Pirates beat everything in wild just like standard. Game is dead
if your facing lots of pirates in wild, you should be using the powerful taunts we have in wild to counter them (Deathlord, Sludge Belcher, Annoy-o-tron, etc.)
Pirates beat everything in wild just like standard. Game is dead
if your facing lots of pirates in wild, you should be using the powerful taunts we have in wild to counter them (Deathlord, Sludge Belcher, Annoy-o-tron, etc.)
That would just be too logical though! We can't continue the circlejerk over Pirates being unbeatable if we actually start beating them, and that would just be too big of a loss to the community. We couldn't take that kind of salt deprivation.
Also don't forget, while you're not teching in taunts you should also ignore Zombie Chow and Antique Healbot. Those simply cannot be considered for your decks, they might make it effective against aggro.
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Pirates beat everything in wild just like standard. Game is dead
if your facing lots of pirates in wild, you should be using the powerful taunts we have in wild to counter them (Deathlord, Sludge Belcher, Annoy-o-tron, etc.)
Indeed Belcher Annoy and even Deathlord Slow thems a lot so they get out of steam pretty fast.
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Secret Paladin definitely has options for anti-aggro. Coghammers are great against face decks (and are still useful against slower decks) and they also received Wickerflame Burnbristle. I underestimated the guy at first but he fits in well with Secret Paladin and offers a dual taunt/heal package for 3 mana. Combined with Consecration to get rid of pesky Small Time Buccaneers and such I wound up having a positive winrate against them after making those changes.
Standard will still be more popular, since that's the mode Blizzard is pushing for the most. And yes, Blizzard endorsement in terms of advertisements and tournaments do matter, a lot.
Wild will always be this gentleman's club, where only the rich (people with a lot of cards), old (by HS terms) men and women play.
Idk, a while ago in a thread in Hearthpwn there was a new player asking for deck improvements and everyone told him to craft Shredders and go to Wild because of less competitive game play.
Obviously Standard format is a great business move and slows down the power creep. It also helps wild to be a bit more accessible as the new cards don't need to be that much more powerful than the earlier sets.
I thnk that the wild format will do just fine and wouldn't need that many drastic changes to keep its popularity as "the secondary" mode outside of the standard. The Arena is not taken account of course as it's the third wheel and for some it's what the Hearthstone is about and it doesn't really compete with other modes that much.
I got sucked into standard again after the expansion, and regret it. But it was tempting to see what the new cards were like; I really wish I'd skipped finding out what the new cancers were. Standard is "come see the new cancer" mode" to me, now. Whatever that cancer is, esp if aggro, Wild probably has better counters, just 'cause it has more cards. Now I'll start every month in Wild, and pretty much ignore expansions.
Where does this misconception come from that wild is nothing but secret paladin? I encounter secret paladin maybe 1 in 20 matches in wild. There are so many unique decks in wild it's near impossible to predict what you're against. Whereas in standard its the same 3 pirate decks and same 3 reno decks over and over.
Wild is unfriendly IMO simply because having to craft cards you can no longer get in packs is somewhat prohibitive, as well as Wild just having a massive card pool. You're probably fine crafting Boom, Belchers, Chows, etc. but thats hardly the end of the list and you'd still need to know those were the best cards.
I don't think it's something people won't figure out on their own quickly, but there's a reason Blizzard is pushing Standard for new players.
Crafting Wild cards should cost 50% less, since they can only be played in half the game. I can even accept 30-25% taking into account adventures and tavern brawl... but a discount, even if small, would be really appreciated.
I'd like to craft some Wild cards but they're the most expensive at the moment: you pay the same but you will use them less. It just doesn't make sense.
It does make sense, because i payed the full dust price for them back in the days, where no one knew a standard rotation would come. If they want to make those cards cheaper, blizzard firstly needs to give full dust refunds back. But since we know they wont do that, a cheaper wild set would be very unfair for all those who spent a lot on the older cards. So no.
But I'd only change the crafting cost, not the disenchanting cost. You'll still get 400 dust if you disenchant your Maexxna but I can craft Dr. Boom for 800 dust.
Changing the disenchanting cost as well would be really unfair, and offering a full refund doesn't make any sense.
then they shouldnt do it. That just punishes the older players who weren't stupid and didnt disenchant their wild cards. We had to buy the adventures, you can get them for dust so we're already disadvantaged.
Wild is unfriendly IMO simply because having to craft cards you can no longer get in packs is somewhat prohibitive, as well as Wild just having a massive card pool. You're probably fine crafting Boom, Belchers, Chows, etc. but thats hardly the end of the list and you'd still need to know those were the best cards.
I don't think it's something people won't figure out on their own quickly, but there's a reason Blizzard is pushing Standard for new players.
Yeah sure, you won't have Kelthuzad or Dr. Boom right off the bat, but I think I only run into Kel once a month and Dr. Boom maybe once a week?
Wild, unless your playing a deck that absolutely NEEDs certain legendaries (like Reno) isn't that expensive to get into.
Agreed, I certainly don't think it's a large chasm to leap across to jump into Wild; I just don't think most new players are the people looking up what the right cards to craft or decks to build will be. It's why I'd just deem it "unfriendly" more than prohibitive. Whereas being a long time player it didn't really matter what I didn't have crafted because I had already accrued a large portion of the cards that have remained great in Wild, and still continue to do so; my ability to jump into Wild on a whim makes it significantly more appealing that I imagine it would for a player who's still working on completing what they need in Standard. By no means does this rule out new players getting into the format, and I wouldn't be surprised (or unhappy) if they did!
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Bitch I'm already in wild. Never understood the craze behind standard aside for new players.
I'm with you all the time.
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Standard exists so people DON'T have to run into Reno on the next expansion. I welcome the next standard cycle ASAP.
Post-rotation this year was awesome, I can't wait until this time around. A couple more rotations and I think Wild is going to actually be distinctly different enough that it'll be a lot more refreshing to dive into that meta when you're tired of Standard.
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I've certainly been playing more wild this year. I'm having success with mid-range hunter and oil combo rogue against a meta which is primarily pirate-based aggro.
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Who's the Beatdown?
Secret Paladin definitely has options for anti-aggro. Coghammers are great against face decks (and are still useful against slower decks) and they also received Wickerflame Burnbristle. I underestimated the guy at first but he fits in well with Secret Paladin and offers a dual taunt/heal package for 3 mana. Combined with Consecration to get rid of pesky Small Time Buccaneers and such I wound up having a positive winrate against them after making those changes.
On topic, no. More people will start to play Wild for sure, but imo there will never be a point where Wild would be more popular than Standard.
Obviously Standard format is a great business move and slows down the power creep. It also helps wild to be a bit more accessible as the new cards don't need to be that much more powerful than the earlier sets.
I thnk that the wild format will do just fine and wouldn't need that many drastic changes to keep its popularity as "the secondary" mode outside of the standard. The Arena is not taken account of course as it's the third wheel and for some it's what the Hearthstone is about and it doesn't really compete with other modes that much.
I got sucked into standard again after the expansion, and regret it. But it was tempting to see what the new cards were like; I really wish I'd skipped finding out what the new cancers were. Standard is "come see the new cancer" mode" to me, now. Whatever that cancer is, esp if aggro, Wild probably has better counters, just 'cause it has more cards. Now I'll start every month in Wild, and pretty much ignore expansions.
Where does this misconception come from that wild is nothing but secret paladin? I encounter secret paladin maybe 1 in 20 matches in wild. There are so many unique decks in wild it's near impossible to predict what you're against. Whereas in standard its the same 3 pirate decks and same 3 reno decks over and over.
Anger is the punishment we give ourselves for someone else's mistake.
Heck I would even pay full price for those adventures.
my bet is arena as constructed doesn't seem to succeed anymore
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I sure don't hope so, then Blizzard is going to do even more to promote Standard CancerStone...
Standard exists so people DON'T have to run into Reno on the next expansion. I welcome the next standard cycle ASAP.
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Well secret pala is so dead in Wild now I dont know why ppl still bought that into a debate. Next rotation is very interesting for sure.
I've certainly been playing more wild this year.
I'm having success with mid-range hunter and oil combo rogue against a meta which is primarily pirate-based aggro.