I started playing December just before WOG came out. I heard everything about the standard changes and bought the first wing of Naxx, "just in case".
I've been F2P (only important to say that I don't have a large collection) and slowly trying to build fun ducks. I originally overlooked wild because I don't have ANY cards for it and it seemed too daunting. In standard, though, by far my favorite decks have been combo (freeze mage, miracle rogue, OTK-whatever) -- they're almost never meta and I never rank up much, but I have fun. Blizzard seems to be wanting to get rid of combo and pushing these really stupid themes -- buffing up curve, unlimited jade value -- just way too much power creep in the dumbest way possible while actively nerfing and/or eliminating the combo/control/OTK decks I enjoy (not that they do well against the latest version of aggro-shaman anyway...)
Sorry for the rant but all that has me thinking, maybe I should just play wild where combo/control decks can (?) exist. 2800 gold would buy the rest of naxx and then I'd just have to craft specific cards for specific decks. I already have n'zoth which seems really powerful in wild.
My only hesitation is that for F2P, 2800 gold is a huge investment (waste) if I don't end up getting into wild. All this to say, is it worth switching to wild or is it necessarily too high of a barrier for anyone that started since standard?
This is really funny because I'm in the same exact boat as you and bought the first two wings of Naxx with gold right before WOG dropped. I'm making the switch to Wild when Kraken starts...I considered this latest meta unplayable (unfun). As more sets get released, Wild is going to diverge more and more from standard...which is great! I'll probably still play standard but I just feel like there are more opportunites in wild, more cards to play with means more deck possibilities.
Here are some things, if you have sylvanas/rag/azure drake, you'll be getting some bonus dust (at full value!) once the new year starts - so that should help. If not, craft them now in order to get that free dust!
Some standard cards will be relevant in Wild, so if you continue getting new packs, you can still use them in wild. If you are trying to be competitive and ladder, however, you may want to choose between one or the other. Obviously wild will be more expensive, so maybe you carefully craft one deck at a time.
blerg realize I didn't answer the question about Naxx. I would say pick/choose cards that are staples first that you need, (piloted shredder, dr boom...etc) maybe using your gold towards arena or some packs...craft what you need first, then unlock the rest of Naxx based on the cards you need
Here are some things, if you have sylvanas/rag/azure drake, you'll be getting some bonus dust (at full value!) once the new year starts - so that should help. If not, craft them now in order to get that free dust!
This is excellent advice for anyone who doesn't own the cards that are moving to the Hall of Fame. You have absolutely nothing to lose by crafting them.
Even if you are 100 percent dead-set against ever playing Wild, you'll still have them for Tavern Brawls and single-player content.
It seems that you're unsure if you'll enjoy Wild. If that's the case, then I'd recommend Standard, as it has the added benefit of those cards moving to Wild eventually anyways.
It's a safer option, over time, once your standard collection has grown, you could consider trying out Wild by building a specific deck with the extra dust youve accumulated.
OTK decks are still possible, they're just far harder to pull of now because Blizzard has nerfed or rotated cards that made it much easier.
I voted no in the poll, because I honestly don't think truly new players should be getting into the format... but you have the first wing of Naxx, which changes things a bit. You get a ridiculous amount of good cards from there so if Wild looks even remotely appealing I don't think it's really much of a waste; you can spend a month tryharding Wild and get the gold back, and if you enjoy it there's no waste there. You can also min-max a little and dust cards like Maexxna which will probably never see play; this is optional, I still have her because I'm a hoarder.
Personally I don't think Standard is looking all that dire for Control or Combo decks, though OTK is probably going to be a Wild thing generally (which makes sense, it's just supposed to be more powerful). That being said, Control is insanely strong in Wild and I can understand people swapping to that format for that reason alone.
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The only thing about Standard that matters is for tournament players. Players should play whatever they find to be most fun, since you get the same rewards for both, both have legend, etc. I'll probably be joining you in Wild after this rotation because unless the new expansion releases some good non-aggro cards my interest is just gone.
I was a F2P player up until Old Gods, and have bought both 2016 expansions' pre order. I have all adventures acquired by gold, the Wild ones before the rotation.
In january I switched my main ladder play from Standard to Wild, and I have been having much more fun, due to the diversity of decks playable. That is a personal oppinion and an issue that the new ladder "floors" at 20, 15, 10 and 5 might solve.
Besides that, Control has a good point when he says that there are at the moment not that many cards in Wild that are palyed on the top-tier meta decks that are wild-only: you "only" need 3,440 dust to have all the wild cards on Tier-1 decks, and most of this dust comes from Naxx cards. Asides from Naxx, you need Piloted Shredder, Pirate´s Shipe, Antique Healbot, Jeeves and Darkbomb. (Source: https://www.youtube.com/watch?v=_n5M6JtHJ7w)
Of course there are some tier-2 decks and other things you might want to try which you will have no access to cards (I don´t own a Dr. Boom, Mal Ghanisand, Lightbomb and other epics and legendaries), but if you have a solid basis of the three sets which are rotating out next month, you might wanna try wild.
If I were you, I´d fool around in wild ladder even not having any cards, only with standard decks you own, just to see how it feels. You have about a month to decide where to invest some money, up to the rotation.
long story short yes: last year i did the experiment of getting into another game with a standard rotation that has been in place for quite some time now, and the result was: my deck's engine rotating out a couple of weeks after i was able to finish my deck leaving me with a unusable mess of cards, and that's counting that i had a lot of extra time during that period, then i went into the game's "wild" format and go figure i did/do better than i even did in standard in fact i was able to make one really competitive deck of old that will never ever rotate in tht format, yes there are people with this crazy combos featuring old cards that i don't have and are harder to get (no crafting system) but hearthstone is different whatever you need from old sets is in the crafting menu and avaliable to craft, i'd say if you already have N'Zoth, the Corruptor and Naxx then go ahead and unlock Sludge Belcher and Loatheb(2nd wing for Both, to be honest you don't need to have anything past the second wing of naxx unless you have a very specific dekc in mind ) and craft a couple of Piloted Shredder, and one Antique Healbot those cards are the basis of a powerful wild deck plus they are commons and rares, you can play them in any class as a Basic N'zoth shell adding the more expensive ones like Sylvanas Windrunner as you go.
I already have the classic cards that are going away. I think one thing that would sway me is if Blizzard un-nerfed some cards (blade flurry, molten giants, etc.) and just moved them to wild. For the moment, I'm going to stay in standard and see how un'goro changes the meta.
Still not sure about wild/standard but I don't like where standard is at and Blizzard seems excited to just make it worse (for me) so that people can just Smorc each other with patches and whatever other degenerate cards they release.
As a side note, they (Blizzard) don't like combo decks because they're non-interactive (despite most of these decks taking to turn 10+ to get the combo pieces in place). How is aggro-shaman/pirate-warrior more interactive when they kill you before turn 6 (rhetorical, don't answer)?
Is wild more balanced than that (seems like it might be)?
It is for the most brutal decks where the price of the deck can easily be upwards towards 1000€. It is a cost that is basically designed to get folks away from Wild who is in between 'Do I want to do this or not...?'; Wild is designed for old players who miss playing with cards that aren't Standard-legal.
I could NEVER recommend a new player getting into Wild since its something you have to 'want' to do and its usually done as an incentive on your own as a direct result. In other words... I can't recommend for folks to play Wild except to those people who already play Wild or have played with the cards that only show up in wild.
Its not a cost of 1000€ but, it is steep yes but that's to try to get folks to play Wild cards in Wild. Or have Wild cards beat the everliving shit out of the not so powerful standard decks that show up in wild.
A good example I can make is this:
Pirate warrior is laughable even pre-nerf to Small-Time Buccaneer in standard because in standard, you don't have access to Ship's Canon... in wild you do however.
And everyone has been laughing thier asses off at cards like Majordomo Executus but I will tell yer' for free; a 40 hp Ragnaros the Firelord is quite, QUITE dangerous and that's possible with the new Awaken the Makers-card coming with Un'goro Crater.
I am not plugging my own deck for the sole reason that I want likes on it but... look at where you find the cards I put into the deck. They don't come from 'one' place. And if you want to 'play' Wild as opposed to delve into it every now and then... expect to see this amount of cards from each expansion and adventure in EVERY deck you play. That's the nature of Wild.
So... is this something you want to 'play' or 'delve' into?
OMG I never thought of the majordomo potential - can we say reno-jaraxxus-majordomo-nzoth-awaken lock anyone?? I am thinking a very barbell shapped curve with lots of otherwise cheap early game deathrattle value minions.
Short answer: No for a new new player, but as a new player it should be your long-term plan to head to Wild!
Wild is the format that never rotates out, for a new new player that's not much of an issue, but it will be on the next rotation. Especially since Year of the Mammoth is maybe the worst year ever to begin for a new player, since blizzard changing their design to grab as much cash as they can (no Adventure for example)
Also to create a competitive deck is actually CHEAPER in Wild than in Standard, since there are more strong commons in Wild. Aggro is strong in wild too as is tempo mage. And both of them are really cheap decks. Mech Mage is maybe one of the cheapest competitive ones and i wouldn't say that it has an awful winrate, especially now as Pirate Warrior was hit big with the nerf-bat, especially against Mage.
Short answer: No for a new new player, but as a new player it should be your long-term plan to head to Wild!
Wild is the format that never rotates out, for a new new player that's not much of an issue, but it will be on the next rotation. Especially since Year of the Mammoth is maybe the worst year ever to begin for a new player, since blizzard changing their design to grab as much cash as they can (no Adventure for example)
Also to create a competitive deck is actually CHEAPER in Wild than in Standard, since there are more strong commons in Wild. Aggro is strong in wild too as is tempo mage. And both of them are really cheap decks. Mech Mage is maybe one of the cheapest competitive ones and i wouldn't say that it has an awful winrate, especially now as Pirate Warrior was hit big with the nerf-bat, especially against Mage.
Pirate War is still the way to go. Sure, Mage can ping STB instead of patches now, but youre still dependent on getting reno or else you lose. The nerf really only helps druid, rouge, and maybe warlock because voidwalker is better now. But, Pirate war is still a great choice to beat any of those classes.
There's a thread currently right above this one where a rank 12 player reports (and has a screenshot of) being matched with a rank 1 player at rank 12 in wild. This was after a 12 minute queue for the rank 1 wild player. It doesn't seem worth it for any player to get into wild at the moment.
In my mind, a player should go into Wild 1 year after he joins. Those who had all of Naxx and most of GvG (like me) never really had a reason to stick to Standard. Those who got BRM, LoE and most of TGT should switch when the new expansion hits. Those who got most of WotOG, Gadgetzan and Kara should switch once those cards rotate out. No point in playing Wild when you can't build half-decent Wild decks and no point in playing Standard when 50% of your collection is Wild only.
Dude modern is a recent format for newer players. Legacy is the one for people who know wht they're doing x)
And anyway MTG & HS aren't comparable because what keeps Legacy down is the supply of cards. In HS you can craft whatever you want for the same price (if same rarity) there is no reason for new players to be kept out of "wild"
If tomorrow for some reason 1 million people wanna start playing wild, there will be no problem. They just need to craft a little (it's not even that much, most staples are common). But if 1 million people wanna buy into Legacy well they can't because there are not enough copies of physical cards.
Lol why do you get excited and start writing paragraphs ?
I said don't bring up magic it's not comparable at all.
What keeps people from playing wild is the fear of the unkown and they think it may cost a lot, well it's very accessible and it won't cost mcuh at all.
How much does it cost to craft 2 mad scientists, 2 belchers, 2 shredders plus a few class extras ?
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I started playing December just before WOG came out. I heard everything about the standard changes and bought the first wing of Naxx, "just in case".
I've been F2P (only important to say that I don't have a large collection) and slowly trying to build fun ducks. I originally overlooked wild because I don't have ANY cards for it and it seemed too daunting. In standard, though, by far my favorite decks have been combo (freeze mage, miracle rogue, OTK-whatever) -- they're almost never meta and I never rank up much, but I have fun. Blizzard seems to be wanting to get rid of combo and pushing these really stupid themes -- buffing up curve, unlimited jade value -- just way too much power creep in the dumbest way possible while actively nerfing and/or eliminating the combo/control/OTK decks I enjoy (not that they do well against the latest version of aggro-shaman anyway...)
Sorry for the rant but all that has me thinking, maybe I should just play wild where combo/control decks can (?) exist. 2800 gold would buy the rest of naxx and then I'd just have to craft specific cards for specific decks. I already have n'zoth which seems really powerful in wild.
My only hesitation is that for F2P, 2800 gold is a huge investment (waste) if I don't end up getting into wild. All this to say, is it worth switching to wild or is it necessarily too high of a barrier for anyone that started since standard?
This is really funny because I'm in the same exact boat as you and bought the first two wings of Naxx with gold right before WOG dropped. I'm making the switch to Wild when Kraken starts...I considered this latest meta unplayable (unfun). As more sets get released, Wild is going to diverge more and more from standard...which is great! I'll probably still play standard but I just feel like there are more opportunites in wild, more cards to play with means more deck possibilities.
Here are some things, if you have sylvanas/rag/azure drake, you'll be getting some bonus dust (at full value!) once the new year starts - so that should help. If not, craft them now in order to get that free dust!
Some standard cards will be relevant in Wild, so if you continue getting new packs, you can still use them in wild. If you are trying to be competitive and ladder, however, you may want to choose between one or the other. Obviously wild will be more expensive, so maybe you carefully craft one deck at a time.
unless the new player knows what he or she is doing then no i don't think so
Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
blerg realize I didn't answer the question about Naxx. I would say pick/choose cards that are staples first that you need, (piloted shredder, dr boom...etc) maybe using your gold towards arena or some packs...craft what you need first, then unlock the rest of Naxx based on the cards you need
Worth or not is not a question. You will do it anyway.
All cards are balanced, but some cards are more balanced than others.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
It seems that you're unsure if you'll enjoy Wild. If that's the case, then I'd recommend Standard, as it has the added benefit of those cards moving to Wild eventually anyways.
It's a safer option, over time, once your standard collection has grown, you could consider trying out Wild by building a specific deck with the extra dust youve accumulated.
OTK decks are still possible, they're just far harder to pull of now because Blizzard has nerfed or rotated cards that made it much easier.
I voted no in the poll, because I honestly don't think truly new players should be getting into the format... but you have the first wing of Naxx, which changes things a bit. You get a ridiculous amount of good cards from there so if Wild looks even remotely appealing I don't think it's really much of a waste; you can spend a month tryharding Wild and get the gold back, and if you enjoy it there's no waste there. You can also min-max a little and dust cards like Maexxna which will probably never see play; this is optional, I still have her because I'm a hoarder.
Personally I don't think Standard is looking all that dire for Control or Combo decks, though OTK is probably going to be a Wild thing generally (which makes sense, it's just supposed to be more powerful). That being said, Control is insanely strong in Wild and I can understand people swapping to that format for that reason alone.
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The only thing about Standard that matters is for tournament players. Players should play whatever they find to be most fun, since you get the same rewards for both, both have legend, etc. I'll probably be joining you in Wild after this rotation because unless the new expansion releases some good non-aggro cards my interest is just gone.
I was a F2P player up until Old Gods, and have bought both 2016 expansions' pre order. I have all adventures acquired by gold, the Wild ones before the rotation.
In january I switched my main ladder play from Standard to Wild, and I have been having much more fun, due to the diversity of decks playable. That is a personal oppinion and an issue that the new ladder "floors" at 20, 15, 10 and 5 might solve.
Besides that, Control has a good point when he says that there are at the moment not that many cards in Wild that are palyed on the top-tier meta decks that are wild-only: you "only" need 3,440 dust to have all the wild cards on Tier-1 decks, and most of this dust comes from Naxx cards. Asides from Naxx, you need Piloted Shredder, Pirate´s Shipe, Antique Healbot, Jeeves and Darkbomb. (Source: https://www.youtube.com/watch?v=_n5M6JtHJ7w)
Of course there are some tier-2 decks and other things you might want to try which you will have no access to cards (I don´t own a Dr. Boom, Mal Ghanisand, Lightbomb and other epics and legendaries), but if you have a solid basis of the three sets which are rotating out next month, you might wanna try wild.
If I were you, I´d fool around in wild ladder even not having any cards, only with standard decks you own, just to see how it feels. You have about a month to decide where to invest some money, up to the rotation.
long story short yes: last year i did the experiment of getting into another game with a standard rotation that has been in place for quite some time now, and the result was: my deck's engine rotating out a couple of weeks after i was able to finish my deck leaving me with a unusable mess of cards, and that's counting that i had a lot of extra time during that period, then i went into the game's "wild" format and go figure i did/do better than i even did in standard in fact i was able to make one really competitive deck of old that will never ever rotate in tht format, yes there are people with this crazy combos featuring old cards that i don't have and are harder to get (no crafting system) but hearthstone is different whatever you need from old sets is in the crafting menu and avaliable to craft, i'd say if you already have N'Zoth, the Corruptor and Naxx then go ahead and unlock Sludge Belcher and Loatheb(2nd wing for Both, to be honest you don't need to have anything past the second wing of naxx unless you have a very specific dekc in mind ) and craft a couple of Piloted Shredder, and one Antique Healbot those cards are the basis of a powerful wild deck plus they are commons and rares, you can play them in any class as a Basic N'zoth shell adding the more expensive ones like Sylvanas Windrunner as you go.
I already have the classic cards that are going away. I think one thing that would sway me is if Blizzard un-nerfed some cards (blade flurry, molten giants, etc.) and just moved them to wild. For the moment, I'm going to stay in standard and see how un'goro changes the meta.
Still not sure about wild/standard but I don't like where standard is at and Blizzard seems excited to just make it worse (for me) so that people can just Smorc each other with patches and whatever other degenerate cards they release.
As a side note, they (Blizzard) don't like combo decks because they're non-interactive (despite most of these decks taking to turn 10+ to get the combo pieces in place). How is aggro-shaman/pirate-warrior more interactive when they kill you before turn 6 (rhetorical, don't answer)?
Is wild more balanced than that (seems like it might be)?
Nice Animal Farm reference, btw.
Short answer: No for a new new player, but as a new player it should be your long-term plan to head to Wild!
Wild is the format that never rotates out, for a new new player that's not much of an issue, but it will be on the next rotation. Especially since Year of the Mammoth is maybe the worst year ever to begin for a new player, since blizzard changing their design to grab as much cash as they can (no Adventure for example)
Also to create a competitive deck is actually CHEAPER in Wild than in Standard, since there are more strong commons in Wild. Aggro is strong in wild too as is tempo mage. And both of them are really cheap decks. Mech Mage is maybe one of the cheapest competitive ones and i wouldn't say that it has an awful winrate, especially now as Pirate Warrior was hit big with the nerf-bat, especially against Mage.
There's a thread currently right above this one where a rank 12 player reports (and has a screenshot of) being matched with a rank 1 player at rank 12 in wild. This was after a 12 minute queue for the rank 1 wild player. It doesn't seem worth it for any player to get into wild at the moment.
In my mind, a player should go into Wild 1 year after he joins. Those who had all of Naxx and most of GvG (like me) never really had a reason to stick to Standard. Those who got BRM, LoE and most of TGT should switch when the new expansion hits. Those who got most of WotOG, Gadgetzan and Kara should switch once those cards rotate out. No point in playing Wild when you can't build half-decent Wild decks and no point in playing Standard when 50% of your collection is Wild only.
Check out my OTK chargfury shaman deck.
Lol why do you get excited and start writing paragraphs ?
I said don't bring up magic it's not comparable at all.
What keeps people from playing wild is the fear of the unkown and they think it may cost a lot, well it's very accessible and it won't cost mcuh at all.
How much does it cost to craft 2 mad scientists, 2 belchers, 2 shredders plus a few class extras ?