Some armor synergy stuff. Spellstone, the 4 mana recruit (pulls fandral and the 3/6 taunt) and branching paths. Not sure what was cut out for that though.
I tried that variant, and it seemed much worse to me:
1) With the 4-mana recruit spell, you can't run Jade Spirit. So now you have 2 fewer ways to ramp your jades before endgame, which makes it extremely hard to get to the tempo swing turn you aim for before you are out of cards.
2) In the 5 matches I tried, it played Fandral 100% of the time, which means I didn't have the Fandral + Jade Idol + Nourish + 2x Jade Idol combo for my endgame, which is my "I win" turn against control decks that run a lot of board clear.
3) The 3/6 taunt is solid, but it's not worth the costs in 1) and 2), and it's not good enough to play on its own. I'm much more interested in Kripp's Astral Tigers deck build that chains out an endless stream of tigers through the 8-mana taunt, the recruit card, and Oakheart.
I run 1x Branching Paths in my Jade Druid and love it, but I don't think I would run 2. There's enough draw in the deck as-is, and +12 armor isn't that special for the cost - Feral Rage was dumped from more lists in the past. I consider Branching Paths to be a nice tech card. Against Anduin Priest it gives me more cushion, and against aggro decks it turns Spreading Plague into a board full of 3/5 taunts that usually close out the game. Those seem to be the two big uses for me. Using it just for cycle is generally a bad deal, I think, because the deck already has a lot of other good draw, and you generally don't need to cycle more. One of the "challenges" of the deck is clearing your hand to safely play UI, after all.
I'm not big on the spellstone, either. It doesn't help me in the matchups I need removal in, like Big Priest, Thicclock, Big Druid, and the Jade Druid mirror. It's not efficient against aggro, either. That said, I have access to Mulch, and Standard players don't, so it might be more worthwhile there.