Does anyone else believe Druid has ruined the Wild format as of late? The OTK Druid decks are practically unbeatable now vs any control deck, they can draw out their decks by Turn 11 to 12 and can finish the game with one of any of a half a dozen different combos. There is literally no interaction between you and the other player, and any board you build just gets immediately answered by Poison Seeds or indefinitely stalled by Spreading Plague. The deck doesn't seem to have any real bad match ups in the format at all, requires practically no skill to play, provides no counter play to the opponent and just abuses a critical threshold of card draw and resource cheating mechanics to turn Hearthstone into solitaire for the Druid player.
I'm really not sure why nothing is being done about this deck, I know Wild isn't a priority for the dev team but this deck is so much worse than the Leeroy Jenkins, Patron Warrior, OTK Worgen and Freeze Mage decks ever were.
Turn 11 or 12? LOL most aggro deck kill you by turn 4 or 5. The true threat in Wild is pretty much any giant deck with naga sea witch full board of giants on turn 5.
It is actually a very difficult deck to play. You need to know when to use certain cards or hold them. Plus, a lot of the decks do pretty well against them if they don’t draw wel. 5 giants and no seeds? They are pretty much dead. Tons of Doomguard and Mal’Ganis with no seeds? Dead. Then they will just summon them back with Guldan.
The Maly OTK deck is NOT an easy win. I agree it is annoying as hell to face, but there's all kinds of interaction that takes place. Yes, like Exodia Mage, it can wreck you without a care in the world for you or what you are doing, but it takes a lot of skill to get to that point. You have to manage your opponent's threats while trying to draw up to your win condition. If you get a slow start against any kind of aggro, it's tough. If you use too many spells on board clears, you're pretty hampered. If Maly gets wiped out for any reason (Dirty Rat, overdraw in a mill deck, etc.)... gg.
I agree that the devs should revisit Wild and consider altering some cards for the good of that format, but I don't agree that this deck is ruining the meta.
Yeah, I'm sorry but it's about the most skill intensive top-tier wild deck (...No, I don't play it). We badly needed a strong combo deck in wild anyway, something to apply pressure to the dominant control priests that were running the show. Call to Arms paladins, pretty much any variety, crap all over the combo druids if you want a counter.
Naga Sea Witch ruined Wild,not Druid... A well timed Loatheb or Dirty Rat shits on Druid.... Most Decks run like 7 minions, 2xIronwood Golems and the combo pieces so if you play Rat after after seeing both Golems and UI you'll pull a combo piece 90% of the time and if they lose even one of those they probably can't OTK anymore..... Also Druid's removal sucks,even 2 or 3 midrange minions are a problem for them,SP can stall for a turn or two but sooner or later they'll have to deal with your board if you apply enough pressure....
Okaaaaay. Wild is having 4 different brainless vomit/get carried Call to Arms/Sunkeeper paladins but you are complaining on OTK Malygos Druid that is difficult to pilot? Youre calling a combo deck that can be completely screwed if you pull one of the combo pieces or overhelm him a brainless deck? I dont get it. I DO NOT GET IT
It's not a skillful or interactive deck at all, I crafted and I played it with 0 prior experience and went undefeated on the day barring bad mulligans, every control match was a bye and aggro wasn't particularly difficult. I understand the rock, paper, scissors of aggro, control and combo but I don't believe that's supposed to literally be understood as 100% win rates vs a CCG archetype.
I'm not saying the deck is unbeatable, but barring Mage Infinite Fireball OTK or Kings Bane Mill Rogue and lucky discard there isn't a single deck that Druid OTK has a legitimately bad matchup against. Naga Sea Witch decks, which are admittedly awful for the game, still have to come down on curve and force you to over commit your resources into Brawl, Poison Seeds or Equality to abuse the mechanic. where Druid OTK just wins by default if it isn't put under a fast enough clock - and with the draw the deck has that clock seems faster than Freeze Mage despite Ice Block.
This just seems like hands down the best archetype in the game right now, especially if you build it so that you don't have an easily played around kill condition. I mean if this isn't your definition for degenerate combo, I really don't know what is.
Druid doesn't even have a 50% winrate in wild, it's the fifth strongest class. Instead of assuming everyone has trouble with it, try thinking about why you have trouble with it and try to improve
Renolock - Dirty Rat, Gnomeferatu, Deathlord, Coldlight Oracle. Kazakus potion for armour to make it harder for them to win. Cubelock - Same as above. Attack them with minions until they lose. Big Priest - Yeah, this is a bad matchup for Big Priest. Try and do something broken and hope they don't have an answer.
Edit: Alternatively, if you're going 100% with the deck, maybe play that deck instead?
The moment you claim X or Y deck takes no Skill and is Uninteractive, you completely ruin your arguments.
There are pratically no decks in the game which take no Skill at all, and the same goes for Uninteractive, since pretty much every strategy in this game has actions you can take to deal with it, making it interactive.
The fact that you make the first argument for a Combo deck, by default the most demanding type of Deck in the whole game, just tells you how clueless you are.
Something important for people to understand:
Decks You Don't Like =/= Decks That Require No Skill. There is no correlation here. What you like and don't like is subjective. Decks that require Skill, proper Technical play, are actually objective, in that they can be measured. To do so, all you need to do is provide that exact same deck list to an unexperienced player and an extremely experienced player, and have them play a statistically relevant sample size of games (in the thousands of games).
Decks that requires Skill/Proper Technical Play will ALWAYS provide the highest difference in Winrate between those 2 players. This usually happens the most in Combo decks.
Regarding Interactivity. Can you interact with the Druid's Gameplan? Yes. The Bare minimum you can do is Dirty Rat Combo Pieces, since they are playing a Combo deck. There is also a bunch of different aspects you can look into when playing around the strategy of the Druid deck.
There is a difference between your lack of knowledge and technical play, and a deck being uninteractive. Not knowing how to interact with a deck does NOT make a deck uninteractive. What makes a deck uninteractive is the COMPLETE ABSENSE of ANY actions at all you can make to affect that deck.
It doesn't take a lot of brain cells to play a combo deck in Hearthstone compared to playing a combo deck in Magic or any other real CCG with on the stack interaction. If you have to tech cards like Deathlord and Dirty Rat, which are ridiculously bad cards vs the metagame as a whole right now, then that's only a clear indication of a format warping archetype - even Kezan Mystic generally wasn't played against nor did it ever really do anthing to discourage Freeze Mage in its prime.
If you want to argue semantics over what you find skillful or interactive, feel free, but I don't see how this deck doesn't pass the threshold for a nerfing compared to past combo decks which didn't have anything near the inevitability of OTK DRUID. Maybe people are still playing that shitty Malygos version of the deck that gets rolled by a Mountain Giant, IDK, but it really isn't hard to figure out what the best version of the deck is and realize aggro isn't a serious problem.
But whatever, this thread has degenerated into Ad Hominem so I'm done with it.
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Does anyone else believe Druid has ruined the Wild format as of late? The OTK Druid decks are practically unbeatable now vs any control deck, they can draw out their decks by Turn 11 to 12 and can finish the game with one of any of a half a dozen different combos. There is literally no interaction between you and the other player, and any board you build just gets immediately answered by Poison Seeds or indefinitely stalled by Spreading Plague. The deck doesn't seem to have any real bad match ups in the format at all, requires practically no skill to play, provides no counter play to the opponent and just abuses a critical threshold of card draw and resource cheating mechanics to turn Hearthstone into solitaire for the Druid player.
I'm really not sure why nothing is being done about this deck, I know Wild isn't a priority for the dev team but this deck is so much worse than the Leeroy Jenkins, Patron Warrior, OTK Worgen and Freeze Mage decks ever were.
i got legend with nzoth secret hunter, and i barely played against druids
Combo beats control but loses to aggro. Same as Magic. What control deck are you playing?
"It requires no skill to play"
The bastion comment of all salty HS players. Second only to "interactive."
Turn 11 or 12? LOL most aggro deck kill you by turn 4 or 5. The true threat in Wild is pretty much any giant deck with naga sea witch full board of giants on turn 5.
It is actually a very difficult deck to play. You need to know when to use certain cards or hold them. Plus, a lot of the decks do pretty well against them if they don’t draw wel. 5 giants and no seeds? They are pretty much dead. Tons of Doomguard and Mal’Ganis with no seeds? Dead. Then they will just summon them back with Guldan.
lol no skill ? i saw that on kripp stream, and you can really mess up the combo if you are under pressure(against aggro)...
turn 5 giants its much worser
The Maly OTK deck is NOT an easy win. I agree it is annoying as hell to face, but there's all kinds of interaction that takes place. Yes, like Exodia Mage, it can wreck you without a care in the world for you or what you are doing, but it takes a lot of skill to get to that point. You have to manage your opponent's threats while trying to draw up to your win condition. If you get a slow start against any kind of aggro, it's tough. If you use too many spells on board clears, you're pretty hampered. If Maly gets wiped out for any reason (Dirty Rat, overdraw in a mill deck, etc.)... gg.
I agree that the devs should revisit Wild and consider altering some cards for the good of that format, but I don't agree that this deck is ruining the meta.
Yeah, I'm sorry but it's about the most skill intensive top-tier wild deck (...No, I don't play it). We badly needed a strong combo deck in wild anyway, something to apply pressure to the dominant control priests that were running the show. Call to Arms paladins, pretty much any variety, crap all over the combo druids if you want a counter.
Naga Sea Witch ruined Wild,not Druid... A well timed Loatheb or Dirty Rat shits on Druid.... Most Decks run like 7 minions, 2xIronwood Golems and the combo pieces so if you play Rat after after seeing both Golems and UI you'll pull a combo piece 90% of the time and if they lose even one of those they probably can't OTK anymore..... Also Druid's removal sucks,even 2 or 3 midrange minions are a problem for them,SP can stall for a turn or two but sooner or later they'll have to deal with your board if you apply enough pressure....
"この 先は 暗い 夜道 だけが も 知らない それでも信じて 進むんだ 星が その道 を 少し でも 照らしてくをるのを"
Okaaaaay. Wild is having 4 different brainless vomit/get carried Call to Arms/Sunkeeper paladins but you are complaining on OTK Malygos Druid that is difficult to pilot? Youre calling a combo deck that can be completely screwed if you pull one of the combo pieces or overhelm him a brainless deck? I dont get it. I DO NOT GET IT
Moving into https://outof.cards/members/firepaladinhs/decks
haven't found any druid so far in wild
Wild format isn't for players who will literally come and complain on a forum when they lose against x deck. Stick to standard mang
I was using Renolock, Cubelock and Big Priest.
It's not a skillful or interactive deck at all, I crafted and I played it with 0 prior experience and went undefeated on the day barring bad mulligans, every control match was a bye and aggro wasn't particularly difficult. I understand the rock, paper, scissors of aggro, control and combo but I don't believe that's supposed to literally be understood as 100% win rates vs a CCG archetype.
I'm not saying the deck is unbeatable, but barring Mage Infinite Fireball OTK or Kings Bane Mill Rogue and lucky discard there isn't a single deck that Druid OTK has a legitimately bad matchup against. Naga Sea Witch decks, which are admittedly awful for the game, still have to come down on curve and force you to over commit your resources into Brawl, Poison Seeds or Equality to abuse the mechanic. where Druid OTK just wins by default if it isn't put under a fast enough clock - and with the draw the deck has that clock seems faster than Freeze Mage despite Ice Block.
This just seems like hands down the best archetype in the game right now, especially if you build it so that you don't have an easily played around kill condition. I mean if this isn't your definition for degenerate combo, I really don't know what is.
I play control, so it wrecks me. I’ve accepted this fact and just do everything within my means in that matchup. You should do the same.
Dibbity don't touch that!
Druid doesn't even have a 50% winrate in wild, it's the fifth strongest class. Instead of assuming everyone has trouble with it, try thinking about why you have trouble with it and try to improve
Okay, let's go through the options:
Renolock - Dirty Rat, Gnomeferatu, Deathlord, Coldlight Oracle. Kazakus potion for armour to make it harder for them to win.
Cubelock - Same as above. Attack them with minions until they lose.
Big Priest - Yeah, this is a bad matchup for Big Priest. Try and do something broken and hope they don't have an answer.
Edit: Alternatively, if you're going 100% with the deck, maybe play that deck instead?