Alright, so, I'm relatively new to wild, I've been playing Standard for a couple years now so I have a pretty good grasp on Hearthstone for the most part. I had decided to play in wild as well as standard so that I can keep the game fresh for myself when either one is feeling stale.
Anyways, I've already gotten all the adventures for Hearthstone and I have just about every single commonly meta-used legendaries for standard.
What are some legendaries I should focus on getting?
I'm looking for making control warlock, aggro decks are kind of cool, too.
I've been looking at crafting Dr. Boom, Sylvanas, and Malganis. What do you all think?
Mal'Ganis is great if you're going for Control Warlock. Sylvanas is decent too. I'm not sure if she's essential in any deck really but she can fit in a variety of decks for sure. Her + Dark Pact for Warlock can be quite nasty. Dr. Boom isn't that powerful anymore but he's still a fun card to play. I would consider crafting Ragnaros as well, if you don't have him yet. Old Murk-Eye is really nice in Murlocadin, which is a pretty strong archetype in Wild as well. That's pretty much what I could think of. Maybe Aviana and Sneed's Old Shredder for some meme values but they're not essential by any means. And Justicar is basically a Warrior class card, not that any Control Warrior list is that good anyway.
For aggro decks, invest in paladin. It's the strongest aggressive class by far and probably will remain that way for awhile.
Control warlock doesn't really exist in wild. The slower Warlocks are mostly the Giants version which floods the board with 8/8s on turn 5. Cubelock is decent but again it's much faster in wild than in standard because you run much more proactive cards such as voidcaller to cheat out the big demons early on. But if you want to play any kind of warlock definitely craft Mal'Ganis, he's crazy strong with the voidcaller to get him out early.
Yeah for control lock, the giant lock is a lot of fun, kinda like old school handlock and Mal'Ganis is all around awesome with warlock.
It is weird to say don't bother with "Dr. 7" but he has been outclassed. Though with a new expansion coming soon, I would perhaps wait before splurging on all three.
To be honest I climbed on Wild with my standard Warlock; I only crafted 1 Voidcaller (40 dust) and that works ok for me; had I been playing Cube then I wouldve crafted the second Voidcaller (but the Cubes, Taldaram and Umbra are too expensive)
FWIW - Sylvanas was the top card on his list. If you plan on playing Wild in the long long term, then cards like N'Zoth and Reno are going to be important crafts, as well as the cluster of cards which are played in Reno and N'Zoth decks (like Kazakus and Sylvanas). You said you like Control decks, so you'll eventually need those cards - indeed, a lot of Reno decks are also N'Zoth decks, though there are certainly MR decks which run enough DRs to include N'Zoth as their main end-game win-condition.
You'll want to prioritize neutrals, as they fit into more decks than the class legendaries - focus on the decks you like to play, and craft the legendaries you'll need for those. Over time, you can begin crafting the rest of the cards you'll need.
I'd advise against crafting Boom - you can't really play a bunch of stats on turns 7+ and pass the turn in Wild. HSReplays puts his play-rate at about 4% - currently, he's basically restricted to Secret Paladin and Secret Mage lists, but he's only played in about one-third of the Paladin lists, and about one-fifth of the Mage lists, so he's extremely optional in the two decks which occasionally run him. The rest of his appearances seem to be limited to folks who stick him in a deck because they happen to have him in their collection - his play-rate in the other classes is about 1%-2%.
If you ever want to throw some money into the game I would buy the wild adventures. They are fun to play, and gives you a lot of staple/meme cards. The adventures are available at the online shop, but they can only be purchased once.
Most of the oppressive wild cards are common and rare, especially the aggressive cards, like muster for battle, medivh’s chosen, piloted shredder, tinkers sharpsword oil etc... tech cards or synergy cards are mostly epics, examples are hobgoblin, quartermaster, mysterious challenger and twilight guardian.
many of the epic and legendary wild cards that are necessary for different archetypes are included in the adventures. However there are some wild class legendaries that are particularly necessary for some archetypes like mal’ganis for warlock, aviana for druid etc...
if you somewhat fancy wild later on, and want to invest in it, but save some dust for future expansions and your wild collection is relative slim I would suggest to buy some wild packs, considering that you get 4x the dust value relative to crafting the cards if you open them in packs. I do understand that buying packs isn’t for everyone, but it’s still worth mentioning that getting cards you don’t have from packs are the most cost efficient way of acquiring a collection. Key epics and legendaries are worth crafting if you’re able to buy and open necessary common and rare cards. Otherwise, common and rare cards are the best picks for crafting, and the epics and legendaries are swapped with sub optimal options. Most of the decks still works, but not to their full potential
I hope you’ll enjoy the wild format. Atleast I am :)
Alright, so, I'm relatively new to wild, I've been playing Standard for a couple years now so I have a pretty good grasp on Hearthstone for the most part. I had decided to play in wild as well as standard so that I can keep the game fresh for myself when either one is feeling stale.
Anyways, I've already gotten all the adventures for Hearthstone and I have just about every single commonly meta-used legendaries for standard.
What are some legendaries I should focus on getting?
I'm looking for making control warlock, aggro decks are kind of cool, too.
I've been looking at crafting Dr. Boom, Sylvanas, and Malganis. What do you all think?
Mal'Ganis is great if you're going for Control Warlock. Sylvanas is decent too. I'm not sure if she's essential in any deck really but she can fit in a variety of decks for sure. Her + Dark Pact for Warlock can be quite nasty. Dr. Boom isn't that powerful anymore but he's still a fun card to play. I would consider crafting Ragnaros as well, if you don't have him yet. Old Murk-Eye is really nice in Murlocadin, which is a pretty strong archetype in Wild as well. That's pretty much what I could think of. Maybe Aviana and Sneed's Old Shredder for some meme values but they're not essential by any means. And Justicar is basically a Warrior class card, not that any Control Warrior list is that good anyway.
Thank you so much, this really helped. I appreciate it, have a good night.
Check out the crafting guide, it has wild as well as standard options I believe:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
For aggro decks, invest in paladin. It's the strongest aggressive class by far and probably will remain that way for awhile.
Control warlock doesn't really exist in wild. The slower Warlocks are mostly the Giants version which floods the board with 8/8s on turn 5. Cubelock is decent but again it's much faster in wild than in standard because you run much more proactive cards such as voidcaller to cheat out the big demons early on. But if you want to play any kind of warlock definitely craft Mal'Ganis, he's crazy strong with the voidcaller to get him out early.
Yeah for control lock, the giant lock is a lot of fun, kinda like old school handlock and Mal'Ganis is all around awesome with warlock.
It is weird to say don't bother with "Dr. 7" but he has been outclassed. Though with a new expansion coming soon, I would perhaps wait before splurging on all three.
To be honest I climbed on Wild with my standard Warlock; I only crafted 1 Voidcaller (40 dust) and that works ok for me; had I been playing Cube then I wouldve crafted the second Voidcaller (but the Cubes, Taldaram and Umbra are too expensive)
Nice
Here's a video discussing the 10 best neutral legendaries for new Wild players -
https://www.youtube.com/watch?v=lUJcGU6IFds
FWIW - Sylvanas was the top card on his list. If you plan on playing Wild in the long long term, then cards like N'Zoth and Reno are going to be important crafts, as well as the cluster of cards which are played in Reno and N'Zoth decks (like Kazakus and Sylvanas). You said you like Control decks, so you'll eventually need those cards - indeed, a lot of Reno decks are also N'Zoth decks, though there are certainly MR decks which run enough DRs to include N'Zoth as their main end-game win-condition.
You'll want to prioritize neutrals, as they fit into more decks than the class legendaries - focus on the decks you like to play, and craft the legendaries you'll need for those. Over time, you can begin crafting the rest of the cards you'll need.
I'd advise against crafting Boom - you can't really play a bunch of stats on turns 7+ and pass the turn in Wild. HSReplays puts his play-rate at about 4% - currently, he's basically restricted to Secret Paladin and Secret Mage lists, but he's only played in about one-third of the Paladin lists, and about one-fifth of the Mage lists, so he's extremely optional in the two decks which occasionally run him. The rest of his appearances seem to be limited to folks who stick him in a deck because they happen to have him in their collection - his play-rate in the other classes is about 1%-2%.
Hope this helps, GLHF.
If you ever want to throw some money into the game I would buy the wild adventures. They are fun to play, and gives you a lot of staple/meme cards. The adventures are available at the online shop, but they can only be purchased once.
Most of the oppressive wild cards are common and rare, especially the aggressive cards, like muster for battle, medivh’s chosen, piloted shredder, tinkers sharpsword oil etc... tech cards or synergy cards are mostly epics, examples are hobgoblin, quartermaster, mysterious challenger and twilight guardian.
many of the epic and legendary wild cards that are necessary for different archetypes are included in the adventures. However there are some wild class legendaries that are particularly necessary for some archetypes like mal’ganis for warlock, aviana for druid etc...
if you somewhat fancy wild later on, and want to invest in it, but save some dust for future expansions and your wild collection is relative slim I would suggest to buy some wild packs, considering that you get 4x the dust value relative to crafting the cards if you open them in packs. I do understand that buying packs isn’t for everyone, but it’s still worth mentioning that getting cards you don’t have from packs are the most cost efficient way of acquiring a collection. Key epics and legendaries are worth crafting if you’re able to buy and open necessary common and rare cards. Otherwise, common and rare cards are the best picks for crafting, and the epics and legendaries are swapped with sub optimal options. Most of the decks still works, but not to their full potential
I hope you’ll enjoy the wild format. Atleast I am :)
Just craft Malganis, Naga Sea Witch and all the giants, and I will see you at high legend by Friday