basically wild right now just consists of these giant decks and STANDARD jade druid decks, I can't even get away from jade druid in wild casual anymore it's a joke. lol, I mean, at least these giant decks are wild decks, but playing the normal jade druid deck you see in standard and playing it in casual wild is pretty sad.
i see
sorry to hear that bro, better luck next time, when finding more interesting MUs
actually come to think of it, most of the decks you see in wild these days aren't wild decks, their just decks you'd see in standard. lol, guessing a lot of them are trying to get away from the jade druid trash, but tbh not any different in wild now either, oh well.
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Rumors are carried by haters, spread by fools, and accepted by idiots.
basically wild right now just consists of these giant decks and STANDARD jade druid decks, I can't even get away from jade druid in wild casual anymore it's a joke. lol, I mean, at least these giant decks are wild decks, but playing the normal jade druid deck you see in standard and playing it in casual wild is pretty sad.
i see
sorry to hear that bro, better luck next time, when finding more interesting MUs
actually come to think of it, most of the decks you see in wild these days aren't wild decks, their just decks you'd see in standard. lol, guessing a lot of them are trying to get away from the jade druid trash, but tbh not any different in wild now either, oh well.
Lmao so true im seeing Aggro druid with maybe the only wild card being Nerubian Egg, Pirate Warrior with maybe like 4 cards changed, etc.
Let's not forget about shaman, with the spell overload that draws 2 and their giant that gets discount for overload. I met one, but the worst was druid, turn 1 double innervate,coin, Naga, clockwork giant...wow, you're skilled dude.
Does anyone else feel like blizzard are trying to kill their game with the things they've been doing lately? ie. naga sea witch change creating another broken deck, nerfs they announced (basically buffs to jade druid because the 3 decks that could actually counter it, such as aggro druid, murloc pally and pirate warrior are all taking a hit), not to mention UI going untouched in the nerfs, ramp and jade idol included also and lastly some of their reasons about the nerfs, like the fiery war axe nerf reason they gave was hilarious..."Generally, changing the mana cost of a card is less disruptive, because you can always see the mana cost of cards in your hand." lol
In my experience, the non-druid ones aren't even good. Too inconsistent, especially hunter. The druid deck is probably tier 1 though, but the Innervate and Spreading Plague nerfs will tone is down a lot in my opinion.
I don't necessarily like playing against the deck because it's too highrolly, but you CAN play around some giants. Keep the minion count to 2-3, keep your hand size low if you can, and don't do chip damage to enable Molten.
Since they stealth changed how it worked in the last patch. Now it makes Giants cost 5, after which their conditions take effect. So that 25 cost Molten Giant can be played for 0 as long as you have a Sea Witch in play and have taken 5 damage. Arcanes can be played for 0 if 5 spells have been cast. And so on and so forth.
Meh, unless there's some double innervate shenanigans (which'll be irrelevant soon) - I roflstomp these decks with Control Priest. 2x Lightbomb, Anduin, Shadow Visions for more Lightbombs, MC Techs. I actually hope this becomes more popular.
I faced quite of them. Impossible to win if they naga on turn 5 and you have no Lightbomb. Almost all hunter, druid around rank 7 are playing this deck.
I will be a matter of days before someone broke this combo together to the point where the wild meta will be just combo giant and aggressive deck. You just cannot play a fair competitive deck against that kind of strategy.
The combo, even if it seems base on luck//mulligan seems pretty unfair with the reduce cost, having a 5/5 and 2 8/8 (even more) on turn 5 does't seems to work for me as a healthy deck.
Bittertide Hydra for 5 mana and a downside of damage seems a more fair way to play 8/8.
I'm something like 15-2 each with a Warlock one and a Druid one. I personally like the Warlock one better since they can deal with board and draw more cards. Losses to super aggressive decks and some very poor opening hands.
It reminds me of Big Priest in a way. Sometimes you get those godlike openers, and sometimes you have a hand full of nothing to play. There are a LOT of weaknesses to the deck, but it's fantastic for climbing since the games are VERY fast, with lots of conceding by the opponent. Freeze Mage and Priest's Lightbomb are pretty tough, but not game breakers if you play your hand/board out properly.
To the guy using Jungle Giants, are you sure it's really worth it with so few minions and one less mulligan? Non-bo's with Naga also since I think it will bump them from 0 to 5.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Seen a couple with reno mage, didn't seem too dangerous... obviously they can pull some sick turns, but the consistency didn't seem to be there. Only gotten to rank 10 yet though, so probably not piloted by experts (not that I'm one either, but you get my drift).
I agree with the sentiment that it sort of makes the whole giant theme redundant, but HS as a whole is just about cheesing out big stuff now anyway... so... er... nothing new there.
see?! even you admit the deck is nothing but cheese, and tbh i and many othe rplayers would rather have hearthstone be about cheesing out big stuff with crazy interactions of cards that can as easily be buried on your deck than "facestone dead at turn 4 edition"
EDIT: i meant, cheesing out non-infinite single card big stuff, i do have a problem with Infinite Jade being done with just one card, instead of it being a sinergy between 3 or so cards ala deadman's handBlood Warriors and Arcane Giant or whatever deck featuring Grim Patron and effects that damage your minons.
Naga-Giants is not op. You got rushed down by aggro decks most of the time (for example by Aggro Druid or PW) and your power turn 5 can be strong countered by a lot of things: Lightbomb, Potion + Shadow Word Horror (yes 3 giants got killed in on of my games by SWH), Eqaulity + Pyro, Brawl, Frost Nova + Doomsayer, Sunkeeper, 8-attack-minion + Shadowflame. Every class can play the Naga-Giants-Combo or have counters to it. So the combo is totally fine. It's hyped at the moment, but soon people will see, it's overrated.
If someone meets a lot of this decks, just play a fast aggro deck and kill you enemy by turn 5-6, then thier Naga-Combo is useless.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
Naga-Giants is not op. You got rushed down by aggro decks most of the time (for example by Aggro Druid or PW) and your power turn 5 can be strong countered by a lot of things: Lightbomb, Potion + Shadow Word Horror (yes 3 giants got killed in on of my games by SWH), Eqaulity + Pyro, Brawl, Frost Nova + Doomsayer, Sunkeeper, 8-attack-minion + Shadowflame. Every class can play the Naga-Giants-Combo or have counters to it. So the combo is totally fine. It's hyped at the moment, but soon people will see, it's overrated.
If someone meets a lot of this decks, just play a fast aggro deck and kill you enemy by turn 5-6, then thier Naga-Combo is useless.
The fact that it's causing such a polarized meta game to warp around it in Wild is the bigger issue here. It forces every deck to either kill by turn 5 or tech heavily against Naga-Giant to survive. This is NOT healthy in the short term and possibly even the long term because it severely stifles deck variety.
Quest Rogue only had a 45% win-rate according to Blizzard, but it was not fun or interactive to play against, so NERFBAT!
So... your opponent dropping a 5/5 and 3 8/8s on turn 5 without you being able to do anything about it is fun and/or interactive?
I don't give a F*cK what the winrate is, it's obviously broken... what I don't get is why they don't just admit that they F'ed this up... unless they made this change on purpose in which case, gg ben brode, gg.
Since Deathlord is a terrible card in wild now because of the chance of pulling out a giant, I changed my Mill Rogue deck, so instead of the usual Deathlord/Belcher/N'Zoth package it runs giants. Seems to do pretty well, provided you have a Vanish in hand when your opponent floods the board.
Secondly... this is wild we are talking about. This is kinda what you signed up for where people figure out the absolute best combinations of cards from all of Hearthstone... and that's awesome!
I started playing with beta, and that's was not what I signed for when I spent money on that game. I expected instead they will try to keep some kind of balance that rewarded skills and that my cards didn't end up being only usable in a joke-modality. These "best combinations" you talk about often involve RNG and close-to-zero skills and make me really wonder why I haven't yet dusted my non-standard cards...
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Rumors are carried by haters, spread by fools, and accepted by idiots.
Let's not forget about shaman, with the spell overload that draws 2 and their giant that gets discount for overload. I met one, but the worst was druid, turn 1 double innervate,coin, Naga, clockwork giant...wow, you're skilled dude.
Does anyone else feel like blizzard are trying to kill their game with the things they've been doing lately? ie. naga sea witch change creating another broken deck, nerfs they announced (basically buffs to jade druid because the 3 decks that could actually counter it, such as aggro druid, murloc pally and pirate warrior are all taking a hit), not to mention UI going untouched in the nerfs, ramp and jade idol included also and lastly some of their reasons about the nerfs, like the fiery war axe nerf reason they gave was hilarious..."Generally, changing the mana cost of a card is less disruptive, because you can always see the mana cost of cards in your hand." lol
Rumors are carried by haters, spread by fools, and accepted by idiots.
In my experience, the non-druid ones aren't even good. Too inconsistent, especially hunter. The druid deck is probably tier 1 though, but the Innervate and Spreading Plague nerfs will tone is down a lot in my opinion.
I don't necessarily like playing against the deck because it's too highrolly, but you CAN play around some giants. Keep the minion count to 2-3, keep your hand size low if you can, and don't do chip damage to enable Molten.
Meh, unless there's some double innervate shenanigans (which'll be irrelevant soon) - I roflstomp these decks with Control Priest. 2x Lightbomb, Anduin, Shadow Visions for more Lightbombs, MC Techs. I actually hope this becomes more popular.
I faced quite of them. Impossible to win if they naga on turn 5 and you have no Lightbomb. Almost all hunter, druid around rank 7 are playing this deck.
I will be a matter of days before someone broke this combo together to the point where the wild meta will be just combo giant and aggressive deck. You just cannot play a fair competitive deck against that kind of strategy.
The combo, even if it seems base on luck//mulligan seems pretty unfair with the reduce cost, having a 5/5 and 2 8/8 (even more) on turn 5 does't seems to work for me as a healthy deck.
Bittertide Hydra for 5 mana and a downside of damage seems a more fair way to play 8/8.
I'm something like 15-2 each with a Warlock one and a Druid one. I personally like the Warlock one better since they can deal with board and draw more cards. Losses to super aggressive decks and some very poor opening hands.
It reminds me of Big Priest in a way. Sometimes you get those godlike openers, and sometimes you have a hand full of nothing to play. There are a LOT of weaknesses to the deck, but it's fantastic for climbing since the games are VERY fast, with lots of conceding by the opponent. Freeze Mage and Priest's Lightbomb are pretty tough, but not game breakers if you play your hand/board out properly.
To the guy using Jungle Giants, are you sure it's really worth it with so few minions and one less mulligan? Non-bo's with Naga also since I think it will bump them from 0 to 5.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I even met a hunter playing nagas and full giant package lmao! That's when you know this shit is busted.
Blizzard will need to revert or nerf naga quickly before more people quit this game. Wild is broken now. :(
I've played against giants 5 times and beaten it 5 times. The deck folds to a board wipe (or two) or any reasonable aggro draw.
Naga-Giants is not op. You got rushed down by aggro decks most of the time (for example by Aggro Druid or PW) and your power turn 5 can be strong countered by a lot of things: Lightbomb, Potion + Shadow Word Horror (yes 3 giants got killed in on of my games by SWH), Eqaulity + Pyro, Brawl, Frost Nova + Doomsayer, Sunkeeper, 8-attack-minion + Shadowflame. Every class can play the Naga-Giants-Combo or have counters to it. So the combo is totally fine. It's hyped at the moment, but soon people will see, it's overrated.
If someone meets a lot of this decks, just play a fast aggro deck and kill you enemy by turn 5-6, then thier Naga-Combo is useless.
I just wanna know who discovered it originally and how? What were they thinking?
Quest Rogue only had a 45% win-rate according to Blizzard, but it was not fun or interactive to play against, so NERFBAT!
So... your opponent dropping a 5/5 and 3 8/8s on turn 5 without you being able to do anything about it is fun and/or interactive?
I don't give a F*cK what the winrate is, it's obviously broken... what I don't get is why they don't just admit that they F'ed this up... unless they made this change on purpose in which case, gg ben brode, gg.
Ibn Fahd.
Since Deathlord is a terrible card in wild now because of the chance of pulling out a giant, I changed my Mill Rogue deck, so instead of the usual Deathlord/Belcher/N'Zoth package it runs giants. Seems to do pretty well, provided you have a Vanish in hand when your opponent floods the board.
I started playing with beta, and that's was not what I signed for when I spent money on that game. I expected instead they will try to keep some kind of balance that rewarded skills and that my cards didn't end up being only usable in a joke-modality. These "best combinations" you talk about often involve RNG and close-to-zero skills and make me really wonder why I haven't yet dusted my non-standard cards...