and Deathlord will outvalue you.

Aside from the general tips against the Dragon variety, you should also try to keep enough board clear potential in your hand to immediately clear when N'Zoth, the Corruptor is played.

And keep Hex for Sylvanas Windrunner.


Dragon:

This is a pretty difficult matchup if you draw poorly, since you can easily be crushed before being able to contest the board. On the other hand if they draw poorly, you will destroy them. Your best bet is to play greedily and disregard your own health pool, focus on getting big Jade Golems over everything else.

Save your removal for high-attack minions like Drakonid Operative and Blackwing Corruptor, don't use healing cards unless you are in immediate risk of dying, and remember that Azure Drake is immune to Dragonfire Potion.

It's a 50/50 matchup, and if you win you will usually do so with about 10 life left.

Druid:

Mulligan
Hex, Jade Claws, Jade Lightning, Jade Spirit, Aya BlackpawBrann Bronzebeard


Jade:

Get ready for a game of Luckstone. Your one and only goal is to grow your Jade Golems faster than your opponent, and pray to the higher powers that they don't get a crazy Gadgetzan Auctioneer going.

Druid has poor removal, so knowing when to be greedy and going face instead of clearing the board is important. Save a Hex for Aya Blackpaw.

You are slightly unfavored since you have more bad topdecks, so you will lose if you hit too many of those. On the plus side you may get lucky and get a good early N'Zoth, the Corruptor, in which case you just win on the spot.


Beast/Token:

This plays out similarly to Aggro Shaman, typically a fairly easy matchup, but you may get a little screwed over because you never mulligan for this. Focus on keeping their minion count low to make buffs and Savage Roar worse, and hopefully you'll stabilize in the typical way through big taunts.

Mage:

Mulligan
Mistress of Mixtures, Lightning Bolt, Acidic Swamp Ooze, Jade Claws, Jade Lightning,


All:

This is a very straightforward matchup, you just clear the board and drop your stuff as fast as possible, while playing around pretty much nothing. Count on winning through sheer value, or lose to crazy burn that you can't do very much about.

If you are up against Freeze or Reno you want to make sure to get the most out of your healing cards. Brann Bronzebeard + Jinyu Waterspeaker is usually the way to go. Also be ready to have a spell answer to Doomsayer.

Rogue:

Mulligan
Mistress of Mixtures, Lightning Bolt, Acidic Swamp Ooze, Jade Claws, Jade Lightning, Maelstrom Portal, Hex


Miracle:

Survive the early game (expect a Pirate + Patches the Pirate opener), keep an answer for Gadgetzan Auctioneer and big minions like Edwin VanCleef, and you should win later on by simply dropping too many taunts.

It's a much more difficult matchup if you run a Standard list without Sludge Belcher, in which case you'd probably have to win through pressure.

Paladin:

Mulligan
Lightning Bolt, Acidic Swamp Ooze, Jade Claws, Jade Lightning, Sludge Belcher, Aya Blackpaw


Anyfin:

The worst matchup I have found, but luckily it is quite rare. To win you need to:

  1. Force out one Equality.
  2. Make them use the first Anyfin Can Happen to clear.
  3. Draw and play at least two of Sludge Belcher or White Eyes.
  4. Play taunts after the first Equality.
  5. Play taunts after the second Equality.

One of 4. and 5. must be N'Zoth, the Corruptor

Hexing Murloc Warleaders also helps.


Other:

Any other type of Paladin typically don't stand a chance of winning through any means, your taunts will stop aggro while the Jade Golems will eventually defeat any slower deck.

 

Hunter:

Haven't seen a Hunter in ages, but I would mulligan similarly to Warrior. There's not much to play around other than the Traps.


Cheers!