Wild is fun but starts to fade out when u get half ur deck milled by gang up oracle rogue, turn 5 fill ur board with giants as warlock and mysterious challenger aggro paladin, plus otk decks run rampant.
Standard is diverse cause of new exp every quarter. Deal with it
People seem to do nothing but compare to the past. I seem to be the only one with faith in Blizzard. If Blizzard wants to lower some general power level and create more fun, value generating combos then they're gonna do that, and they're gonna make it work. If something needs a nerf, they'll nerf it. No big deal.
Disgusting to see how many people are just hungry for a win. I actually think this new expansion is incredible and seems to add more actual "fun" to the game than the last year has done (which was just more power after MORE POWER)...who would have thought...
I would love to say something about how wild is the dumping ground for blizzard and will be ruled by broken strategies forever. I’m mainly a standard player and have dabbled a little bit in wild (probably about 50 games played), and I keep up with the wild meta from wild streamers and friends who play wild.
So magic: the gathering has a similar rotation system to hearthstone. A rotation happens and some sets are phased out of standard and to mtg’s version of wild, which is legacy. Legacy, similar to wild, is full of broken decks (for example there are decks that can combo and win by turn one). However, i must disagree with the people who say that wild will be ruled by broken decks and it will become worse and worse. Compared to standard decks, of course wild decks are broken. They have access to a much larger card pool containing far more high power cards than in standard. However, a deck is only “overpowered” compared to the rest of the field. Since all of wild’s competitive decks are extremely powerful, they counterbalance each other. Because of the idea of “everything is OP so it’s fine” is actually seen to be true in mtg. Legacy has a loyal following, despite the legacy decks being far more “broken” than decks in wild. However, mtg also has a playerbase that will only play standard, and not legacy. Because of this, I believe that both wild and standard can coexist, with wild not necessarily being the neglected, overpowered, and unfun dumping ground of cards that people claim it is.
And to the people who say that warlock is oppressive in wild, I say just smack them with aggro shaman
Tried wild once at the onset of Knights. Worst meta I've ever seen, I would take the days of fighting Undertaker Hunter as a Druid main over what I saw in that format.
I would love to say something about how wild is the dumping ground for blizzard and will be ruled by broken strategies forever. I’m mainly a standard player and have dabbled a little bit in wild (probably about 50 games played), and I keep up with the wild meta from wild streamers and friends who play wild.
So magic: the gathering has a similar rotation system to hearthstone. A rotation happens and some sets are phased out of standard and to mtg’s version of wild, which is legacy. Legacy, similar to wild, is full of broken decks (for example there are decks that can combo and win by turn one). However, i must disagree with the people who say that wild will be ruled by broken decks and it will become worse and worse. Compared to standard decks, of course wild decks are broken. They have access to a much larger card pool containing far more high power cards than in standard. However, a deck is only “overpowered” compared to the rest of the field. Since all of wild’s competitive decks are extremely powerful, they counterbalance each other. Because of the idea of “everything is OP so it’s fine” is actually seen to be true in mtg. Legacy has a loyal following, despite the legacy decks being far more “broken” than decks in wild. However, mtg also has a playerbase that will only play standard, and not legacy. Because of this, I believe that both wild and standard can coexist, with wild not necessarily being the neglected, overpowered, and unfun dumping ground of cards that people claim it is.
And to the people who say that warlock is oppressive in wild, I say just smack them with aggro shaman
Why compare Wild to Legacy? Legacy is pretty much solely balanced due to lots of Force of Wills and the ability to have a sideboard. While I do think wild and standard fit alongside each other well, comparing wild to a format that is mostly balanced due to being able to prevent your opponent from doing brokeback things isn't that close. As for the quote "Everything is OP so it's fine" only works because sideboards exist, which prevent certain decks from being able to even function. If things like those didn't exist, enemy #1, dredge would without a doubt the equivalent to cubelock. Put sideboards into hearthstone and all of a sudden having borderline busted cards such as Naga Sea Witch would not be as strong.
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I don't have something witty about this deck, I just like it because Malygos is fun.
I skimmed a lot but i think were of a like mind, except theres also do everything priest and pally on my radar. Every other class is still unviable. In the case of mage we were just nerfed for no fucking reason since they didnt give us jack shit in return. In fact they released a bunch of anti class cards that were suppose to do.... what with? Book of spells is bad since every viable mage deck requires 10 spells and that means we fatigue out of the game... fuck this expansion. The moment i saw odd/even being something they were trying to do, i should have quit lol. Its such a stupid mechanic.
Literally going to just be Midrange combo(cubeclasses) decks, Super slow Control decks(Odd priest/warrior), and zoo(pally,warlock,etc) decks. Essentially GvG again but probably with slightly better cards. Inspire = Rush, I feel like no one will seriously play rush. It will just be an amazing arena draft depending on which rush card.(MAYBE warrior might get away with it)
Disgusting to see how many people are just hungry for a win. I actually think this new expansion is incredible and seems to add more actual "fun" to the game than the last year has done (which was just more power after MORE POWER)...who would have thought...
I'm all for fun. The vast majority of my decks are memey decks. However, I also realize that the entire population of the game is not just made up of people like me. You can't have an expansion that is mostly meme cards, while neglecting competitive cards that will potentially knock the old tier decks out of their spots, and you can't just have an expansion of serious try hard cards with no meme cards.
Right now it seems that there is much less of a balance between those two things this time and for the competitive scene that poses possible anxiety that Cubelock / Control Lock is going to be the next Jade Druid (ie the deck that rules ladder for an extremely long time, making the game feel very boring).
Disgusting to see how many people are just hungry for a win. I actually think this new expansion is incredible and seems to add more actual "fun" to the game than the last year has done (which was just more power after MORE POWER)...who would have thought...
I'm all for fun. The vast majority of my decks are memey decks. However, I also realize that the entire population of the game is not just made up of people like me. You can't have an expansion that is mostly meme cards, while neglecting competitive cards that will potentially knock the old tier decks out of their spots, and you can't just have an expansion of serious try hard cards with no meme cards.
Right now it seems that there is much less of a balance between those two things this time and for the competitive scene that poses possible anxiety that Cubelock / Control Lock is going to be the next Jade Druid (ie the deck that rules ladder for an extremely long time, making the game feel very boring).
Well tbh I'd really like to see a CubeHunter arise due to the addition of more control tools for it.
Could be cool to see recruit charged devilsaur off the battlecry/deathrattle lady into cube + 2 play deads for monstrous face damage. Before it was basically impossible due to the current meta but with certain cards going away and a few more control cards Hunter could get there.
My bold prediction is that this new Expansion will finally kill aggro. Every previous expansion looked like it was going to be the one that would kill aggro, but Witchwood will finally do it. Yep. Aggro is dead. :P Kappa
As a long time warlock player, I would absolutely hate and be very sad to see Doomguard reduced to merely Rush. The burst from zoolock would be much weaker. However, even I agree that Doomguard is very powerful. And it has only gotten better and better with the new cards.
But why is it so powerful? The charge? Not really.
It's the 5/7 stats. It's one of the few charge minions that can stick to the board after being played and used. And at 5 mana? Das gud. It will often put out 10-15 damage if there is no immediate answer. And if you remember good old days of double P.O. on Doomguard was usually an instant kill out of completely nowhere. I would like to see it either kept at 5 mana and had its stats reduced to 4/6 or 4/5, or upped to 6 mana and maybe it's health lowered to 6.
Or, Hall of Fame it. Using the same reason of past cards, "overused, too dominant/powerful, auto-include that limits deck building," it sounds like the perfect candidate. Especially if it goes bonkers like the predictions are once this set releases. Plus, it is such an iconic card for Warlock that changing it feels like blasphemy.
As a long time warlock player, I would absolutely hate and be very sad to see Doomguard reduced to merely Rush. The burst from zoolock would be much weaker. However, even I agree that Doomguard is very powerful. And it has only gotten better and better with the new cards.
But why is it so powerful? The charge? Not really.
It's the 5/7 stats. It's one of the few charge minions that can stick to the board after being played and used. And at 5 mana? Das gud. It will often put out 10-15 damage if there is no immediate answer. And if you remember good old days of double P.O. on Doomguard was usually an instant kill out of completely nowhere. I would like to see it either kept at 5 mana and had its stats reduced to 4/6 or 4/5, or upped to 6 mana and maybe it's health lowered to 6.
Or, Hall of Fame it. Using the same reason of past cards, "overused, too dominant/powerful, auto-include that limits deck building," it sounds like the perfect candidate. Especially if it goes bonkers like the predictions are once this set releases. Plus, it is such an iconic card for Warlock that changing it feels like blasphemy.
I agree with your sentiment, however I unfortunately think it's the most likely nerf for it. They won't HOF it because it's a class card and each class needs equal number of cards from base set. One day they may move cards from Wild sets into Classic and rotate others to HOF, but they're not there yet. They don't change stats if there's an easier fix, and they're trying to reduce Charge (and burst in general) in the game. That leaves Rush as the most likely solution.
Ah. Right, right. Class card. Totally forgot about that. And maybe yea. They could swap some set cards around somewhere down the line. Or maybe replace Doomguard with a different/similar card? Maybe a 5 mana 5/4 rush? something. IDK. Just a thought. Or eventually reverse the nerf like they did with the Giant.
I really hope they don't try to close off burst completely. It adds an additional aspect to the game. It's an additional thing to think about when making decisions. And another win-con or out you can play to. And while something like Doomguard, PO, PO, and a potion or Alchemist might be over the top, 5-10 burst is completely fine/normal. Plus, think of the other classes. Hunter with double KC or a swarm of charging buffed hounds. Rogue with Eviscerate. Mage burn. Token Druid that likes to end games T5 or 6. Etc. Etc.
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Here's a much shorter prediction.
Doomguard is nerfed to Rush soon. Call to Arms is 5 mana, maybe even 6 within 3 months.
Wild is fun but starts to fade out when u get half ur deck milled by gang up oracle rogue, turn 5 fill ur board with giants as warlock and mysterious challenger aggro paladin, plus otk decks run rampant.
Standard is diverse cause of new exp every quarter. Deal with it
People seem to do nothing but compare to the past. I seem to be the only one with faith in Blizzard. If Blizzard wants to lower some general power level and create more fun, value generating combos then they're gonna do that, and they're gonna make it work. If something needs a nerf, they'll nerf it. No big deal.
Disgusting to see how many people are just hungry for a win. I actually think this new expansion is incredible and seems to add more actual "fun" to the game than the last year has done (which was just more power after MORE POWER)...who would have thought...
I would love to say something about how wild is the dumping ground for blizzard and will be ruled by broken strategies forever. I’m mainly a standard player and have dabbled a little bit in wild (probably about 50 games played), and I keep up with the wild meta from wild streamers and friends who play wild.
So magic: the gathering has a similar rotation system to hearthstone. A rotation happens and some sets are phased out of standard and to mtg’s version of wild, which is legacy. Legacy, similar to wild, is full of broken decks (for example there are decks that can combo and win by turn one). However, i must disagree with the people who say that wild will be ruled by broken decks and it will become worse and worse. Compared to standard decks, of course wild decks are broken. They have access to a much larger card pool containing far more high power cards than in standard. However, a deck is only “overpowered” compared to the rest of the field. Since all of wild’s competitive decks are extremely powerful, they counterbalance each other. Because of the idea of “everything is OP so it’s fine” is actually seen to be true in mtg. Legacy has a loyal following, despite the legacy decks being far more “broken” than decks in wild. However, mtg also has a playerbase that will only play standard, and not legacy. Because of this, I believe that both wild and standard can coexist, with wild not necessarily being the neglected, overpowered, and unfun dumping ground of cards that people claim it is.
And to the people who say that warlock is oppressive in wild, I say just smack them with aggro shaman
Tried wild once at the onset of Knights. Worst meta I've ever seen, I would take the days of fighting Undertaker Hunter as a Druid main over what I saw in that format.
yes, the word is BOLD lol...
I don't have something witty about this deck, I just like it because Malygos is fun.
I skimmed a lot but i think were of a like mind, except theres also do everything priest and pally on my radar. Every other class is still unviable. In the case of mage we were just nerfed for no fucking reason since they didnt give us jack shit in return. In fact they released a bunch of anti class cards that were suppose to do.... what with? Book of spells is bad since every viable mage deck requires 10 spells and that means we fatigue out of the game... fuck this expansion. The moment i saw odd/even being something they were trying to do, i should have quit lol. Its such a stupid mechanic.
I think expansions within the standard format should ONLY be in standard until it rotates out to wild
Literally going to just be Midrange combo(cubeclasses) decks, Super slow Control decks(Odd priest/warrior), and zoo(pally,warlock,etc) decks. Essentially GvG again but probably with slightly better cards. Inspire = Rush, I feel like no one will seriously play rush. It will just be an amazing arena draft depending on which rush card.(MAYBE warrior might get away with it)
Cubelock will continue to see play 50% during release, and people still won't know how to pilot it properly. Winrate drops below 50% against aggro with Mistress of Mixtures gone. No more N'Zoth, the Corruptor means other control decks have a better chance beating it, and cards like Acidic Swamp Ooze, Spellbreaker, Skulking Geist, Polymorph, and Mind Control will shut out warlock completely.
Shaman, Priest, and Rogue will be full of memes the first weeks, and eventually refine into tier 2 decks.
Hunter, Druid, Warrior will try their hardest to get to tier 3 decks, praying next expansion will be good.
Aggro will be at highest winrate again, just like in K&C - and everyone will KEEP FORGETTING THAT Paladin is tier 1.
Minion Mage is either tier 1 or tier 4.
My bold prediction is that this new Expansion will finally kill aggro. Every previous expansion looked like it was going to be the one that would kill aggro, but Witchwood will finally do it. Yep. Aggro is dead. :P Kappa
Ah. Right, right. Class card. Totally forgot about that. And maybe yea. They could swap some set cards around somewhere down the line. Or maybe replace Doomguard with a different/similar card? Maybe a 5 mana 5/4 rush? something. IDK. Just a thought. Or eventually reverse the nerf like they did with the Giant.
I really hope they don't try to close off burst completely. It adds an additional aspect to the game. It's an additional thing to think about when making decisions. And another win-con or out you can play to. And while something like Doomguard, PO, PO, and a potion or Alchemist might be over the top, 5-10 burst is completely fine/normal. Plus, think of the other classes. Hunter with double KC or a swarm of charging buffed hounds. Rogue with Eviscerate. Mage burn. Token Druid that likes to end games T5 or 6. Etc. Etc.