Not one class dominating the format, that is not healthy. Remember they have nerfed Wild cards in the past in similar situations:
Tbh, the only deck which could rival the current mage decks were the SA-druid. The others were much weaker but frustrating to play against.
They nerfed cards because all the wild players kept crying about it. In reality it is just a for fun mode that Blizzard barely wants to cater to until the wild community starts spamming their twitter and reddit crying about it.
Wild has a huge communitiy in China, it is like 100 times larger than the western one. Their total number is high enough to make a lot of cash, that's why WIld got the ingame shop support and more balance changes recently.
I don't think Secret Mage is truly Top Tier. It's just super cheap, but it can be counterplayed so easily. You just have to outtempo them hard on board, so they have to spent their ressources on your board and not your face. Only Mad Scientiest has a Deathrattle, the 5/5s are just plain stats, you can handle that. Then they will kill themselves via fatigue. Never spent ressources on their face, dedicate everything on staying alive.
Now Quest Mage still has pretty toxic spikes, but the nerf did slow down the deck a lot. I honestly think their winrate is artificially higher right now. People jst concede after they see an early hand-filling cyclon, unable to realize that their opponent's hand actually only constist of unplayable random high-cost spells.
They concede when they see Quest finish, unable to see that their opponent has no giants in hand.
Just give the nerfs a bit more time. WIld is slow thinking.
Though I wouldn't mind if they push Waygate to 10 Spells. However, the better way to balance things in Wild, imho, is buff old cards. Wild will always have decks with very powerful, unfair things, so the better way to balance things is to just increase deck variety until no one notices anymore. I think the last set of buffs was very succesful, Renp Priest is back and strong and no one complains, Odd Warrior is back and strong, and no one complains, etc. Also the Year of the Dragon Highlander support was the best thing they ever did for the Wild format, as it created more than a dozen new deck archetypes ad hoc.
The Quest support cards were strong, but aside from Awaken the Makers (and Rogue) no Quest has been toxic for the Wild format, and with the new support, most are now sleeper decks waiting to become comepetitive, so overall I think these cards were very healthy for the format.
You are going to play against secret mage and you are going to like it or go to the salt thread! Everyone but you loves to play against a deck that ignores everything your opponent does while spamming spells and battlecry cards to the face right? Right??
if you don’t like this, you need to go to the salt thread while the rest of the community makes fun of you and tells you to improve your play.
Legends of Runeterra and Magic have much healthier communities than Hearthstone. I’d recommend giving those a look
Was double legend last month, atm rank 1 in Standard and thought I'd start the Wild laddering today.
Oh boy, dafuq? Mage, Mage, Mage, Mage, etc.... It's even worse than ever before, wow.
I mean, ok, I'm trying my homebrew Bomb Warrior and this deck does not rly work against both Mage archtypes and only rly shines against Highlander and Midrange/Control.
But after 11 games I didn't face ANY of these, only aggro, nonstop. Quest Mage, for me, is aggro too, as it doesn't care about your board and just goes face like Odd DH and Secret Mage.
Wild ladder became even more boring than Standard, and that's shocking alarming.
I myself laddered with Secret Mage some seasons ago, I know it's ridiculously easy to win, but it got boring after a while. Sadly 90% of the player base at my MMR only cares about winning and not trying new stuff.
Thanks to the new ladder system I will NEVER face the amount of interesting and out-of-the-box decks as I did before. Starting at Bronze 10 and always nonstop facing Legend players feels really annoying and boring, as you keep facing the same decks over and over, in Standard AND Wild.
There's clearly a return for the quest mages right now because of less aggro. I personally don't care, aggro can die off, but this situation wouldn't be nearly as bad if blizzard decided to do for quest mage what they did for darkest hour warlock: actually nerf it. If they don't want to change quest reward, then make it cost a lot more; quest mages can generally come close to killing you anyway with the flamewankers + apprentices out anyway, if their reward were to cost 9 or 10 mana at least they'd have to wait a decent amount of time to play it (and renoquest wouldn't be able to pull the vargoth + quest, which would be cute).
i do agree that kingsbane rogue shoulb be a thing again. howerer if they decide to bring it back they have to remove vanish from the game and maybe make sap more restrictive. i dont want rogue to have soft removal. and honestly blackjack stunner was a mistake. if rogue kill a minion she kills it. no bouncing enemy minions. and burgle is officially 2 mana card. so why its still on 3?
for priest we need some good counter to ress priest and nerfing spawn of shadows (maybe inspire discover a spell) another problem i see with priest is the everpresent vargoth. turn 4 vargoth means you are screwed unless polymorf/hex/devolve. and thats not fun. i would also consider completely removing mind blast and returning velen back to standart as a 3 drop that doesnt affect enemy face.
it might break wild. but blizzard should try temporarily changing shaman heropower to passive effect. (corrupt the watters)
warrior: blizzard should consider buffing some of the wild defensive tools. but my first candidate is for buff is bulwark. it should ignore dmg equal its attack completely.(no durability loss) crush could be changed to 5, recless flury will now deal its dmg in similar fashion to bladestorm.
and finnally mage: tempo mage quest mage is abusing sorcerer aprentice cost reductuion effects. so lets give quest a requirement to also spend mana on those spells otherwise no progress. in quest. the other card that needs to be nerfed is flamewaker. and its not surprise. this thing should only target minions.(one of the reasons bulwark is so bad in wild)
secret mage : kabal lackey 2/2/2, mediv valet 2/2/2, arcanologist 2/2/2, arcane flakmage: 4/3/3 you secrets cost 1 . after you play a secret deal 3 dmg to random enemy minion and its adjacent. cloud prince 5/3/3 Battlecry destroy all friendly secrets deal 4 dmg for each. fireball :throw a ball of fire that deals 6 dmg to first enemy hit.(you can select a position you threw it in so you can target minions that normally cant be targeted by spells but you cant throw it onto enemy face while he has minions. should get new animations. aluneth 5 mana. kabal crystal runner 6/5/5. whenewer you put a secret into play reduce cost of this by 2 mana. (duplicate copies are 6 mana again)
I just came to vent off some salt... Wild ladder meta is EXTREMELY ANNOYING AND FRUSTRATING right now because of all the f-in mages. Each game Mage after Mage after Mage after Mage... And nothing you can do about them and their insanely OP cards. You just sit and watch them crush you. Thousands of freezes, 3 turns in a row, spell generators, retarded hand refill for 2 mana, 3 different Reno f*ckers, burst, hard removal, OTKs, numerous AoE board clears, huge minions for 0 mana, and every other possible tool... It's f-in ridiculous and plain stupid. The only alternative is for you to also play Mage, which destroys the whole point of having 9 other classes.
Last month I finished at Diamond 2, and this month have been stuck at Diamond 2-3 for 30!!!! days, with Mages not allowing me to make any further progress. IDO NOT WANT TO PLAY MAGE, I want to have a variety of classes to chose from, which are competitively viable for ladder, apart from the totally not fun Mages. It is absurd to have 5 different mage decks dominating every other deck and the m*rons from Blizzard not giving an F!!!
Hmm Mages evrywhere ... But well lost one to freez the bord, freez, freez, ice block, iceblock -- combo. But otherwise they die. Reson is i tried wildafter a while and play a self made murloc pala. Havent seen a control based deck that has good odds till now .... Only extreme face decks usually get me.... If i am mostly alive T5 i start to roll over any opposition.
It's getting more and more retarded. Instead of somehow balancing the classes, now Mage got EVEN MOAAAR tools for ridiculous combos and domination. At this stage there is no point of playing any other class whatsoever.
All I know in wild for mages is this bs spell damage mozaki card needs to go. It's ridiculously overpowered. It's not fair when you have four 30.30 minons on board for 2 turns and then only to be ice blocked or have frozen minons as ur forced to sit there and watch this bs mana refresh and mozaki spell damage minon deal bunch freezing damage just from drawing cards. Idk it's ridiculous. The copying of the decks baffles me whereas I'd rather create my own deck and win. More satisfying i think. Anyways just needed to rant. Hopefully blizzard grows a pair and fixes this
Gosh I was wondering what everybody was talking about then I realized this thread is ancient. It's funny, I just had a run-in with mage right now and was having a similar thought. Mozaki, Master Duelist itself seems extremely powerful, and with the amount of Mana cheat that Mage has received recently have made them absolutely insane - and Freeze being a mechanic that creates a huge lack of interactivity, makes winning extremely difficult for decks that have a board-centric win condition (most of them).
What could be done I'm not sure. They can't remove the Freeze keyword. They can't just mass-errata things like Conjure Mana Biscuit or Sorcerer's Apprentice. I guess the only solution is to print more cards that can help overcome the issue.