He can win the game alone. If you have a board. You put loatheb and you win, the enemy can't remove the board.
I'm sorry, I honestly don't want to derail this thread and I think the list is relatively solid except for the murloc stuff, but can we all just look at this quote a second.
I know we live in the world of the post-factual, but Jesus Christ . . . how did you actually think these thoughts long enough to type them.
"[Loatheb] can win the game alone. If he's not alone."
Sorry, but I rarely get a quote that blatant to illustrate the decay of . . . I don't even know what, but something very important.
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Feugen and stalagg are pretty devastating against non aggro decks.
Most of the decks where I used to run sludge belcher and deathrattle synergy I replaced the belcher with Feugen and stalagg. With N'zoth and some of the class deathrattle tools (hunter, rogue, warlock, priest), they generate insane amount of stats across multiple body it's just impossible to deal with. I take a few hits in my winrate against aggro and gain ridiculous win condition against other decks.
I don't play Wild a lot but it would only make sense that Feugen and Stalagg have gotten stronger over the years, given the amount of deathrattle synergy and card tutors we've got access to.
Resurrect: OP, 2 mana to get back an actual 8-cost minion is beyond broken and is worse than Barnes. Barnes does what he is supposed to do. A fairly statted minion (4/5 combined with the 1/1 minion you get from the battlecry), getting a strong effect early if you have a deck specifically designed to do so (Except if you high roll Y'Shaarj, Rage Unbound but that is not that likely. But then resurrecting that small 1/1 into a huge 8/8 or 4/8 Taunt with Lifesteal or a 10/10 summons another huge 8/8 or 4/8 Taunt with Lifesteal or another 10/10? Hell no. 10/10 PLS NERF
Loatheb: Definitely a good card if you have advantage on the board. But it's also decent in lots of other decks as it is just EZ tempo for any deck. Usually when boardclears cost +5 mana you usually can't use them. It's definitely broken in Jade Shaman combined with Shudderwock. If you play it alone on the board it usually sticks as most hard removals cost too much for it to be worth it. A solid minion, not too strong. 8/10
Quartermaster: Absolutely terrible until Odd Paladin came in like a choo-choo train. It's better than Level Up!, as you don't really care about Taunt if you're winning on the board and you're aggro. You also get a 2/5 body with it, if the burst damage of +2/+2 is not enough to kill your opponent and they survive. However Odd Paladin isn't really shining in Wild, although you could believe so seeing how they have a lot of synergy like Warhorse Trainer and Steward of Darkshire. It's a good card. 7/10
Finja, the Flying Star: Finja is a 2-mana 2/4 stealthed murloc. Already playing this card alone is really bad against aggro or tempo as it doesn't really do anything the turn you play him. However if you utilize this card properly and use only Bluegill Warrior, Murloc Warleader and Morgl the Oracle this can call out for some serious burst damage, especially combined with two copies of Anyfin Can Happen. It's also doable in Quest Shaman, but that deck is nowhere near meta-defining right now. This card right now really only works in one competitive deck at the moment and it's Murloc Paladin. 4/10
Anyfin Can Happen: Speaking of serious burst damage, this card does just that. After you have some strong murlocs die (like perviously mentioned) it can result in at least 10+ damage per time you play Anyfin Can Happen. And you can run two copies of it. So if the aggro SMOrc strategy wasn't quite enough fuel to push through your opponent, you have two last bursts to push with to destroy them. There's also some memes to be called if you're playing Rogue or Priest and you manage to steal Anyfin Can Happen, since the resurrection mechanics work for you too. The card does say "Summon 7 random Murlocs that died this game"; So it doesn't mean it's restricted to friendly murlocs. This card only belongs in one deck, which is not that great but not terrible either. After the Murloc Warleader nerf a while ago it's been rougher for them. 5/10
Patches the Pirate: Old friend, old pal, the greatest pirate of them all. Even after the great nerf of removing his SMOrc capabilities he STILL sees play in some very aggressive decks. Getting a 1/1 Pirate out on the board just for playing a pirate minion is apperantly still worth it, as you take a small minion from your deck and summon it. This thins out your deck and allows better draws later. However this guy has seen his glory days for over a year now in SMOrc decks, even after other friends of his were nerfed (Small-Time Buccaneer, Fiery War Axe). He's not in charge anymore, and he is going to remain that way. Patches, our friend, our leader of SMOrc, it's been a journey. 6/10
Mechwarper: This little shit of a mech was an abomination when it came out and it STILL is in Wild. Having good stats on a 2-mana mech (2/3) is already pretty nuts seeing how there is so much other mech synergy. But then you have the OP effect, making your mechs cost 1 less. Coining out Mechwarper on turn 1 was a warning sign for your opponent saying "Deal with me now, or face my wrath." And if you didn't? Well you got a board of about 6 Mechs, since they play their second Mechwarper, then go nuts. This minion carries the living shit out of mech decks (Hunter, Rogue). WAY more than Galvanizer ever will. This card is retarded. 9/10
Barnes: A 4-mana 3/4 which summons a minion from your deck that, and that minion has 1/1 stats. Combined it's a Chillwind Yeti. Seems reasonable, right? WRONG! First you can get the most crazy effects which should be illegal to have on turn 3 coin or turn 4. Already that seems scary but it gets worse. Remember that card I mentioned earlier? Resurrect and Eternal Servitude is what makes this card hell. Getting back those huge minions for that small amount of mana, several times, that early? But it's not Barnes fault. The resurrection mechanics make him broken. People have been suggesting nerfs like making the 1/1 summoned minion a "Doll" or "Actor" token. This makes it so that you can't resurrect the big minion (Unless it's Y'Shaarj, Rage Unbound who is summoned from Barnes, then it's still broken). Alone, this card is not too bad. Synergy with resurrection mechanics however, makes this a living nightmare. 9/10
Medivh's Valet: A 2-mana 2/3 with an effect that allows you to deal 3 damage, even to the opponent's face!? Sign me up! This card in tempo mage alongside Kabal Lackey, Kirin Tor Mage, Arcanologist and Kabal Crystal Runner was pretty damn strong. Specially when Aluneth came out. The card is strong, really strong. But it's not as broken as other cards for it to compete in Wild. Sad to say how this card is not strong enough, right? Cubelocks, Kingsbane Rogues and Aggro Paladin spit on this card. I still think it's good. 6/10
Jade Idol: Terrorized by the mighty green dudes since the launch of MSoG this card was one of the leaders of it. I've always thought that Shaman and Rogue's versions of Jade decks have been the most balanced, since there is a limit to how many Jades they can summon. Sure they might be pretty powerful but it IS possible to stop them at least. Jade Druid however has an infinite amount of resources, which makes this deck retarded. And let's not talk about how broken this deck even got furthermore in KotFT. Allowing fatigue to be ignored allows you draw super fast without any risks of consequences, which is really lazy design. They could've just made it a 1-mana "Summon a Jade Idol" but nope. Thankfully this deck gets outvalued by most other stronger decks in Wild and THANK GOD it's gone from Standard. No fatigue, infinite value on a rare card. 10/10
Really surprised that Genn and Baku are not on this list.
More generally. Build around cards and synergy cards rule wild.
Build around cards (i.e. Genn, Baku, Reno) get stronger the bigger the card pool as you end up using less sub-par cards to get the benefit. So are always going to be string in wild.
The other class of cards is synergy cards. Because synergy, like tribes, are usually balanced in standard by having to include the bad synergy cards in order to get the good pay-offs. But in wild there are more options so you can leave the bad cards out.
Chameleos wins games alone. Play FLJ and mage concedes.
Or just play mage with flj??
No, it would not make opponents ragequit so often.
I think that reno is the best in rage quiting xD
It is fun that you asked what is this and now you are the most active user.
Ahh im wild only player but i cant understand that everyone blame barnes ( cheap RESS is the real problem) xD also you listed cards that need some set up before they can be played eg. Enyfin, quartermaster. In that case N'zoth is better then both of them imo. Ofc he is late game card but it can win or change wining/losing sides "alone" with little set up :) same with dks. Imo rexxar and jaina are best stand alone DKs but wih little set up gul'dan wins them all. I just tought that you asked for stand alone cards without set up and thats why i asked that xD