yeah aviana and kun are fine. problem cards are UI, plague, branching paths, and melon. druid should not have the best ramp, draw/tutoring, and stall in the game, as well as having the strongest combo finishers.
druid, not even any vague competition. druid got extremely strong tools that empower already tier 1 archetypes. the rest of the meta will be figuring out how to deal w/ them.
Thought I would write the deck idea up. Full explanation below.
That looks solid and probably not too far off from a list that will be competitive. i suspect aggro mech builds are going to be strong, so cards like sprite would probably be better as tar creeper or part of an oaken summons package. but anyway, the real problem cards here are floop, psychmelon, and dreampetal (and all of druid's other stupidly broken shit), not mechathun itself. maly will likely serve as your primary wincon here, with mechathun as a backup if they're able to out-armor or run combo disruption.
deck's gonna fall apart really fast if you don't draw hemet. even against control. hemet might not be a bad inclusion but i think you're really gonna want more anti-aggro tools and better draw.
combo-counters - whether that's dirty rat effects, more discard effects, or things that interact with cards in opponents hand or deck. this was a huge oversight in witchwood, which brought lots of powerful combo decks yet few real ways to disrupt their game plan. control warrior wincon, tempo warrior enablers support for non-aggro paladin archetypes. the class has an interesting card pool that's largely unplayable. more interesting support for even/odd archetypes more rush minions. less of a rock/paper/scissors meta overall.
looks like we're getting lots of aggro tools though. yay!
i don't know why anyone would be defending big priest. it's a high roll deck that's both boring to play and annoying to play against. yes there are counters. there are counters for quest rogue, too, and it was nerfed (twice!). there were counters for nagalock and it was nerfed into oblivion. big priest is the kind of deck that should never have >50% wr, let alone be tier 1.
i switched back to standard a month or two before rotation. this was pre-naga nerf, so the meta was basically big priest, burn mage, nagalock, and whatever silly paladin. it was super gross. it seems like it's a bit better post-nerf, but i haven't played as much. i had a lot of fun at rank floors 15 and 10, lots of ridiculous and super greedy decks. i'd say the biggest problem with wild is barnes.
The main things I'm concerned with are the long term viability of the cards I craft, as well as the number of interesting/fun interactions contained in the decks.
Generally, I like playing every archetype but I've been leaning towards control and combo decks recently. After the nerfs I have about 4.5k dust on hand--after DEing all nerfted epics and the rogue quest. Beyond that, I have a little over 10k worth of extra/golden cards. I'd like to keep about 5k dust on hand after I'm finished crafting new stuff. My main classes are mage and rogue, and up until now I've played mainly standard.
Thanks for your help!
Some very real dilemmas there! Rex and Lich king are the safest crafts imo, but none of your paths are bad. Taunt druid is probably the most risky, as token seems to be the best druid deck post nerfs. Just go with whatever you think you will play the most, combo or grindy control!
Thanks for the response. I wound up crafting the Lich King and experimenting with big mage a bit. Its fun, but I could definitely be improved upon. I'm thinking of crafting some of the epics listed above and at least one of the other legendaries.
Does anyone what thoughts on which are the most important epics as well as whether the baron or dragoncaller is a better fit for the deck?
dragoncaller has been cut from many big spell mage lists. it's a greedy inclusion that does little against aggro/tempo, and jaina will win you the value game against almost all control decks. lich king and sindragosa are usually better as a top end imo. but with the recent prominence of combo decks, perhaps dragoncaller is getting better as a finisher. geddon is moderately essential,. i really like running 2 voodoo dolls. at least 1 meteor is mandatory. most lists run 2 keysmiths.
discover is a great way to generate value/draw without actually giving classes more draw (which would obviously dangerously empower aggro or combo decks). it's also has an interesting function as a sort of ad hoc sideboard (pull an extra rin off stonehill to use your first as silence bait, grab an ice barrier off of arcane keysmith to stave off aggro). i think its cool and works well with the design and general spirit of HS.
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i have few problems against hunter with mid-control warlock. hellfire!
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yeah aviana and kun are fine. problem cards are UI, plague, branching paths, and melon. druid should not have the best ramp, draw/tutoring, and stall in the game, as well as having the strongest combo finishers.
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druid, not even any vague competition. druid got extremely strong tools that empower already tier 1 archetypes. the rest of the meta will be figuring out how to deal w/ them.
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insane raw power level here, even if it doesn't quite fit anywhere yet.
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That looks solid and probably not too far off from a list that will be competitive. i suspect aggro mech builds are going to be strong, so cards like sprite would probably be better as tar creeper or part of an oaken summons package.
but anyway, the real problem cards here are floop, psychmelon, and dreampetal (and all of druid's other stupidly broken shit), not mechathun itself. maly will likely serve as your primary wincon here, with mechathun as a backup if they're able to out-armor or run combo disruption.
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deck's gonna fall apart really fast if you don't draw hemet. even against control.
hemet might not be a bad inclusion but i think you're really gonna want more anti-aggro tools and better draw.
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mechathun druid is gonna be meme tier, combo druid (togalina or maly) is the thing to worry about.
mechathun def could be solid as an alt wincon in control warlock though - and possibly control pally?
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rogue spells are balanced around the existence of prep - HoF'ing it would completely nerf the whole class.
from what i recall, leeroy, doomsayer, and auctioneer have all been candidates for the chopping block recently.
HoF is an inelegant solution overall though. the game needs a rotating core set.
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reiterating what a lot of others have said, but:
combo-counters - whether that's dirty rat effects, more discard effects, or things that interact with cards in opponents hand or deck. this was a huge oversight in witchwood, which brought lots of powerful combo decks yet few real ways to disrupt their game plan.
control warrior wincon, tempo warrior enablers
support for non-aggro paladin archetypes. the class has an interesting card pool that's largely unplayable.
more interesting support for even/odd archetypes
more rush minions.
less of a rock/paper/scissors meta overall.
looks like we're getting lots of aggro tools though. yay!
1
i don't know why anyone would be defending big priest. it's a high roll deck that's both boring to play and annoying to play against. yes there are counters. there are counters for quest rogue, too, and it was nerfed (twice!). there were counters for nagalock and it was nerfed into oblivion. big priest is the kind of deck that should never have >50% wr, let alone be tier 1.
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i switched back to standard a month or two before rotation. this was pre-naga nerf, so the meta was basically big priest, burn mage, nagalock, and whatever silly paladin. it was super gross.
it seems like it's a bit better post-nerf, but i haven't played as much. i had a lot of fun at rank floors 15 and 10, lots of ridiculous and super greedy decks.
i'd say the biggest problem with wild is barnes.
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QUEUE BLOCK
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this plus death knights.
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dragoncaller has been cut from many big spell mage lists. it's a greedy inclusion that does little against aggro/tempo, and jaina will win you the value game against almost all control decks. lich king and sindragosa are usually better as a top end imo. but with the recent prominence of combo decks, perhaps dragoncaller is getting better as a finisher.
geddon is moderately essential,. i really like running 2 voodoo dolls. at least 1 meteor is mandatory. most lists run 2 keysmiths.
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discover is a great way to generate value/draw without actually giving classes more draw (which would obviously dangerously empower aggro or combo decks). it's also has an interesting function as a sort of ad hoc sideboard (pull an extra rin off stonehill to use your first as silence bait, grab an ice barrier off of arcane keysmith to stave off aggro). i think its cool and works well with the design and general spirit of HS.