So as your typical Wild player (who sit around rank 10-5 in wild on average because I play every kind of deck) I was wondering what every – and I mean every – viable wild decks there was to be played and to reach at least a decent rank (rank 5 - legend). Because of the extremely strong GvG & Naxxramas cards still unmatched in recent expansions, some cards will probably always have a role. But new expansions can bring life to new archetypes (Discard Zoo in the next expansion? Beast Druid in this expansion, C'thun decks, N'zoth deathrattles deck, Yogg Druid, and Pirate warrior).
I didn't play against EVERY archetype I list (for example C'thun Priest). But most of them. I have found Wild to be a great place to face many, many different decks.
Obviously I faced Secret Paladin, Midrange Hunter, Control Priest, Renolock, Zoo, Tempo and Freeze mage a lot more than other decks, but it was still far, far from what I only faced.
For standard player wondering why I didn't include (and very few wild players don't include) Cairne Bloodhoof and Ragnaros the Firelord is because they are both outclassed respectively by Piloted Sky Golem and Dr. Boom, who for 7 mana offers the luxury to do potentially 17 damage in one turn.
I hope you will find as much pleasure reading the list as I had writing it :) What is strong / weak in wild? Let's find out!
Midrange Hunter Call of the Wild is as good in Wild as it is in standard, for 8 mana you get a charge, a taunt, and a +1 aoe attack worth 9 mana in theory, but animal companion is already overpowered for 3. Also, with newly added Deathrattle cards like Bat & Wolf it feels unfair at times. Turn 1 Bat Turn 2 Mad Scientist turn 3 Eaglehorn Bow OR Animal Companionturn 4 Piloted Shredder turn 5 Sludge Belcher turn 6 Savannah Highmane turn 7 Dr. Boom turn 8 Call of the Wild turn 9 Call of the Wild is one of the strongest curve in wild, thus midrange hunter being an unbelievable deck. Tech in N’zoth if you want a slower midrange but with a game winning condition.
Tier 1.5
N'zoth Control Priest The strongest board control in the game with many aoe (Lightbomb and Holy Nova) and the strength of stealing opponents cards that are on the board (Entomb), it’s no wonder that Priest is a scary, oftentimes frustrating deck to play against. With no fear against huge minions with Entomb or Shadow Word: Death for 3 mana, as well as no fear to aggro matchup thanks to Deathlord or Auchenai Soulpriest + Circle of Healing [/card] combo, Priest just need to have a taunt in his hand to counter aggro or fast tempo play. Very few things are scarier than a Priest with 7-10 cards in hand by turn 5+ due to unthreatened [card]Northshire Cleric turn 1 that constantly heals and buff with Velen's Chosen.
Tier 2
Freeze Mage Potential strongest deck ever (with Handlock till OG expansion) as it doesn’t care about what opponents play but instead combo piece on your hand. Mad Scientist, Ice Block, Alexstrasza in combination with Fireball, Ice Lance, and sometime Archmage Antonidas & Pyroblast: these kind of OP cards you know. It suffers the most from Eater of Secret, and thus is tier 2 because it crushes any deck that doesn't run at least one copy of it.
The three best secret decks above are unmatched IF opponent hasn’t teched in an eater of secret or hasn’t it in hand when you have game winning secrets activated. So that shouldn’t stop them from being so strong they need an anti-meta card in hand to be countered. If we talk about pure counter, then every deck has a big counter, but these three decks can’t be countered easily. And crush every unrefined deck extremely easily.
Patron, Control (Dragon, Old school) Warrior Blood To Ichor, Ravaging Ghoul, Execute, Grommash Hellscream and Brawl are so powerful you can never count Warrior out. He can be played many different way and is almost equally as strong in any archetype. Grommash Hellscream to finish the game and do 14 damage in one turn with Death's Bite is common to these decks.
Renolock Prince Malchezaar makes going into fatigue games a possible uncounterable 9-1 win for Reno against every control deck - Priest included. To get full advantage of Prince Malchezaar though, you need Brann Bronzebeard with Antique Healbot and Earthen Ring Farseer to always have a life regen. Also, because you have a lot of 1 of, taunts like Sludge Belcher and Crazed Worshipper are auto include. Aoe like Twisting Nether, Shadowflame, and Demonwrath are auto include as well. A Doomsayer to control the board is also very important early turns or to gain tempo. An Defender of Argus and a Sunfury Protector are auto include as well as a Twilight Drake. Reno is much, much stronger in wild than in standard due to the much slower pace of the game (Sludge Belcher, Antique Healbot, and to some extends mad scientists make aggro much weaker) and due to the nature of the deck countering control. Reno Jackson is obviously much weaker in other classes as they can’t draw as fast as Warlock and losing life is in synergy with Reno recovering all of your hp. Many cards can be substituted and some otherwise terrible cards could work with Reno as a single copy of a card makes tech choice more liberal. That's why Renolock will always be a top tier deck in wild format. Strongest Reno Archetype: C’thun OTK Leeroy PO Faceless hybrid, N’zoth Reno.
Aggro Shaman Doctor 1 Tunnel Trogginto dr 2 Totem Golem into dr 2 Totem Golem OR no overload card into dr 4 Flamewreathed Faceless into turn 5 Feral Spirit into turn 6 Windspeaker OTK. Or other kind of stupidly powerful early game cards. Aggro shaman is the most viable pure face deck (Zoo being a tempo / board control deck).
Zoo Turn 1 Flame Imp Turn 2 Knife Juggler Turn 3 Darkshire Councilman Turn 4 Imp-losion Turn 5+ Loatheb for the killing blow in two turns is absolutely disgusting and Implosion being what it is makes Zoo as good in standard as in Wild. Without Imp-losion, Zoo wouldn't be that good in wild because of the synergies with Gormok the Impaler, Power Overwhelming, Darkshire Councilman, and abusive sarge among other things. An uncouterable deck if the first turn are not responded quickly enough, else have trouble against very early Doomsayer or midgame Sludge Belcher or Priest Deathlord /Aoe.
Tier 3
N’zoth Midrange Paladin One of the most honest deck in all of Hearthstone post gvg era, this deck has every answer from early to midgame with 2x quartermaster, Justicar, 2x muster, Aldor, Equality and Consecration as well as Tirion Sylvanas or N’zoth. Ivory Knight could potentially work in it but Knife juggler still is decent in Pally. A very solid deck.
Tempo Pirate Warrior A crazy deck in standard, in Wild due to Sludge Belcher, Zombie Chow and Antique Healbot existing, not as strong there although the burst it provides can often win the game in a couple turns: N'Zoth's First Mate, Upgrade!, Bloodsail Cultist to upgrade your weapon again turn 3, Mortal Strike [/card] to do 4-6 burst damage, [card]Heroic Strike to do a further 4 Captain Greenskin [/card] to upgrade your weapon again OR [card]Leeroy Jenkins for a 6 dmg finisher.
Raptor Deathrattle Rogue A garbage deck in standard, Raptor Rogue is unbelievably strong in wild. Unearthed Raptor [/card] being able to copy a [card]Piloted Shredder,Piloted Sky Golem , Sylvanas, emergency sludge for more protection or Xaril overpowered deathrattle effect with Raptor instantly puts the deck in a great position. Extremely powerful wild deck.
Dragon Priest Twilight whelp, Wyrmrest Agent makes Dragon Priest an extremely strong Dragon Archetype, second only to Warrior.
Hybrid Hunter Combining the early game of the now defunct Face Hunter and the overpoweredness of the midrange hunter, we get hybrid hunter.
New Age Handlock Although the deck suffered terribly with the huge nerf to Molten Giant (which was the most important card to Handlock by far), people have chosen to run 1x copy of it and replace the second with an extremely strong card for control decks: Faceless Shambler. The Ironbeak Owl, which is basically unplayable now, is replaced by a second Faceless Shambler for huge taunt with very few risks to be silenced. With the two healbots compared with Standard, Handlock is still strong.
Beast Druid Menagerie Warden, the New card, is so strong it can push beast druid to tier 1-2, that is, unless you don’t have her turn 1-8. Then Beast Druid is not that great. The dream, which means a perfect curve: turn 1 enchanted raven turn 2 Y’shaarj then turn 5 druid of the fang (7/7 for 5 mana) or stranglethorn tiger turn 6 menagerie copy the tiger turn 7 double savage roar gg. While the deck seems uncounterable at times, it needs a perfect curve to be so good, thus it’s inconsistent, and thus, tier 3.
Murloc Paladin Suicide your Murloc, Revive them once turn 10 for 22 damage, and play anyfin again the next turn for 30+ damage. Big cycling and enough control to stay alive. Solid deck although inconsistent.
C’thun Warrior Second Strongest C’thun variant behind Wild Reno C’thun, it’s a super strong deck that can revive C’thun if it were to die. Emperor Vek’lor is extremely powerful even in Wild, a top tier legendary. Also shieldbearer giving 10+ armor if your C’thun has been buffed to 10 attack, which is easy.
Midrange Shaman Think aggro shaman with Things from Below and more aoe control spell. Less scary but still very strong.
N’zoth Control Paladin Playing on the deathrattle aspect of Tirion, Shredders, Belchers Sylvanas, or Boombots, we have a very strong N’zoth version.
Mech Mage Oh, the good old Mech Mage…. Its only problem was that it burnt his card very fast and Gorill-o-bot is a decent way to somehow refill your hand… at the expense of losing tempo. Still a very capable deck but suffers from the lack of card draw like every Mech deck. An AoE midgame is enough to make you lose the game. And this is an AOE meta. Goblin Blastmage, Snowchugger and Archmage antonidas + spare parts aren't enough to win anymore.
Tier 4
C’thun Druid Arrakoa, Fandral, C’thun and Brann + the multiple battlecry in the deck allows some incredible synergies and huge 20/20++ C’thun stats. A terribly scary turn 10 even in wild, able to clean the board and threaten to OTK in 1 turn. Underrated deck.
Egg Druid One of the only new age druid deck that doesn’t need Fandral, it pushes a lot of sticky minion (nerubian, dragon egg, echoing ooze) along with Soul of the Forrest to resurrect your boad and threaten to do 20+ damage in a turn. Another extremely underrated deck.
Bloodlust / Totem / Evolve / Control Shaman Things from Below Hallazeal, Elemental Destruction… the decks are great although Overload in non aggro deck shaman sort of hurt. Because Shaman only plays very minor difference in all these decks, it’s hard to rank them in tier list.
Mech Shaman A possibly more explosive start than Mech Mage, with Wind-o-bot and Mace being amazing class card, problem being that like Mech Mage, Gorill-o-bot is one of the only good way to refill your hand, and Overload cards with no overload synergies make aggro decks much weaker. Still, a very good deck, able to win by turn 6-7 if opponent has unlucky hand.
Miracle Rogue Very sadly, one of the most skilled deck to use in standard is much worse in wild. With no answer against aggro Wild deck as well as huge taunt/ Reno deck, Miracle’s only chance is to play a flawless, calculated game and even then, it’s an uphill. The power of Leeroy + Cold Blood + Sap combo, as well as huge Edwin makes the deck decent still.
Yogg Druid One of the best standard deck is much weaker in wild due to the heavy deathrattle meta. Would you play N'zoth and win the next turn or Yogg to "maybe" clean a deathrattle board? No contest, Yogg druid is weak in wild.
Tier 5
Demonlock Voidcaller is one of the strongest card in the game: unfortunately, the demon played individually ranges from great (Mal'Ganis, Doom guard) to absolute garbage (Floating Watcher). Shadowflaming a voidcaller to summon a huge demon, or Voidcaller+ Power Overwhelming + Void Terror is extremely strong thus bringing the deck into tier 5 for these reasons alone. The problem being, it depends way too much into early voidcaller to be effective, else a subpar deck.
Mech Rogue Goblin barber is a great mech, so is Iron Sensei: unfortunately as with other mech, lack of card draw hurts badly if you get hit by any aoe or a strong taunt.
Hobgoblin Druid Hobgoblin, Violet Teacher Echoing Ooze, Blood Knight with 2x Silver Squire / Annoy-o-tron, the deck has lots of synergies and is still decent if you don’t draw the hobgoblin thanks to violet teacher/ many cheap spell for a huge savage roar combo. Strong deck.
Eboladin Hobgoblin, Sword of Justice, Haunted Creeper, Echoing Ooze, and Frostwolf Warlord teched in to get huge, this deck has potential and is clearly viable.
Overload Shaman A very rare yet very underrated archetype, the archetype is now sort of viable thanks to Eternal Sentinel +2x Lava shock and of course Totem Golem, Tunnel Trogg, and Earthbound Elemental.
Face Hunter The strongest deck of early 2015 till TGT expansion, got recently nerfed on a big amount of staple cards (ironbeak owl, Knife Juggler, arcane golem, leper gnome) and is thus much, much weaker. Still viable, but don't expect to crush everybody with it.
C'thun Priest Twilight Darkmender and Hooded Accolyte synergizes well with Wild Priest, and the possibilities to stabilize until Fatigue comes and do a massive OTK are too good to put this version of C'thun in the trashcan.
Malylock A decent dragon deck, it still is inconsistent and need many combo pieces to be relevant (Thaurissan, Malygos, then 2-4 burns means 6 cards for the combo to be relevant). Till this very late game scenario, you have to survive and keep your spell. A decent deck against Control, unfortunately gets destroyed by any Reno/ Priest/ Warrior deck. Thus tier 5
Tier 6
Resurrect Priest While much weaker than in Standard, because of the possibilities to resurrect the creatures from deathrattle minion, this deck should not be played with many deathrattle minions, and we know the power of these creatures in wild. So, a subpar deck.
C'thun Rogue Blade of C'thun is really great for 9 mana and huge C'thun, the problem is reaching late game: Rogue has trouble cleaning the board after Blade Furry nerf. A potentially viable deck against midrange and Control, but has no hope against aggro.
Mech Hunter Hunter can set-up huge burst one turn kill if not guessed with his Metaltooth Mech (+2 to mechs)
Full Secret Lock & Load Hunter Cloaked Huntress, 6-8 secrets, Lock and Load… while potentially a strong deck, it suffers from randomness and inconsistency. With bad draw it’s a terrible deck in wild, and far from top tier with good hand. Still viable.
Camel Hunter While the deck is mostly a midrange variant, it adds 2x camel hunter and 1 or 2x Injured Kvaldir to be able to put 2 2/4 turn 3. While it may seem crazy, the card replaced are much stronger thus making this archetype much weaker than midrange overall, as not having this combo turn 3 makes these 4 cards terrible in other play.
Silence Druid With Darnassus Aspirant to ramp up, Argus + Sunfury to taunt huge creatures, 7/7 Statues, Ancient Watcher, wailing soul, Spellbreaker and Fel Reaver, this deck is a terrific way to put pressure on the opponent. Unfortunately with no silence in hand, the deck is unplayable, but overall is still okay-ish everything considered.
Dragon Paladin Dragon Consort turned out to be not so good, although playable for average result.
Tier FUN - Not competitive
MechLock I always thought Fel Cannon and Anima Golem were underevalued. Nonetheless Fel Cannon means you'll have to mostly play Mech to get its effect working. Anima is terrible in a mech deck, but decent in a dreadsteed deck. Underrated deck that is borderline "viable".
Astral Druid A borderline broken deck when it works... which means 1 game out of 10. Having Astral Communion in your hand means you will win. Not having it the deck is so inconsistent there's no way of winning. Fun deck, not viable.
DreadsteedLock There is a version with Rivendare, Anima Golem with Dreadsteed, Voidcaller and Mal'Ganis, or another more stable with more of a demon handlock feel to it. Tt can often be game losing having only Dreadsteed on the board with no way of removing it or having no Place for Mal'Ganis. Fun but not working well.
Mech Priest Priest 5 drop mech is decent with Mech Synergy (+4 health for mech). Appart from that, not an impressive deck by any means as the explosive nature of Mech is anti synergic with the control nature of Priest. Not bad, but not crazy either.
Reno Paladin/ Mage/ Warrior The lack of card draw from the hero power tremendously hurt for Reno deck. Still, it can be played in these classes with decent effect.
Grinder Mage A sort of exhaustion deck, it has never been more than a gimmicky semi-fatigue deck.
Fatigue Druid One of the hardest deck to play, it's still lackluster in many ways and need too much calculation & guess to even remotely work.
Mill Rogue Same as Fatigue Druid
Deathrattle Hunter Djinni of Zephyr, Explorer's hat, Rivendare... hilarious games, when they work...
Malygos Shaman By the time you can OTK, you already lost the game.
Thaddius Shaman Another funny themed decks, this one requires Rivendare and Feugen or Stalagg+ Reincarnate to be effective. Hilarity ensues, when you manage to do the combo. Bad things will generally happen against better deck though, but the fun it provides is enough to play it!
OTK Priest You buff your Deathlord to 32/32, and OTK your opponent. Simple in theory, in practice much harder to pull off and so, is a troll deck
Majordomo Mage One of the worst legendary ever released is actually playable in a gimmicky, less-than-efficient mage archetype, where you suicide it with iceblock activated, alextrasza behind, and coldarra the turn after to do up to 40 damage a turn with fireballs everywhere! good luck surviving before that, you'll need it.
Murloc Shaman (Neptulon based) Although Shaman feels like the standard Murloc class, their terrible surviving abilities made it impossible to fight for the board and do favorable trades. Everyfin' (+2/+2 for every minion) and Neptulon can strengthen your murloc based play, but that's not enough for these weak creatures. I wish it was viable, but it's not.
Any other decks I forgot? Any suggestion? Please! J
Ahem...tempostorms tier list already ruined standard, don't ruin wild too with tier lists.Let people figure things on their own.
true that... how else should i get my rank 5 that easy, if not with secret paly in wild.
Yesterday i played from 10 to 5 in 2 hours and lost only one game, because if you know what the enemy will play, then you can destroy them without a chance. I lost only one game... and that was against a wierd mage deck, because i did just draw VERY bad.
I still think that wild will be the future, because you CAN counter anything in the future, because there are just more options. And also... because of the classic sets it will be the same core cards (Silvanas, tyrion, ysera, rag and some others) that will be the solid core of any deck there, while wild overs so much more. I mean... so many cool cards just dont work, because the cards that you need to make some decks work are in wild.
Sure, some decks are toxic (i know how lame secret pala is...), but the fun that i had playing the 3,5 weeks before i did go up to 5 yesterday gave me so much more then the warrior meta in standart, because ANYONE plays a netdeck deck, while wild is the plance for fun decks and people that just dont have to cards to play the meta.
I own about 98% of the cards i want and got 10k to craft the rest (just need to open one more missing gods legendary before i do that...). The fun i had with some wierd decks... priceless....future cards will make it even more random at lower ranks in wild.
Well, I call "DR" cards that are extremely strong for their mana cost. and tied for the strongest card at that cost (Dr 6 is Savannah for Hunter, Sylvanas for everybody else).
Or put ff X for each op card (because let's face it the 7/7 turn 7 can't compete with the 7/7 turn 4). Or better just stop these memes.
Apart from that pretty good list although some rankings seem a bit.. wild like midrange n'zoth pally in t4 just WTF this thing is t2 at worst. BTW Eater of secrets < Kezan Mystic especially vs mage and hunter so mentionning eater only and no kezan to counter to freeze mage was a bit off.
Zoo isn't that oppressive I have seen one zoo in 3 seasons. Best decks benefit a lot from wild cards, zoo doesn't get that much benefit and suffers vs increased board clears, taunts and heals. I would put it probably in t3 (4 tier system below)
Even vs secret pally Kezan is okay not as good as eater ofc but you can steal shit like avenge as early as t4.
- Mech shaman isn't that horribly bad. T6 wtf ????? I guess you haven't seen a mech mage in a while, because it still HURTS. I would put it upper tier 3 in the 4 tier system proposed below.
- Beast druid is a standart thing, horrible in wild because there are midrange decks with way better curves and win cons that sticking a vanilla 5/5 with stealth at turn 5 and using a menagerie warden at turn 6. Tier 3 deck (4 tier system). No comeback mechanics (swipe not enough) and you can't go over most midrange decks. Maybe you can go under some control decks with a ridiculous start but apart from that it's a loose-loose situation. Also lightbomb says hi to your three 5/5 at turn 6
- Freeze mage sounds pretty good till you realize that you will loose 95% if they have eater and 100% if they have kezan mystic. Oh and you loose 95% to control warrior and control priest isn't that great of a MU anymore... You also loose to ridiculous agro decks if they have a perfect start.. Maybe I'm just pointing the bad side of the picture but freeze mage is not that great for laddering consistently in wild. Even pre standart era it was better as a tournament deck then for ladder. Okay on ladder you will get many free wins against random board centric decks that don't have secret hate teched in. Yet freeze only looses mad scientist in standart and other people loose much more like kezan, healbot, loatheb I don't see any point at playing freze in wild tbh. Atm I've even seen flares in midrange hunters so they will also shit on you. And I put a kezan in all my non hunter midrange decks so bye bye freeze mage :s
Also I would advise reducing the number of tiers to 4 at most because right now 6+ unrefined (=7 tiers) is just too many.
t1 : most dominating decks that can easily crush most of the ladder
t2 : strong decks, maybe not the best but can be teched to counter t1 decks
First of all, I don't do a "meta tier list report" but a viable deck tier list. Which is very different because a deck in tier 6 can lose 9-1 against a t1-t2 but win 8-2 against a t3 for example. Every deck with at least synergies good enough to take some wins off of better decks.
Tempostorm or Manacrystal meta report do that as well, but they only list "competitive" decks, while I list every viable decks, even those who have 0-10 matchup against a t1 deck but probably 60-40 or better against a t2 deck.
If I only did 4 tier of decks there would be extremely big difference in power between the top of tier 3 and the bottom for example, as there would be too many decks in a tier.
About Mystic Kezan, while in theory stronger than Eater of Secret for its mana cost, the problem is that Secret Paladin will win you a lot more with his turn 6. Removing only a secret makes the match incredibly one sided. Everybody has teched in an Eater of Secret, a Kezan is overkill.
And about Zoo, don't underestimate the power of Imp'losion - it's a crazy good spell that makes Zoo much stronger in Wild. I will not move it out of tier 2, maybe low tier 2 that's it. With no AoE or huge taunt in hand it simply has very few counter if none.
Mech (Mage, shaman rogue...) have an explosive start, the problem is they have a lot of flaws to be considered relevant (no cycle-card draw, taunt, antique healbot). They can win by turn 5-8, with a very lucky hand and terrible luck from their opponent. Or they can generally lose to any aoe or taunt. I won't move them up in tier.
N'zoth Midrange Paladin is very strong, I may have been pessimistic about it. Moving into higher tier, tier 3 is the place where it should be.
I am ok to reduce this list to maybe 5 tiers (t1-4 =viable, t5= gimmicky)... I'll see if there's no too big of a difference between tiers.
The N'zoth midrange pally thing is a little more consistent then secret pally imo this is why I like playing it plus you dodge all secret hate. 2 Argent squires and 2 abusives have proven enough for me to contest heavily the early game unless they do something off the charts like t4 flamewaker-coin-apprentice-2x missilles. Basically I know that MC is OP but he needs a bunch of secrets to go with him and it eats valuable slots in the deck then I would have to put even more secret related stuff like secretkeeper it just sounds ugly to me (I never was a secret pally fan).
Oh btw when I said I tech in kezan I mean I only tech in kezan in my decks no eater of secrets (and I tank the pally MU winrate :s)
So far added Malchezaar in classic Renolock with Nzoth and Kelthuzad. Winrate is about 50% because it just can not stand against tempo/aggro topdecks with 5 more legendaries in decks. Also I have noticed that Malchezaar really loves Milhouse and Finley which are both terrible cards for Renolock :D
Also finding Reno is more difficult now. I have told you yesterday that I understand you point of view but I cant see how Malchezaar make Renolock stronger
Renolock is a huge bet. You can tech it as you want. But going greedy with Malchazaar I'm not sure. You may shit on control warriors and priests but aren't you going to loose vs most agro/midrange ? I guess reno might save you sometimes..
Renolock is a huge bet. You can tech it as you want. But going greedy with Malchazaar I'm not sure. You may shit on control warriors and priests but aren't you going to loose vs most agro/midrange ? I guess reno might save you sometimes..
Reno may still save you, but you are 5 cards less likely to draw it.
Viable decks tier list
Hey guys!
So as your typical Wild player (who sit around rank 10-5 in wild on average because I play every kind of deck) I was wondering what every – and I mean every – viable wild decks there was to be played and to reach at least a decent rank (rank 5 - legend).
Because of the extremely strong GvG & Naxxramas cards still unmatched in recent expansions, some cards will probably always have a role. But new expansions can bring life to new archetypes (Discard Zoo in the next expansion? Beast Druid in this expansion, C'thun decks, N'zoth deathrattles deck, Yogg Druid, and Pirate warrior).
I didn't play against EVERY archetype I list (for example C'thun Priest). But most of them. I have found Wild to be a great place to face many, many different decks.
Obviously I faced Secret Paladin, Midrange Hunter, Control Priest, Renolock, Zoo, Tempo and Freeze mage a lot more than other decks, but it was still far, far from what I only faced.
For standard player wondering why I didn't include (and very few wild players don't include) Cairne Bloodhoof and Ragnaros the Firelord is because they are both outclassed respectively by Piloted Sky Golem and Dr. Boom, who for 7 mana offers the luxury to do potentially 17 damage in one turn.
I hope you will find as much pleasure reading the list as I had writing it :)
What is strong / weak in wild? Let's find out!
Tier 1
N’zoth Secret Paladin
Strongest curve in the game, un-nerfed deck, dr 1 Secretkeeper into dr 2 Shielded Minibot OR 1-2 secrets into dr 3 Muster for Battle into dr 4 Piloted Shredder into dr 5 Sludge Belcher into dr 6 Mysterious Challenger into dr 7 Dr. Boom into dr 8 Tirion Fordring into dr 10 N’Zoth, the Corruptor if the game hasn’t been won yet. Nothing else to say.
Midrange Hunter
Call of the Wild is as good in Wild as it is in standard, for 8 mana you get a charge, a taunt, and a +1 aoe attack worth 9 mana in theory, but animal companion is already overpowered for 3.
Also, with newly added Deathrattle cards like Bat & Wolf it feels unfair at times.
Turn 1 Bat Turn 2 Mad Scientist turn 3 Eaglehorn Bow OR Animal Companionturn 4 Piloted Shredder turn 5 Sludge Belcher turn 6 Savannah Highmane turn 7 Dr. Boom turn 8 Call of the Wild turn 9 Call of the Wild is one of the strongest curve in wild, thus midrange hunter being an unbelievable deck. Tech in N’zoth if you want a slower midrange but with a game winning condition.
Tier 1.5
N'zoth Control Priest
The strongest board control in the game with many aoe (Lightbomb and Holy Nova) and the strength of stealing opponents cards that are on the board (Entomb), it’s no wonder that Priest is a scary, oftentimes frustrating deck to play against. With no fear against huge minions with Entomb or Shadow Word: Death for 3 mana, as well as no fear to aggro matchup thanks to Deathlord or Auchenai Soulpriest + Circle of Healing [/card] combo, Priest just need to have a taunt in his hand to counter aggro or fast tempo play.
Very few things are scarier than a Priest with 7-10 cards in hand by turn 5+ due to unthreatened [card]Northshire Cleric turn 1 that constantly heals and buff with Velen's Chosen.
Tier 2
Freeze Mage
Potential strongest deck ever (with Handlock till OG expansion) as it doesn’t care about what opponents play but instead combo piece on your hand. Mad Scientist, Ice Block, Alexstrasza in combination with Fireball, Ice Lance, and sometime Archmage Antonidas & Pyroblast: these kind of OP cards you know. It suffers the most from Eater of Secret, and thus is tier 2 because it crushes any deck that doesn't run at least one copy of it.
The three best secret decks above are unmatched IF opponent hasn’t teched in an eater of secret or hasn’t it in hand when you have game winning secrets activated. So that shouldn’t stop them from being so strong they need an anti-meta card in hand to be countered.
If we talk about pure counter, then every deck has a big counter, but these three decks can’t be countered easily. And crush every unrefined deck extremely easily.
Patron, Control (Dragon, Old school) Warrior
Blood To Ichor, Ravaging Ghoul, Execute, Grommash Hellscream and Brawl are so powerful you can never count Warrior out. He can be played many different way and is almost equally as strong in any archetype. Grommash Hellscream to finish the game and do 14 damage in one turn with Death's Bite is common to these decks.
Renolock
Prince Malchezaar makes going into fatigue games a possible uncounterable 9-1 win for Reno against every control deck - Priest included.
To get full advantage of Prince Malchezaar though, you need Brann Bronzebeard with Antique Healbot and Earthen Ring Farseer to always have a life regen.
Also, because you have a lot of 1 of, taunts like Sludge Belcher and Crazed Worshipper are auto include.
Aoe like Twisting Nether, Shadowflame, and Demonwrath are auto include as well.
A Doomsayer to control the board is also very important early turns or to gain tempo.
An Defender of Argus and a Sunfury Protector are auto include as well as a Twilight Drake.
Reno is much, much stronger in wild than in standard due to the much slower pace of the game (Sludge Belcher, Antique Healbot, and to some extends mad scientists make aggro much weaker) and due to the nature of the deck countering control.
Reno Jackson is obviously much weaker in other classes as they can’t draw as fast as Warlock and losing life is in synergy with Reno recovering all of your hp.
Many cards can be substituted and some otherwise terrible cards could work with Reno as a single copy of a card makes tech choice more liberal. That's why Renolock will always be a top tier deck in wild format.
Strongest Reno Archetype: C’thun OTK Leeroy PO Faceless hybrid, N’zoth Reno.
Aggro Shaman
Doctor 1 Tunnel Trogginto dr 2 Totem Golem into dr 2 Totem Golem OR no overload card into dr 4 Flamewreathed Faceless into turn 5 Feral Spirit into turn 6 Windspeaker OTK. Or other kind of stupidly powerful early game cards. Aggro shaman is the most viable pure face deck (Zoo being a tempo / board control deck).
Tempo Mage
Dr 1 Mana Wyrm into coin into Arcane Missiles into dr 2 Apprentice Sorcerer+ Arcane Missile OR turn 1 Mana Wyrm turn 2 Mad Scientist then turn 4 Flamewalker + coin + 2x Arcane Missiles. You get the idea about this stupidly powerful deck, who completely destroys aggro but suffer against Priest.
Zoo
Turn 1 Flame Imp Turn 2 Knife Juggler Turn 3 Darkshire Councilman Turn 4 Imp-losion Turn 5+ Loatheb for the killing blow in two turns is absolutely disgusting and Implosion being what it is makes Zoo as good in standard as in Wild.
Without Imp-losion, Zoo wouldn't be that good in wild because of the synergies with Gormok the Impaler, Power Overwhelming, Darkshire Councilman, and abusive sarge among other things. An uncouterable deck if the first turn are not responded quickly enough, else have trouble against very early Doomsayer or midgame Sludge Belcher or Priest Deathlord /Aoe.
Tier 3
N’zoth Midrange Paladin
One of the most honest deck in all of Hearthstone post gvg era, this deck has every answer from early to midgame with 2x quartermaster, Justicar, 2x muster, Aldor, Equality and Consecration as well as Tirion Sylvanas or N’zoth. Ivory Knight could potentially work in it but Knife juggler still is decent in Pally. A very solid deck.
Tempo Pirate Warrior
A crazy deck in standard, in Wild due to Sludge Belcher, Zombie Chow and Antique Healbot existing, not as strong there although the burst it provides can often win the game in a couple turns: N'Zoth's First Mate, Upgrade!, Bloodsail Cultist to upgrade your weapon again turn 3, Mortal Strike [/card] to do 4-6 burst damage, [card]Heroic Strike to do a further 4 Captain Greenskin [/card] to upgrade your weapon again OR [card]Leeroy Jenkins for a 6 dmg finisher.
Raptor Deathrattle Rogue
A garbage deck in standard, Raptor Rogue is unbelievably strong in wild. Unearthed Raptor [/card] being able to copy a [card]Piloted Shredder,Piloted Sky Golem , Sylvanas, emergency sludge for more protection or Xaril overpowered deathrattle effect with Raptor instantly puts the deck in a great position. Extremely powerful wild deck.
Dragon Priest
Twilight whelp, Wyrmrest Agent makes Dragon Priest an extremely strong Dragon Archetype, second only to Warrior.
Hybrid Hunter
Combining the early game of the now defunct Face Hunter and the overpoweredness of the midrange hunter, we get hybrid hunter.
New Age Handlock
Although the deck suffered terribly with the huge nerf to Molten Giant (which was the most important card to Handlock by far), people have chosen to run 1x copy of it and replace the second with an extremely strong card for control decks: Faceless Shambler.
The Ironbeak Owl, which is basically unplayable now, is replaced by a second Faceless Shambler for huge taunt with very few risks to be silenced. With the two healbots compared with Standard, Handlock is still strong.
Beast Druid
Menagerie Warden, the New card, is so strong it can push beast druid to tier 1-2, that is, unless you don’t have her turn 1-8. Then Beast Druid is not that great.
The dream, which means a perfect curve: turn 1 enchanted raven turn 2 Y’shaarj then turn 5 druid of the fang (7/7 for 5 mana) or stranglethorn tiger turn 6 menagerie copy the tiger turn 7 double savage roar gg.
While the deck seems uncounterable at times, it needs a perfect curve to be so good, thus it’s inconsistent, and thus, tier 3.
Murloc Paladin
Suicide your Murloc, Revive them once turn 10 for 22 damage, and play anyfin again the next turn for 30+ damage. Big cycling and enough control to stay alive. Solid deck although inconsistent.
C’thun Warrior
Second Strongest C’thun variant behind Wild Reno C’thun, it’s a super strong deck that can revive C’thun if it were to die. Emperor Vek’lor is extremely powerful even in Wild, a top tier legendary.
Also shieldbearer giving 10+ armor if your C’thun has been buffed to 10 attack, which is easy.
Midrange Shaman
Think aggro shaman with Things from Below and more aoe control spell. Less scary but still very strong.
N’zoth Control Paladin
Playing on the deathrattle aspect of Tirion, Shredders, Belchers Sylvanas, or Boombots, we have a very strong N’zoth version.
Mech Mage
Oh, the good old Mech Mage…. Its only problem was that it burnt his card very fast and Gorill-o-bot is a decent way to somehow refill your hand… at the expense of losing tempo. Still a very capable deck but suffers from the lack of card draw like every Mech deck. An AoE midgame is enough to make you lose the game. And this is an AOE meta. Goblin Blastmage, Snowchugger and Archmage antonidas + spare parts aren't enough to win anymore.
Tier 4
C’thun Druid
Arrakoa, Fandral, C’thun and Brann + the multiple battlecry in the deck allows some incredible synergies and huge 20/20++ C’thun stats. A terribly scary turn 10 even in wild, able to clean the board and threaten to OTK in 1 turn.
Underrated deck.
Egg Druid
One of the only new age druid deck that doesn’t need Fandral, it pushes a lot of sticky minion (nerubian, dragon egg, echoing ooze) along with Soul of the Forrest to resurrect your boad and threaten to do 20+ damage in a turn. Another extremely underrated deck.
Bloodlust / Totem / Evolve / Control Shaman
Things from Below Hallazeal, Elemental Destruction… the decks are great although Overload in non aggro deck shaman sort of hurt.
Because Shaman only plays very minor difference in all these decks, it’s hard to rank them in tier list.
Mech Shaman
A possibly more explosive start than Mech Mage, with Wind-o-bot and Mace being amazing class card, problem being that like Mech Mage, Gorill-o-bot is one of the only good way to refill your hand, and Overload cards with no overload synergies make aggro decks much weaker.
Still, a very good deck, able to win by turn 6-7 if opponent has unlucky hand.
Miracle Rogue
Very sadly, one of the most skilled deck to use in standard is much worse in wild. With no answer against aggro Wild deck as well as huge taunt/ Reno deck, Miracle’s only chance is to play a flawless, calculated game and even then, it’s an uphill.
The power of Leeroy + Cold Blood + Sap combo, as well as huge Edwin makes the deck decent still.
Yogg Druid
One of the best standard deck is much weaker in wild due to the heavy deathrattle meta. Would you play N'zoth and win the next turn or Yogg to "maybe" clean a deathrattle board?
No contest, Yogg druid is weak in wild.
Tier 5
Demonlock
Voidcaller is one of the strongest card in the game: unfortunately, the demon played individually ranges from great (Mal'Ganis, Doom guard) to absolute garbage (Floating Watcher). Shadowflaming a voidcaller to summon a huge demon, or Voidcaller+ Power Overwhelming + Void Terror is extremely strong thus bringing the deck into tier 5 for these reasons alone.
The problem being, it depends way too much into early voidcaller to be effective, else a subpar deck.
Mech Rogue
Goblin barber is a great mech, so is Iron Sensei: unfortunately as with other mech, lack of card draw hurts badly if you get hit by any aoe or a strong taunt.
Hobgoblin Druid
Hobgoblin, Violet Teacher Echoing Ooze, Blood Knight with 2x Silver Squire / Annoy-o-tron, the deck has lots of synergies and is still decent if you don’t draw the hobgoblin thanks to violet teacher/ many cheap spell for a huge savage roar combo. Strong deck.
Eboladin
Hobgoblin, Sword of Justice, Haunted Creeper, Echoing Ooze, and Frostwolf Warlord teched in to get huge, this deck has potential and is clearly viable.
Overload Shaman
A very rare yet very underrated archetype, the archetype is now sort of viable thanks to Eternal Sentinel +2x Lava shock and of course Totem Golem, Tunnel Trogg, and Earthbound Elemental.
Face Hunter
The strongest deck of early 2015 till TGT expansion, got recently nerfed on a big amount of staple cards (ironbeak owl, Knife Juggler, arcane golem, leper gnome) and is thus much, much weaker. Still viable, but don't expect to crush everybody with it.
C'thun Priest
Twilight Darkmender and Hooded Accolyte synergizes well with Wild Priest, and the possibilities to stabilize until Fatigue comes and do a massive OTK are too good to put this version of C'thun in the trashcan.
Malylock
A decent dragon deck, it still is inconsistent and need many combo pieces to be relevant (Thaurissan, Malygos, then 2-4 burns means 6 cards for the combo to be relevant).
Till this very late game scenario, you have to survive and keep your spell.
A decent deck against Control, unfortunately gets destroyed by any Reno/ Priest/ Warrior deck. Thus tier 5
Tier 6
Resurrect Priest
While much weaker than in Standard, because of the possibilities to resurrect the creatures from deathrattle minion, this deck should not be played with many deathrattle minions, and we know the power of these creatures in wild. So, a subpar deck.
C'thun Rogue
Blade of C'thun is really great for 9 mana and huge C'thun, the problem is reaching late game: Rogue has trouble cleaning the board after Blade Furry nerf. A potentially viable deck against midrange and Control, but has no hope against aggro.
Mech Hunter
Hunter can set-up huge burst one turn kill if not guessed with his Metaltooth Mech (+2 to mechs)
Full Secret Lock & Load Hunter
Cloaked Huntress, 6-8 secrets, Lock and Load… while potentially a strong deck, it suffers from randomness and inconsistency. With bad draw it’s a terrible deck in wild, and far from top tier with good hand. Still viable.
Camel Hunter
While the deck is mostly a midrange variant, it adds 2x camel hunter and 1 or 2x Injured Kvaldir to be able to put 2 2/4 turn 3. While it may seem crazy, the card replaced are much stronger thus making this archetype much weaker than midrange overall, as not having this combo turn 3 makes these 4 cards terrible in other play.
Silence Druid
With Darnassus Aspirant to ramp up, Argus + Sunfury to taunt huge creatures, 7/7 Statues, Ancient Watcher, wailing soul, Spellbreaker and Fel Reaver, this deck is a terrific way to put pressure on the opponent. Unfortunately with no silence in hand, the deck is unplayable, but overall is still okay-ish everything considered.
Dragon Paladin
Dragon Consort turned out to be not so good, although playable for average result.
Tier FUN - Not competitive
MechLock
I always thought Fel Cannon and Anima Golem were underevalued. Nonetheless Fel Cannon means you'll have to mostly play Mech to get its effect working. Anima is terrible in a mech deck, but decent in a dreadsteed deck. Underrated deck that is borderline "viable".
Astral Druid
A borderline broken deck when it works... which means 1 game out of 10. Having Astral Communion in your hand means you will win. Not having it the deck is so inconsistent there's no way of winning. Fun deck, not viable.
DreadsteedLock
There is a version with Rivendare, Anima Golem with Dreadsteed, Voidcaller and Mal'Ganis, or another more stable with more of a demon handlock feel to it. Tt can often be game losing having only Dreadsteed on the board with no way of removing it or having no Place for Mal'Ganis. Fun but not working well.
Mech Priest
Priest 5 drop mech is decent with Mech Synergy (+4 health for mech). Appart from that, not an impressive deck by any means as the explosive nature of Mech is anti synergic with the control nature of Priest. Not bad, but not crazy either.
Reno Paladin/ Mage/ Warrior
The lack of card draw from the hero power tremendously hurt for Reno deck. Still, it can be played in these classes with decent effect.
Grinder Mage
A sort of exhaustion deck, it has never been more than a gimmicky semi-fatigue deck.
Fatigue Druid
One of the hardest deck to play, it's still lackluster in many ways and need too much calculation & guess to even remotely work.
Mill Rogue
Same as Fatigue Druid
Deathrattle Hunter
Djinni of Zephyr, Explorer's hat, Rivendare... hilarious games, when they work...
Malygos Shaman
By the time you can OTK, you already lost the game.
Thaddius Shaman
Another funny themed decks, this one requires Rivendare and Feugen or Stalagg+ Reincarnate to be effective. Hilarity ensues, when you manage to do the combo. Bad things will generally happen against better deck though, but the fun it provides is enough to play it!
OTK Priest
You buff your Deathlord to 32/32, and OTK your opponent. Simple in theory, in practice much harder to pull off and so, is a troll deck
Majordomo Mage
One of the worst legendary ever released is actually playable in a gimmicky, less-than-efficient mage archetype, where you suicide it with iceblock activated, alextrasza behind, and coldarra the turn after to do up to 40 damage a turn with fireballs everywhere! good luck surviving before that, you'll need it.
Murloc Shaman (Neptulon based)
Although Shaman feels like the standard Murloc class, their terrible surviving abilities made it impossible to fight for the board and do favorable trades. Everyfin' (+2/+2 for every minion) and Neptulon can strengthen your murloc based play, but that's not enough for these weak creatures. I wish it was viable, but it's not.
Any other decks I forgot? Any suggestion? Please! J
There's never a best, world constantly evolve.
Nice list. Disappointed not to see Mill Rogue tho - King of all decks.
Missing lethal since June 2015.
@thiswastheonly
Fatigue Rogue = Mill Rogue
Same thing, different name, i'll change the name then if you want.
There's never a best, world constantly evolve.
Ahem...tempostorms tier list already ruined standard, don't ruin wild too with tier lists.Let people figure things on their own.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
Missing lethal since June 2015.
The fun i had with some wierd decks... priceless....future cards will make it even more random at lower ranks in wild.
Nice list. Agree that hunter and paladin are on top with call of the skill and dr 6.
@Aravash
Ahahaha, you made me laugh man!
Well, I call "DR" cards that are extremely strong for their mana cost. and tied for the strongest card at that cost (Dr 6 is Savannah for Hunter, Sylvanas for everybody else).
There's never a best, world constantly evolve.
@SunnyDays:
Freeze Mage would probably be the strongest deck in Wild IF Eater of secrets didn't exist.
The problem that you can just drop Eater of Secrets and go for Lethal probably means Freeze Mage loses a lot of power.
You are probably right, I'll put Freeze Mage in tier 1.5, which means the weakest of the 3 god tier deck.
There's never a best, world constantly evolve.
I played a deathrattle Nzoth tempo warrior last season to rank 5 with only 3 losses. Its really fun and curves out pretty well while beating aggro.
The dr X memes are not funny anymore, stop that !
Or put ff X for each op card (because let's face it the 7/7 turn 7 can't compete with the 7/7 turn 4). Or better just stop these memes.
Apart from that pretty good list although some rankings seem a bit.. wild like midrange n'zoth pally in t4 just WTF this thing is t2 at worst. BTW Eater of secrets < Kezan Mystic especially vs mage and hunter so mentionning eater only and no kezan to counter to freeze mage was a bit off.
Zoo isn't that oppressive I have seen one zoo in 3 seasons. Best decks benefit a lot from wild cards, zoo doesn't get that much benefit and suffers vs increased board clears, taunts and heals. I would put it probably in t3 (4 tier system below)
Even vs secret pally Kezan is okay not as good as eater ofc but you can steal shit like avenge as early as t4.
- Mech shaman isn't that horribly bad. T6 wtf ????? I guess you haven't seen a mech mage in a while, because it still HURTS. I would put it upper tier 3 in the 4 tier system proposed below.
- Beast druid is a standart thing, horrible in wild because there are midrange decks with way better curves and win cons that sticking a vanilla 5/5 with stealth at turn 5 and using a menagerie warden at turn 6. Tier 3 deck (4 tier system). No comeback mechanics (swipe not enough) and you can't go over most midrange decks. Maybe you can go under some control decks with a ridiculous start but apart from that it's a loose-loose situation. Also lightbomb says hi to your three 5/5 at turn 6
- Freeze mage sounds pretty good till you realize that you will loose 95% if they have eater and 100% if they have kezan mystic. Oh and you loose 95% to control warrior and control priest isn't that great of a MU anymore... You also loose to ridiculous agro decks if they have a perfect start.. Maybe I'm just pointing the bad side of the picture but freeze mage is not that great for laddering consistently in wild. Even pre standart era it was better as a tournament deck then for ladder. Okay on ladder you will get many free wins against random board centric decks that don't have secret hate teched in. Yet freeze only looses mad scientist in standart and other people loose much more like kezan, healbot, loatheb I don't see any point at playing freze in wild tbh. Atm I've even seen flares in midrange hunters so they will also shit on you. And I put a kezan in all my non hunter midrange decks so bye bye freeze mage :s
Also I would advise reducing the number of tiers to 4 at most because right now 6+ unrefined (=7 tiers) is just too many.
t1 : most dominating decks that can easily crush most of the ladder
t2 : strong decks, maybe not the best but can be teched to counter t1 decks
t3 : viable decks part of the meta
t4 : unrefined or gimmicky decks
@Vyr1611
Hey, I appreciate that you read it all!
First of all, I don't do a "meta tier list report" but a viable deck tier list. Which is very different because a deck in tier 6 can lose 9-1 against a t1-t2 but win 8-2 against a t3 for example. Every deck with at least synergies good enough to take some wins off of better decks.
Tempostorm or Manacrystal meta report do that as well, but they only list "competitive" decks, while I list every viable decks, even those who have 0-10 matchup against a t1 deck but probably 60-40 or better against a t2 deck.
If I only did 4 tier of decks there would be extremely big difference in power between the top of tier 3 and the bottom for example, as there would be too many decks in a tier.
About Mystic Kezan, while in theory stronger than Eater of Secret for its mana cost, the problem is that Secret Paladin will win you a lot more with his turn 6. Removing only a secret makes the match incredibly one sided. Everybody has teched in an Eater of Secret, a Kezan is overkill.
And about Zoo, don't underestimate the power of Imp'losion - it's a crazy good spell that makes Zoo much stronger in Wild. I will not move it out of tier 2, maybe low tier 2 that's it. With no AoE or huge taunt in hand it simply has very few counter if none.
Mech (Mage, shaman rogue...) have an explosive start, the problem is they have a lot of flaws to be considered relevant (no cycle-card draw, taunt, antique healbot). They can win by turn 5-8, with a very lucky hand and terrible luck from their opponent. Or they can generally lose to any aoe or taunt. I won't move them up in tier.
N'zoth Midrange Paladin is very strong, I may have been pessimistic about it. Moving into higher tier, tier 3 is the place where it should be.
I am ok to reduce this list to maybe 5 tiers (t1-4 =viable, t5= gimmicky)... I'll see if there's no too big of a difference between tiers.
Peace out!
There's never a best, world constantly evolve.
Nzoth Priest is literally Tier 1 deck in wild which counters almost everything else. (Just my opnion)
Also There are 2 types of Dragon Priests. 1 is midrange and 1 control.
And the last thing is that I was facing something about 7 Nzoth Mages and they were pretty powerful in control vs control matchup
Moving into https://outof.cards/members/firepaladinhs/decks
@HibouDesBois Thank you for the reply.
The N'zoth midrange pally thing is a little more consistent then secret pally imo this is why I like playing it plus you dodge all secret hate. 2 Argent squires and 2 abusives have proven enough for me to contest heavily the early game unless they do something off the charts like t4 flamewaker-coin-apprentice-2x missilles. Basically I know that MC is OP but he needs a bunch of secrets to go with him and it eats valuable slots in the deck then I would have to put even more secret related stuff like secretkeeper it just sounds ugly to me (I never was a secret pally fan).
Oh btw when I said I tech in kezan I mean I only tech in kezan in my decks no eater of secrets (and I tank the pally MU winrate :s)
Update:
Renolock, after many try, is now the strongest Control class in Wild due to the badly balanced Wild card Prince Malchezaar
Now you can outfatigue priest, and Elise Malchezaar Coupled with a couple taunts & heals are the absolute late game weapon.
I can't believe the meta would change so much with Karazhan cards, but here it is.
There's never a best, world constantly evolve.
i rape secret paladin(not top deck) , midrange hunter, zoo, shaman with tier4 mech mage
even shit tier face hunter can farm secret paladin and midrange hunter bcoz they never heal
So far added Malchezaar in classic Renolock with Nzoth and Kelthuzad. Winrate is about 50% because it just can not stand against tempo/aggro topdecks with 5 more legendaries in decks. Also I have noticed that Malchezaar really loves Milhouse and Finley which are both terrible cards for Renolock :D
Moving into https://outof.cards/members/firepaladinhs/decks
Also finding Reno is more difficult now. I have told you yesterday that I understand you point of view but I cant see how Malchezaar make Renolock stronger
Moving into https://outof.cards/members/firepaladinhs/decks
Renolock is a huge bet. You can tech it as you want. But going greedy with Malchazaar I'm not sure. You may shit on control warriors and priests but aren't you going to loose vs most agro/midrange ? I guess reno might save you sometimes..