I am a F2P player who mostly plays Wild due to alot of my collection is there. I want to make this post not to encourage salt, but to tell everyone my opinion why I feel like Wild is in one of the worse spots it has ever been in:
Wild VS Broken:
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deckwith Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken. Then you get Mech Paladin making a 10/14 windfurry Mech by turn 5 which requires you to kill it immediately, Warlock cheating out 20 mana worth of Demons by turn 7 or Pirate warrior hitting you for 15 damage on turn 3 and you need to top deck a heal the next turn or you loose. These decks start to become uninteractive and very highrolley. You need to get equally as lucky with your broken deck to win and then it becomes not "Wild and fun", but more just "Tilting and 100% based on luck".
Games End before they start:
If you think standard games are fast, Wild games can easily end on turn 6 or 7 as most classes choose to play really aggressive aggro decks. Some of the top decks from last month include: Mech Handbuff Paladin, Pirate Warrior, Odd Demon Hunter, Discard Warlock and more aggro decks, Aggro decks are fine, but these wild aggro decks are super highrolley and require either godlike hands, playing equally as aggro decks with better draws or having that reno before turn 6 to win. It does not feel healthy to have decks able to swing 20 damage in the first 5 turns on a game. I think wild should stand for crazy and fun things, but the last few months have seen less fun interesting decks with crazy combos and more just super aggro decks refined to kill your opponent within 6 turns. I think these decks have a place in wild, but not as the main focus on ladder every season.
Cheating Mana has become RIDICULOUS:
Cheating out 12 mana worth of mechs on turn 2 or 20 mana worth of demons on turn 7 seems just beyond unfair. Skull of the Man'ari is still super hard to win against if you don't draw your weapon removal before they draw it. Now cubelock is one of the best control decks and have a pretty good chance against aggro decks, but a deck which can only win if they cheat out MASSIVE creatures seems another really unhealthy way to play Wild. Mech Handbuff Paladin can also cheat out tons of massive mechs which steamrolls most classes unless they have a good hand. Cheating mana has become really popular in hearthstone lately in the last year of expansions, but wild seems to be a place where you must be prepared to face a 9 cost card as early as turn 5.
Reno decks seem like easy outs for classes which are weaker:
Highlander decks in standard are seen as pretty strong, but mostly fun , however the card Reno Jackson in wild has lately become really frustrating to play and play against. If you play aggro and your opponent has reno by turn 6 you mostly loose and if you are playing reno and don't draw him you feel super angry and unhappy. It is a card which Im happy exists, but now it become a cheat card which frustrates either or both of the players.
This is just my opinion, so please take that in mind! I just think it will be nice if Wild have more attention and have some small balance patches each few months just to ensure the game remains fresh.
This is wild. And it will only get worse with time. This is the reason why I have never invested much time in Wild. I knew it was going to be a mess that only got more and more worthless with time. I'm actually surprised you can live until turn 6 or 7 still. There will come a day when Reno is just too slow even when you draw him. Then what?
I wanna play some games with Azure Drake in example, but just not in Wild.
I don't get it why they don't use formats MtG uses (pauper, peasant in example).
No need to re-invent the wheel or be different all the time.
I agree, I think it would be nice to have multiply formats with certain sets, Wild is too messy at the moment to play certain cards without having broken decks to back them up.
Blizzard predicted that, with the release of new cards, more cards would need to be nerfed/buffed/changed and in order to save their time for other projects they separated the game in two systems: Standard, the official one, and Wild, an excuse for not fixing broken combos.
I am a F2P player who mostly plays Wild due to alot of my collection is there. I want to make this post not to encourage salt, but to tell everyone my opinion why I feel like Wild is in one of the worse spots it has ever been in:
Wild VS Broken:
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deckwith Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken. Then you get Mech Paladin making a 10/14 windfurry Mech by turn 5 which requires you to kill it immediately, Warlock cheating out 20 mana worth of Demons by turn 7 or Pirate warrior hitting you for 15 damage on turn 3 and you need to top deck a heal the next turn or you loose. These decks start to become uninteractive and very highrolley. You need to get equally as lucky with your broken deck to win and then it becomes not "Wild and fun", but more just "Tilting and 100% based on luck".
Games End before they start:
If you think standard games are fast, Wild games can easily end on turn 6 or 7 as most classes choose to play really aggressive aggro decks. Some of the top decks from last month include: Mech Handbuff Paladin, Pirate Warrior, Odd Demon Hunter, Discard Warlock and more aggro decks, Aggro decks are fine, but these wild aggro decks are super highrolley and require either godlike hands, playing equally as aggro decks with better draws or having that reno before turn 6 to win. It does not feel healthy to have decks able to swing 20 damage in the first 5 turns on a game. I think wild should stand for crazy and fun things, but the last few months have seen less fun interesting decks with crazy combos and more just super aggro decks refined to kill your opponent within 6 turns. I think these decks have a place in wild, but not as the main focus on ladder every season.
Cheating Mana has become RIDICULOUS:
Cheating out 12 mana worth of mechs on turn 2 or 20 mana worth of demons on turn 7 seems just beyond unfair. Skull of the Man'ari is still super hard to win against if you don't draw your weapon removal before they draw it. Now cubelock is one of the best control decks and have a pretty good chance against aggro decks, but a deck which can only win if they cheat out MASSIVE creatures seems another really unhealthy way to play Wild. Mech Handbuff Paladin can also cheat out tons of massive mechs which steamrolls most classes unless they have a good hand. Cheating mana has become really popular in hearthstone lately in the last year of expansions, but wild seems to be a place where you must be prepared to face a 9 cost card as early as turn 5.
Reno decks seem like easy outs for classes which are weaker:
Highlander decks in standard are seen as pretty strong, but mostly fun , however the card Reno Jackson in wild has lately become really frustrating to play and play against. If you play aggro and your opponent has reno by turn 6 you mostly loose and if you are playing reno and don't draw him you feel super angry and unhappy. It is a card which Im happy exists, but now it become a cheat card which frustrates either or both of the players.
This is just my opinion, so please take that in mind! I just think it will be nice if Wild have more attention and have some small balance patches each few months just to ensure the game remains fresh.
I don't exactly know what separates a powerful deck and an overpowered one. I would argue that the combination of Shadowreaper Anduin and Raza is far more powerful than a buffed up Flying Machine. It takes one Poison Seeds, Plague of Flames, or Mass Dispel to beat that, but how do you counter Anduin? Well, you play Quest Mage. That's what you're missing out here: perspective. Whatever the deck your playing is, you'll be salty about its counter while being more accepting of your favored matchups.
This is obviously my opinion, but a major reason Wild is my preferred game mode is that broken shit is fun. Using overpowered synergies in crazy combinations is what makes Wild amazing. And, if you're fed up with a certain deck, just play the deck that counters it.
I don't think there's an inherent problem with fast games. You still have to make good choices and a proper mulligan (or just playing the hip control deck) can sway the advantage to your favor against aggro.
Your final statement is baffling to me. Reno alone is far from enough to make a deck good against aggro. The strongest Reno decks are in the classes with the strongest tools and with the best win conditions.
Of the classes with viable Reno decks:
Priest has insane removal spells and the combination and Anduin and Raza can destroy any opposing control deck.
Mage, while less so than Priest, has strong anti-aggro tools, especially the Mad Scientist, Flame Ward, and Ice Block package. And both Open the Waygate and Luna's Pocket Galaxy can be overwhelming win-conditions.
Reno Warlock is basically Cubelock, with duplicates and the titular Carnivorous Cube replaced with Reno cards and lots of tech. Plague of Flames, Defile, and Dark Skies are some of the strongest removal spells in the game, and its tech cards, as well as Gul'dan and N'zoth allow it to grind all but the most relentless opponents out.
Reno Hunter is the exception here, relying on secrets and Reno cards to hold off aggressors while whittling the opponent's health down before unleashing hordes of beasts as a finisher.
To stretch the word viable as far as I could, Reno Shudderwock Shaman originates from a class with sub-par removal, relying on Shudderwock to shut out opposing control and combo decks. The reason you probably have seen no one having success with it is BECAUSE it's from a weaker class. Not as weak as Rogue, though. Rogue is probably the weakest class in Wild, at the moment, and it's no coincidence that no one's been able to make Reno Rogue work.
In conclusion, Wild is the best game mode: Suck it!
I am a F2P player who mostly plays Wild due to alot of my collection is there. I want to make this post not to encourage salt, but to tell everyone my opinion why I feel like Wild is in one of the worse spots it has ever been in:
Wild VS Broken:
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deckwith Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken. Then you get Mech Paladin making a 10/14 windfurry Mech by turn 5 which requires you to kill it immediately, Warlock cheating out 20 mana worth of Demons by turn 7 or Pirate warrior hitting you for 15 damage on turn 3 and you need to top deck a heal the next turn or you loose. These decks start to become uninteractive and very highrolley. You need to get equally as lucky with your broken deck to win and then it becomes not "Wild and fun", but more just "Tilting and 100% based on luck".
Games End before they start:
If you think standard games are fast, Wild games can easily end on turn 6 or 7 as most classes choose to play really aggressive aggro decks. Some of the top decks from last month include: Mech Handbuff Paladin, Pirate Warrior, Odd Demon Hunter, Discard Warlock and more aggro decks, Aggro decks are fine, but these wild aggro decks are super highrolley and require either godlike hands, playing equally as aggro decks with better draws or having that reno before turn 6 to win. It does not feel healthy to have decks able to swing 20 damage in the first 5 turns on a game. I think wild should stand for crazy and fun things, but the last few months have seen less fun interesting decks with crazy combos and more just super aggro decks refined to kill your opponent within 6 turns. I think these decks have a place in wild, but not as the main focus on ladder every season.
Cheating Mana has become RIDICULOUS:
Cheating out 12 mana worth of mechs on turn 2 or 20 mana worth of demons on turn 7 seems just beyond unfair. Skull of the Man'ari is still super hard to win against if you don't draw your weapon removal before they draw it. Now cubelock is one of the best control decks and have a pretty good chance against aggro decks, but a deck which can only win if they cheat out MASSIVE creatures seems another really unhealthy way to play Wild. Mech Handbuff Paladin can also cheat out tons of massive mechs which steamrolls most classes unless they have a good hand. Cheating mana has become really popular in hearthstone lately in the last year of expansions, but wild seems to be a place where you must be prepared to face a 9 cost card as early as turn 5.
Reno decks seem like easy outs for classes which are weaker:
Highlander decks in standard are seen as pretty strong, but mostly fun , however the card Reno Jackson in wild has lately become really frustrating to play and play against. If you play aggro and your opponent has reno by turn 6 you mostly loose and if you are playing reno and don't draw him you feel super angry and unhappy. It is a card which Im happy exists, but now it become a cheat card which frustrates either or both of the players.
This is just my opinion, so please take that in mind! I just think it will be nice if Wild have more attention and have some small balance patches each few months just to ensure the game remains fresh.
you lost me when you started talking about Anduin machine gun being a reasonable deck. That thing is an odious turd.
The problem, to me, is extreme polarisation. If you're a reno priest and you face a quest mage, you are - rather literally - better off conceding before playing a single turn than wasting time in a matchup that you lose 85% of the time (and that's being generous). If you're an aggro deck and you face an odd warrior, you might also be better off just conceding right away and looking for a better matchup. Same for a control deck without a rat playing against a malygos druid or a mecha'lock. Basically what you called "games ending before they start".
I extremely disagree on aggro decks being high rolley to be honest: aggro decks are that good expressly because they involve as little high rolling as you can want. A braindead deck like odd dh, where you point face, press the hp and play the green card, is not high rolling in any way, shape or form, unless by that you mean "maybe you get your 4 and 5 costers in the opening mulligan" but that's not bloody high rolling mate, come now. I'll give you the high rolling part for discolock, it's undeniably more random than all other aggro decks (but I guess that's what makes it more "fun" to play).
The biggest issue, to me, is quest mage. Not as much the deck itself (which I don't like in the least, but what can you do), but the absurd extremes that it brought to wild, in that a variety of hyper aggro decks came up specifically because they were the only decks capable of beating quest mage. Aggro isn't new and it will always be the most prevalent archetype in any card game because people want to win a lot and win fast, but the state of the meta brought by qm gave us this cancerous aggro overload, furthered by blizzard being run by idiots who decided that printing anch'arr and corsair cache was a good idea and who introduced the king of all aggro ever - demon hunter.
Mech and magnetize, in particular, have been problems for a long while in wild but I don't expect blizzard to do squat about that. I'm not really that bothered by skull of the man'ari as yes, it cheats out a lot of mana, but A) it's slow and b) yeah, the moment you have weapon removal and they can't cheat out 9 mana a turn for free, most cubelocks are boned pretty badly. Is it annoying (more so to me, since malygos druid has no weapon removal whatsoever)? Yes. Should it perhaps be nerfed? Sure, but it'd be at the bottom of my top 10 things to be nerfed, to put it bluntly. You have a universal answer to cubelock and you have a universal answer for combo decks, but for there aren't any universal answers for decks that get you to 3 hp on turn 4 or that destroy your board while cheating 20 mana of spells with apprentices and flamewaker and then take an extra turn to swing 8/8s in your face.
I also couldn't agree less on "reno decks makes things easier for weaker classes": there are only TWO reno decks between tier 1 and 3 in wild, and those are reno mage (in which reno is such a minor component of importance that the deck is actually called "galaxy mage") and reno priest. That's it. Mage is already an absurdly powerful class and priest was obnoxiously powerful before barnes was brought to heel and even then, big priest is still a low tier 3 deck. Look at actually weak classes though: shaman? Reno shaman is a joke, it doesn't exist. Rogue? Rogue as a class is a laughingstock in wild and reno rogue can be halfway decent in the hands of someone like Dane but otherwise, it's pathetically weak when compared to rogue's only decent archetype, odd. Reno hunter is high tier 4 (or low tier 3, if we're being gracious) and that is basically the only archetype hunters run in this meta so I guess it helps an incredibly weak class being slightly less sucky, you'd have a point there. But for classes that are stronger? Reno druid is a meme deck, renolock is inferior to discolock, cubelock and mecha'lock, reno dh doesn't exist, reno warrior is about as relevant as mech mage...yeah, I really see no real point in the "reno makes weaker classes stronger". Reno isn't what makes razakus priest good, raza and anduin are. Sure, reno helps, but if you play reno on 6 against aggro with a full board and you don't do anything else, you're fucked, to put it bluntly.
I don't like all the aggro I have to face in wild but still, I don't mind the state of wild too much at the present moment. Wild has always had obnoxious cancer roaming during pretty much every expansion, from the stars align to snip snap warlock and barnes on 4 into y'shaarj. I just hope that the state of wild won't get worse with the next expansion but I'm not holding my breath, blizzard has proved time and time again that they give as little of a damn as they possibly can.
Ok, so you dislike: Raza Priest, Pirate Warrior, Mech Paladin, Discolock, Cubelock and Reno Jackson decks.
You like: Togwaggle druid and mill warrior
And you don't mention so you are probably ok with: Secret mage, Quest mage, Odd paladin, Even shaman, Jade Druid, Malygos Druid, Big shaman, Big priest, Spiteful hunter and anything else.
The thing is, every deck you dislike is hardcountererd by a deck you seem to like. I have been farming Demonhunters with Odd Paladin, for example, as they can't match the board presence and lack AOE.
It also puzzles me that you suddently dislike Reno Jackson so much. He was always very binary in aggro matchups.
I honestly think Wild is in a decent spot right now, partially because of Demon Hunter.
Before AoO came out, Quest Mage was borderline untouchable. Since AoO (and the quest nerf) you can play other combo decks, or slower decks in general without auto-losing to the (at the time) most popular deck in the game. The aggressive meta keeps Quest Mage in check, it makes playing pure counter decks relatively viable, and makes for more entertaining matches in midrange strategies.
In all sincerity, I find the current Wild meta much more fun than the previous one, where 4 out of 5 opponents played almost nothing but spells (such as Quest Mage, Reno Mage, Reno Priest and Jade Druid). If there's a minion in play, there's something I can interact with, and where I have to make decisions. As much as I hate Secret Mage by now, it's at least engaging to play around secrets, or leaving secrets in play to deny Flakmage comebacks.
To me, the worst games are those where one player does nothing but removal spells and board clears for 6+ turns. I love minion trading and fighting for the board, but when my opponent has NOTHING in play and I can't even chose to attack anything but face, it's just boring and I wish I was playing something as "interactive" as Mill Rogue just to punish that endless stalling.
There are some decks in wild that are all-in face rush and ignore everything you do. With those it’s very easy to be half dead on 4 or 5. Odd demon hunter is basically this, and most of the other popular aggro with burst hits your face with reckless abandon. Mages can dump fireballs and frostbolts to your face and still win frequently. I understand where you are coming from, it’s pretty pathetic
Wild has other cancers that will never go away though. Resurrect priest and quest mage
Ok, so you dislike: Raza Priest, Pirate Warrior, Mech Paladin, Discolock, Cubelock and Reno Jackson decks.
You like: Togwaggle druid and mill warrior
And you don't mention so you are probably ok with: Secret mage, Quest mage, Odd paladin, Even shaman, Jade Druid, Malygos Druid, Big shaman, Big priest, Spiteful hunter and anything else.
The thing is, every deck you dislike is hardcountererd by a deck you seem to like. I have been farming Demonhunters with Odd Paladin, for example, as they can't match the board presence and lack AOE.
It also puzzles me that you suddently dislike Reno Jackson so much. He was always very binary in aggro matchups.
THIS. I was about to comment that.
It's kinda odd OP, talking about Mech Pala or Pirate Warrior and forget to mention a tier 1 broken deck and the most annoying deck to play against!!
PS: Anduin + Raza it's OP af. After they play that, you are on the clock of losing even if you play Reno (unless it's against Odd Warrior or Taunt/Malygos Druid)
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deckwith Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken.
Funny how the only things that I truly dislike in wild are decks that play solitaire stalling the game before hitting their win condition... And it is a nice list of those "powerful but not broken" decks
But unlike you, I understand that every format will have decks that I don't like playing against. That doesn't mean that format is bad.
There are some decks in wild that are all-in face rush and ignore everything you do.
Which deck would that be exactly? The most common "face" decks in Wild atm. are disco zoo, secret mage, pirate warrior, odd paladin, mech paladin and odd demon hunter. You can probably throw Even shaman in there as well, even though that is more a midrange deck. Yes, if you play a combo or control deck vs. them, they will absolutely ignore your minions as much as possible, but trust me, they all need their minions to stick to kill you, and when they face off against eachother, they fight viciously for the board with only excess damage going face.
I am a F2P player who mostly plays Wild due to alot of my collection is there. I want to make this post not to encourage salt, but to tell everyone my opinion why I feel like Wild is in one of the worse spots it has ever been in:
Wild VS Broken:
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deck with Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken. Then you get Mech Paladin making a 10/14 windfurry Mech by turn 5 which requires you to kill it immediately, Warlock cheating out 20 mana worth of Demons by turn 7 or Pirate warrior hitting you for 15 damage on turn 3 and you need to top deck a heal the next turn or you loose. These decks start to become uninteractive and very highrolley. You need to get equally as lucky with your broken deck to win and then it becomes not "Wild and fun", but more just "Tilting and 100% based on luck".
Games End before they start:
If you think standard games are fast, Wild games can easily end on turn 6 or 7 as most classes choose to play really aggressive aggro decks. Some of the top decks from last month include: Mech Handbuff Paladin, Pirate Warrior, Odd Demon Hunter, Discard Warlock and more aggro decks, Aggro decks are fine, but these wild aggro decks are super highrolley and require either godlike hands, playing equally as aggro decks with better draws or having that reno before turn 6 to win. It does not feel healthy to have decks able to swing 20 damage in the first 5 turns on a game. I think wild should stand for crazy and fun things, but the last few months have seen less fun interesting decks with crazy combos and more just super aggro decks refined to kill your opponent within 6 turns. I think these decks have a place in wild, but not as the main focus on ladder every season.
Cheating Mana has become RIDICULOUS:
Cheating out 12 mana worth of mechs on turn 2 or 20 mana worth of demons on turn 7 seems just beyond unfair. Skull of the Man'ari is still super hard to win against if you don't draw your weapon removal before they draw it. Now cubelock is one of the best control decks and have a pretty good chance against aggro decks, but a deck which can only win if they cheat out MASSIVE creatures seems another really unhealthy way to play Wild. Mech Handbuff Paladin can also cheat out tons of massive mechs which steamrolls most classes unless they have a good hand. Cheating mana has become really popular in hearthstone lately in the last year of expansions, but wild seems to be a place where you must be prepared to face a 9 cost card as early as turn 5.
Reno decks seem like easy outs for classes which are weaker:
Highlander decks in standard are seen as pretty strong, but mostly fun , however the card Reno Jackson in wild has lately become really frustrating to play and play against. If you play aggro and your opponent has reno by turn 6 you mostly loose and if you are playing reno and don't draw him you feel super angry and unhappy. It is a card which Im happy exists, but now it become a cheat card which frustrates either or both of the players.
This is just my opinion, so please take that in mind! I just think it will be nice if Wild have more attention and have some small balance patches each few months just to ensure the game remains fresh.
This is wild. And it will only get worse with time. This is the reason why I have never invested much time in Wild. I knew it was going to be a mess that only got more and more worthless with time. I'm actually surprised you can live until turn 6 or 7 still. There will come a day when Reno is just too slow even when you draw him. Then what?
Galavant Animation
This is why i want more formats.
I wanna play some games with Azure Drake in example, but just not in Wild.
I don't get it why they don't use formats MtG uses (pauper, peasant in example).
No need to re-invent the wheel or be different all the time.
I agree, I think it would be nice to have multiply formats with certain sets, Wild is too messy at the moment to play certain cards without having broken decks to back them up.
Blizzard predicted that, with the release of new cards, more cards would need to be nerfed/buffed/changed and in order to save their time for other projects they separated the game in two systems: Standard, the official one, and Wild, an excuse for not fixing broken combos.
I don't exactly know what separates a powerful deck and an overpowered one. I would argue that the combination of Shadowreaper Anduin and Raza is far more powerful than a buffed up Flying Machine. It takes one Poison Seeds, Plague of Flames, or Mass Dispel to beat that, but how do you counter Anduin? Well, you play Quest Mage. That's what you're missing out here: perspective. Whatever the deck your playing is, you'll be salty about its counter while being more accepting of your favored matchups.
This is obviously my opinion, but a major reason Wild is my preferred game mode is that broken shit is fun. Using overpowered synergies in crazy combinations is what makes Wild amazing. And, if you're fed up with a certain deck, just play the deck that counters it.
I don't think there's an inherent problem with fast games. You still have to make good choices and a proper mulligan (or just playing the hip control deck) can sway the advantage to your favor against aggro.
Your final statement is baffling to me. Reno alone is far from enough to make a deck good against aggro. The strongest Reno decks are in the classes with the strongest tools and with the best win conditions.
Of the classes with viable Reno decks:
Priest has insane removal spells and the combination and Anduin and Raza can destroy any opposing control deck.
Mage, while less so than Priest, has strong anti-aggro tools, especially the Mad Scientist, Flame Ward, and Ice Block package. And both Open the Waygate and Luna's Pocket Galaxy can be overwhelming win-conditions.
Reno Warlock is basically Cubelock, with duplicates and the titular Carnivorous Cube replaced with Reno cards and lots of tech. Plague of Flames, Defile, and Dark Skies are some of the strongest removal spells in the game, and its tech cards, as well as Gul'dan and N'zoth allow it to grind all but the most relentless opponents out.
Reno Hunter is the exception here, relying on secrets and Reno cards to hold off aggressors while whittling the opponent's health down before unleashing hordes of beasts as a finisher.
To stretch the word viable as far as I could, Reno Shudderwock Shaman originates from a class with sub-par removal, relying on Shudderwock to shut out opposing control and combo decks. The reason you probably have seen no one having success with it is BECAUSE it's from a weaker class. Not as weak as Rogue, though. Rogue is probably the weakest class in Wild, at the moment, and it's no coincidence that no one's been able to make Reno Rogue work.
In conclusion, Wild is the best game mode: Suck it!
you lost me when you started talking about Anduin machine gun being a reasonable deck. That thing is an odious turd.
One sentence to fix wild, Quest mage needs to go so people can play control competitively again.
The problem, to me, is extreme polarisation. If you're a reno priest and you face a quest mage, you are - rather literally - better off conceding before playing a single turn than wasting time in a matchup that you lose 85% of the time (and that's being generous). If you're an aggro deck and you face an odd warrior, you might also be better off just conceding right away and looking for a better matchup. Same for a control deck without a rat playing against a malygos druid or a mecha'lock. Basically what you called "games ending before they start".
I extremely disagree on aggro decks being high rolley to be honest: aggro decks are that good expressly because they involve as little high rolling as you can want. A braindead deck like odd dh, where you point face, press the hp and play the green card, is not high rolling in any way, shape or form, unless by that you mean "maybe you get your 4 and 5 costers in the opening mulligan" but that's not bloody high rolling mate, come now. I'll give you the high rolling part for discolock, it's undeniably more random than all other aggro decks (but I guess that's what makes it more "fun" to play).
The biggest issue, to me, is quest mage. Not as much the deck itself (which I don't like in the least, but what can you do), but the absurd extremes that it brought to wild, in that a variety of hyper aggro decks came up specifically because they were the only decks capable of beating quest mage. Aggro isn't new and it will always be the most prevalent archetype in any card game because people want to win a lot and win fast, but the state of the meta brought by qm gave us this cancerous aggro overload, furthered by blizzard being run by idiots who decided that printing anch'arr and corsair cache was a good idea and who introduced the king of all aggro ever - demon hunter.
Mech and magnetize, in particular, have been problems for a long while in wild but I don't expect blizzard to do squat about that. I'm not really that bothered by skull of the man'ari as yes, it cheats out a lot of mana, but A) it's slow and b) yeah, the moment you have weapon removal and they can't cheat out 9 mana a turn for free, most cubelocks are boned pretty badly. Is it annoying (more so to me, since malygos druid has no weapon removal whatsoever)? Yes. Should it perhaps be nerfed? Sure, but it'd be at the bottom of my top 10 things to be nerfed, to put it bluntly. You have a universal answer to cubelock and you have a universal answer for combo decks, but for there aren't any universal answers for decks that get you to 3 hp on turn 4 or that destroy your board while cheating 20 mana of spells with apprentices and flamewaker and then take an extra turn to swing 8/8s in your face.
I also couldn't agree less on "reno decks makes things easier for weaker classes": there are only TWO reno decks between tier 1 and 3 in wild, and those are reno mage (in which reno is such a minor component of importance that the deck is actually called "galaxy mage") and reno priest. That's it. Mage is already an absurdly powerful class and priest was obnoxiously powerful before barnes was brought to heel and even then, big priest is still a low tier 3 deck. Look at actually weak classes though: shaman? Reno shaman is a joke, it doesn't exist. Rogue? Rogue as a class is a laughingstock in wild and reno rogue can be halfway decent in the hands of someone like Dane but otherwise, it's pathetically weak when compared to rogue's only decent archetype, odd. Reno hunter is high tier 4 (or low tier 3, if we're being gracious) and that is basically the only archetype hunters run in this meta so I guess it helps an incredibly weak class being slightly less sucky, you'd have a point there. But for classes that are stronger? Reno druid is a meme deck, renolock is inferior to discolock, cubelock and mecha'lock, reno dh doesn't exist, reno warrior is about as relevant as mech mage...yeah, I really see no real point in the "reno makes weaker classes stronger". Reno isn't what makes razakus priest good, raza and anduin are. Sure, reno helps, but if you play reno on 6 against aggro with a full board and you don't do anything else, you're fucked, to put it bluntly.
I don't like all the aggro I have to face in wild but still, I don't mind the state of wild too much at the present moment. Wild has always had obnoxious cancer roaming during pretty much every expansion, from the stars align to snip snap warlock and barnes on 4 into y'shaarj. I just hope that the state of wild won't get worse with the next expansion but I'm not holding my breath, blizzard has proved time and time again that they give as little of a damn as they possibly can.
*WORST
Ok, so you dislike:
Raza Priest, Pirate Warrior, Mech Paladin, Discolock, Cubelock and Reno Jackson decks.
You like:
Togwaggle druid and mill warrior
And you don't mention so you are probably ok with:
Secret mage, Quest mage, Odd paladin, Even shaman, Jade Druid, Malygos Druid, Big shaman, Big priest, Spiteful hunter and anything else.
The thing is, every deck you dislike is hardcountererd by a deck you seem to like. I have been farming Demonhunters with Odd Paladin, for example, as they can't match the board presence and lack AOE.
It also puzzles me that you suddently dislike Reno Jackson so much. He was always very binary in aggro matchups.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
you cant hate reno, nothing ruins face players day more than him ^^. best card!
I had to create standard deck for felfire challenge. how boring highlander decks in standard are if they lack reno..
I honestly think Wild is in a decent spot right now, partially because of Demon Hunter.
Before AoO came out, Quest Mage was borderline untouchable. Since AoO (and the quest nerf) you can play other combo decks, or slower decks in general without auto-losing to the (at the time) most popular deck in the game. The aggressive meta keeps Quest Mage in check, it makes playing pure counter decks relatively viable, and makes for more entertaining matches in midrange strategies.
In all sincerity, I find the current Wild meta much more fun than the previous one, where 4 out of 5 opponents played almost nothing but spells (such as Quest Mage, Reno Mage, Reno Priest and Jade Druid). If there's a minion in play, there's something I can interact with, and where I have to make decisions. As much as I hate Secret Mage by now, it's at least engaging to play around secrets, or leaving secrets in play to deny Flakmage comebacks.
To me, the worst games are those where one player does nothing but removal spells and board clears for 6+ turns. I love minion trading and fighting for the board, but when my opponent has NOTHING in play and I can't even chose to attack anything but face, it's just boring and I wish I was playing something as "interactive" as Mill Rogue just to punish that endless stalling.
So really, it's a perspective thing.
There are some decks in wild that are all-in face rush and ignore everything you do. With those it’s very easy to be half dead on 4 or 5. Odd demon hunter is basically this, and most of the other popular aggro with burst hits your face with reckless abandon. Mages can dump fireballs and frostbolts to your face and still win frequently. I understand where you are coming from, it’s pretty pathetic
Wild has other cancers that will never go away though. Resurrect priest and quest mage
Could not agree more with you. The introduction of qm has caused the meta to shift and bring on new decks that OP finds annoying.
THIS. I was about to comment that.
It's kinda odd OP, talking about Mech Pala or Pirate Warrior and forget to mention a tier 1 broken deck and the most annoying deck to play against!!
PS: Anduin + Raza it's OP af. After they play that, you are on the clock of losing even if you play Reno (unless it's against Odd Warrior or Taunt/Malygos Druid)
Complains about agro then complains about Reno? Which is it?
Funny how the only things that I truly dislike in wild are decks that play solitaire stalling the game before hitting their win condition... And it is a nice list of those "powerful but not broken" decks
But unlike you, I understand that every format will have decks that I don't like playing against. That doesn't mean that format is bad.
Which deck would that be exactly? The most common "face" decks in Wild atm. are disco zoo, secret mage, pirate warrior, odd paladin, mech paladin and odd demon hunter. You can probably throw Even shaman in there as well, even though that is more a midrange deck. Yes, if you play a combo or control deck vs. them, they will absolutely ignore your minions as much as possible, but trust me, they all need their minions to stick to kill you, and when they face off against eachother, they fight viciously for the board with only excess damage going face.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Don’t know. I kinda like where Wild is.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.