Hi, yesterday i was a bit bored playing standar and i decided to try wild for first time to complete some quests and try to achieve the golden portraits.
Mage(247) and priest(50) are the classes with less wins so i created the 2 cheaper decks i could(i only had standard cards because i dust after every rotation) and i created a big priest with only vargoth as legendary and secret mage(i only had to craft common cards.
The result was:
6 games as priest=6 highrolls were you summon a 7/7 deathrattle by turn 6 and autowin.
13 games as secret mage= 13 wins by burning my opponent in no more than 7 turns.
Like 70% of games were against one of those decks.
Just here for that, i understand you wild players, be strong as i try to be with brainless weapon rogue in standard.
And now blizzard after unnerfing raza unnerfed Rogue quest too. I really don't get some cards being unnerfed. I understand some commons and such but some cards were nerfed because they were a problem, because now they had big update or some tweaks doesn't mean they should unnerf them.
Also 90% of cards are still unplayable because of cheating nature of HS. You need to play 3+ cards per turn for less than 2 mana to actually win. Other decks have no right to be good too!
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Hi, yesterday i was a bit bored playing standar and i decided to try wild for first time to complete some quests and try to achieve the golden portraits.
Mage(247) and priest(50) are the classes with less wins so i created the 2 cheaper decks i could(i only had standard cards because i dust after every rotation) and i created a big priest with only vargoth as legendary and secret mage(i only had to craft common cards.
The result was:
6 games as priest=6 highrolls were you summon a 7/7 deathrattle by turn 6 and autowin.
13 games as secret mage= 13 wins by burning my opponent in no more than 7 turns.
Like 70% of games were against one of those decks.
Just here for that, i understand you wild players, be strong as i try to be with brainless weapon rogue in standard.
You are not completely wrong. Fortunately, the game mode has not always been like that, but Priest and Mage have been too strong for too long now.
Missing from the picture is Raza priest, which has a combo playstyle which is nothing like anything in Standard. If you play more, you will see clever players teaching for the meta with decks like Renolock and Mill rogue, but ye, it is mostly about that 3-headed monster.
You are not completely wrong. Fortunately, the game mode has not always been like that, but Priest and Mage have been too strong for too long now.
Missing from the picture is Raza priest, which has a combo playstyle which is nothing like anything in Standard. If you play more, you will see clever players teaching for the meta with decks like Renolock and Mill rogue, but ye, it is mostly about that 3-headed monster.
The thing is, either you do fine against everything else, but lose all games to mages. Or you are good against mages and most other games are just super boring and painful.
Once i thought it cant be so bad, i just put anti secret cards in my deck to beat those mages. Then i realized they do mostly nothing since secret mage is just so fucking op. In one turn you destroy their secrets and 2 turns later they are full of secrets , full hand and free 5/5 minions on the board.
You are not completely wrong. Fortunately, the game mode has not always been like that, but Priest and Mage have been too strong for too long now.
Missing from the picture is Raza priest, which has a combo playstyle which is nothing like anything in Standard. If you play more, you will see clever players teaching for the meta with decks like Renolock and Mill rogue, but ye, it is mostly about that 3-headed monster.
The thing is, either you do fine against everything else, but lose all games to mages. Or you are good against mages and most other games are just super boring and painful.
Once i thought it cant be so bad, i just put anti secret cards in my deck to beat those mages. Then i realized they do mostly nothing since secret mage is just so fucking op. In one turn you destroy their secrets and 2 turns later they are full of secrets , full hand and free 5/5 minions on the board.
This. I removed my anti secret tech card because it doesn't help any way. The fact that eater is shit against any other deck and he would need rush or something like that to trade immediately. I will try the new anti secret guy, has better stats for cost and the effect seems fun. But I don't think it will be useful.
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Well well well, people talking about Wild being infested with evergreen decks that get more and more support without any control what a suprise. Welcome to eternal formats one or two years late guys. Yes the fact that this last expansions they just put more efficient secret support in mage obviusly busted the deck and the same is for res priest sinse Mass Ress was release. But how can they nerf a card just because there is too decks that exist sinse years piling up support?
The short answer is: There is not way to fix Secret mage or Rez Priest. Maybe know that Res priest only exist as its core in Wild they can touch it a little bit but lets be real the deck has nothing broken except that the game dont dealt well the concept of pull and res big minions every turn. And for secret mage? is just a pile of super good cards working together. They can nerf one or two burst card but the deck is literally "ruin the tempo of your opponent, go face, win" unless you are nerfin to hell (or removing) counterspell there is not way that deck is getting weak any time soon.
While it is true that eternal formats get rather stale usually, there are several potential solutions to the current state of the wild meta.
Hard nerfing Vargoth, changing the res mechanic to remove ressed minions from the pool, printing more cards like Devolving Missiles, also as neutral minions maybe.
Raza priest has some counters to it, but you can also do more in terms of hero power manipulation.
Secret mage can get plenty of nerfs, there could be broken secret tech ( I thought about a 3 mana 3/3 that steals a played secret AND a secret in hand or a card that says something like "secrets can't be played for the rest of the game/on the next 3 turns" or cards that destroy CARDS with mana cost 3 or less instead of just minions), or a new keyword (I would call it Sneaky) that says "this card doesn't trigger secrets" and then print a very good board clear or strong fast minions with Sneaky. They coud (and probably should) also nerf the mana discounts that cards can get (not below 1, maximum discount by 2 mana/maximum number of discounts = 2...)
Better anti-weapon tech for rogue, maybe? Silence a weapon with 4+ ATK? Anti-aggro/tokens tech for token druid/odd paladin, etc.?
There would be plenty of ways to target stuff, but Blizzard just doesn't want to print any strong anti-tech cards, because people in the community always cry when they can't really play their cards/archetype (e.g. Tickatus, which isn't even a huge problem by itself).
Someone said that res pool should be that once you res something, it's no longer in the res pool and that would deal with res priest
Secret mage can be easily nerfed with a few key cards as well
This, at the very least. Though they should probably grit their teeth and implement a proper Graveyard system to the game. This also serves as a possible counterplay to (and hence also allows more) mill plays. Because then cards can be printed that let you get back your milled cards from the GY, this is your mill defense. But these cards don't really help the combo directly so they weaken the deck, play and counterplay between mill and combo. And ofc the obnoxious rez priests would need to use their brains too.
As a wild player (ever since Frost Lich Jaina rotated out, I am still "salty" about that) I believe wild is a few buffs and nerfs away from actually becoming fun, but let's elaborate a little:
All the strongest decks are aggressive....ULTRA aggressive to be exact and I do believe that's perfectly fine given the nature of HS, what isn't fine however is that their INSANE abilty to reload legit invalidates many decks (and honestly, while it's funny to see it happen once it's not that funny the 8th time you see kingsbane rogue or zoolock have no cards left in deck by turn 7) so a little "touch" to their card draw should be enough to bring all of them down from bullshitland and actually make them slightly more fair...enough for wild at least
what can stop aggressive decks? Usually control decks. Are there viable control decks in wild? NO, not a single one, the "closest" ones are: 1)renolock, which is it not as good vs aggressive decks since it is either a mill/disruption deck with REDACTEDTUS and similar BS or a near infinite one with lol I get 3 primes and delay fatigue(or both, rare but it happens). 2) raza priest, which is a bit stronger vs aggressive decks as it's an OTK that runs a (more draw focused) controlly shell to survive...ALSO it gets destroyed by REDACTEDTUS. Coincidentally these 2 decks (together with the 145 other OTK/mill/inifinite decks in the format, these 2 are the biggest offenders as they are the strongest ones) ALSO make sure NO actual control deck ever rises in the format to challenge the previously discussed aggressive decks. So 1 mana raza hero power and REDACTEDTUS always discarding from your deck as well should be enough to bring them down to a point of "I can realistically react to them" ...therefore letting actual reactive decks exist to challenge (to an extent) the extreme aggro decks.
big priest and reno/cube lock are still here inavalidating many midrange/value decks that could diversify the meta and make sure no reactive deck is allowed to rule the format ala rise of shadows Archivist Elysiana warrior mirrors . So a buff to transform effects OR a "delay" on when these boys can cheat stuff out should bring their power down enough so that they don't invalidate 3/4 of the possible decks you can make.
As a wild player (ever since Frost Lich Jaina rotated out, I am still "salty" about that) I believe wild is a few buffs and nerfs away from actually becoming fun, but let's elaborate a little:
All the strongest decks are aggressive....ULTRA aggressive to be exact and I do believe that's perfectly fine given the nature of HS, what isn't fine however is that their INSANE abilty to reload legit invalidates many decks (and honestly, while it's funny to see it happen once it's not that funny the 8th time you see kingsbane rogue or zoolock have no cards left in deck by turn 7) so a little "touch" to their card draw should be enough to bring all of them down from bullshitland and actually make them slightly more fair...enough for wild at least
what can stop aggressive decks? Usually control decks. Are there viable control decks in wild? NO, not a single one, the "closest" ones are: 1)renolock, which is it not as good vs aggressive decks since it is either a mill/disruption deck with REDACTEDTUS and similar BS or a near infinite one with lol I get 3 primes and delay fatigue(or both, rare but it happens). 2) raza priest, which is a bit stronger vs aggressive decks as it's an OTK that runs a (more draw focused) controlly shell to survive...ALSO it gets destroyed by REDACTEDTUS. Coincidentally these 2 decks (together with the 145 other OTK/mill/inifinite decks in the format, these 2 are the biggest offenders as they are the strongest ones) ALSO make sure NO actual control deck ever rises in the format to challenge the previously discussed aggressive decks. So 1 mana raza hero power and REDACTEDTUS always discarding from your deck as well should be enough to bring them down to a point of "I can realistically react to them" ...therefore letting actual reactive decks exist to challenge (to an extent) the extreme aggro decks.
big priest and reno/cube lock are still here inavalidating many midrange/value decks that could diversify the meta and make sure no reactive deck is allowed to rule the format ala rise of shadows Archivist Elysiana warrior mirrors . So a buff to transform effects OR a "delay" on when these boys can cheat stuff out should bring their power down enough so that they don't invalidate 3/4 of the possible decks you can make.
Reading this feels as if we play two completely different modes when we play wild.
Starting with the "all the best decks are ultra-aggressive" part and ending with your potential solution. And it's not control decks who stop aggro, it's midrange that stops aggro by going slightly bigger and outvaluing/taunting up and applying counter-pressure. But midrange always loses in eternal formats because you can't make it fast enough to consistenly beat aggro without becoming aggro and you can't make it control-heavy enough without becoming actual control. Control decks are only good against aggro if they can relaibly clear and heal up like priest or reno decks. Try any non-reno control list in a class with no heal/armor and you will see what I mean.
Also, how can anyone seriously think that Tickatus or Envoy are problem cards in wild? Lol, you're dead or won 3 turns before Tickatus even becomes active. Like seriously, even my raza priest doesn't care for your freaking Tickatus and that's really the only deck it could counter.
The only thing I can agree with is the "reloading 50 times in a row is bs and unfun" part. Vargoth is a problem.
i played against 3 rouges out of 6 matches today and they all got active quests on turn 4 going into turn 5. they did then have only a few cards in hand and i thought i could make it but each time some token generator was drawn and boom. 4 more 5/5s on turn 6 and 7
Control, including all Reno decks, big priest, odd warrior, etc are dead till Blizz renerfs quest Rogue. I was right that it would break wild and create a hyperaggro meta.
Reading this feels as if we play two completely different modes when we play wild.
Starting with the "all the best decks are ultra-aggressive" part and ending with your potential solution. And it's not control decks who stop aggro, it's midrange that stops aggro by going slightly bigger and outvaluing/taunting up and applying counter-pressure.
The best wild decks as of right now are darkglare warlock, kingsbane/odd rogue (though idk if the nerf affected this), zoolock is really good, secret mage infests the pre legend ladder and then you have aggro druids (these should be all of the "top tiers" unless I'm forgetting something). The slowest one of these decks is darkglare warlock and I don't really think it can be classified as anything but aggro/tempo. Yes big priest is also strong but I don't think it's currently popular or strong enough to challenge these decks' wr as it should lose to them given they kill you before turn 5/6 when he can actually play Shadow Essence(don't quote me on this one...not playing either style means this is only "in theory" for me).
Also midrange decks are in general, by nature, weak to aggro decks but since I am unlikely to convince you by myself here is a quote from hearthstone wiki (yes, obviously I KNOW that it's not 100% reliable...still if nobody ever bothered to correct it, it must mean something):
The speed of aggro decks allows them to defeat slower-moving midrange decks before they are able to stabilize, but their focus on aggression over longevity leaves them vulnerable to control decks' stalling, heals/armor, taunts and more efficient trades. Control decks are in turn often too slow to defeat midrange decks and their tempo swings to which they are vulnerable.
While these trends are consistently observed, note that they represent only an increased likelihood of victory, and there are exceptions as well. In addition, different decks have very specific strengths and weaknesses against each other, making knowledge of the specific decks involved important in estimating the likely outcome of a match. However, this pattern is widely held to depict overall trends for the main deck types.
so as you can see I'm not the only one presenting this argument...but let's move on.
But midrange always loses in eternal formats because you can't make it fast enough to consistenly beat aggro without becoming aggro and you can't make it control-heavy enough without becoming actual control.
THIS I can actually agreee with
Control decks are only good against aggro if they can relaibly clear and heal up like priest or reno decks. Try any non-reno control list in a class with no heal/armor and you will see what I mean.
I mean...by definition a control deck NEEDS to have healing/taunts/armor (good survivability in general) and if they don't....well that is either not a control deck...or quite the trash one. You could argue that rn the only decks that CAN survive aggression like that are reno decks in specific classes but that is more relative to the powerlevel of the aggressors.
Also, how can anyone seriously think that Tickatus or Envoy are problem cards in wild? Lol, you're dead or won 3 turns before Tickatus even becomes active. Like seriously, even my raza priest doesn't care for your freaking Tickatus and that's really the only deck it could counter.
If you read my post a bit more closely you'd realize that I specifically said these cards are bad vs aggro decks (aka the strongest/most prevalent decks in the format)...they are not overpowered...FAR from it...the problem is that their existance in their current form (together with many other bs OTK/mill) makes sure NO reactive deck will ever see the light of day in wild to try to challenge the aggressive deck's reign...unless they accept that the warlock/priest matchup is a loss basically every time which I would dare describe as not fun. Why did I choose them and razanduin as an example? Because they are OTK/mill decks with a controlly shell that allows them to have a slightly better wr vs aggro then the pure OTK/mill ones while still retaining the "oh you play a low pressure deck? thx for the free stars lol". Razanduin is the exact same in terms of how much it invalidates reactive decks and honestly I have a VERY hard time believing that you don't care about REDACTEDTUS being played...they have more or less as much draw as you do so they are very likely to snipe at least 1 of your combo pieces with either him or the other 87 disruption cards they run.
The only thing I can agree with is the "reloading 50 times in a row is bs and unfun" part. Vargoth is a problem.
I mean...is Archmage Vargoth REALLY a problem? he's strong for sure but he's only really problematic because of his synergy with big priest cards (yes and quest mage too....luckily that deck is not very popular rn).Outside of that I can't think of a deck (that can run him) where he isn't just a fun and strong card.
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Hi, yesterday i was a bit bored playing standar and i decided to try wild for first time to complete some quests and try to achieve the golden portraits.
Mage(247) and priest(50) are the classes with less wins so i created the 2 cheaper decks i could(i only had standard cards because i dust after every rotation) and i created a big priest with only vargoth as legendary and secret mage(i only had to craft common cards.
The result was:
6 games as priest=6 highrolls were you summon a 7/7 deathrattle by turn 6 and autowin.
13 games as secret mage= 13 wins by burning my opponent in no more than 7 turns.
Like 70% of games were against one of those decks.
Just here for that, i understand you wild players, be strong as i try to be with brainless weapon rogue in standard.
And now blizzard after unnerfing raza unnerfed Rogue quest too. I really don't get some cards being unnerfed. I understand some commons and such but some cards were nerfed because they were a problem, because now they had big update or some tweaks doesn't mean they should unnerf them.
Also 90% of cards are still unplayable because of cheating nature of HS. You need to play 3+ cards per turn for less than 2 mana to actually win. Other decks have no right to be good too!
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
You are not completely wrong. Fortunately, the game mode has not always been like that, but Priest and Mage have been too strong for too long now.
Missing from the picture is Raza priest, which has a combo playstyle which is nothing like anything in Standard. If you play more, you will see clever players teaching for the meta with decks like Renolock and Mill rogue, but ye, it is mostly about that 3-headed monster.
Editor of the Heartpwn Legendary Crafting Guide:
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Unnerfed the Rogue quest. Very funny Blizz. How the fuck do you counter that shit. Stupid move.
The thing is, either you do fine against everything else, but lose all games to mages. Or you are good against mages and most other games are just super boring and painful.
Once i thought it cant be so bad, i just put anti secret cards in my deck to beat those mages. Then i realized they do mostly nothing since secret mage is just so fucking op. In one turn you destroy their secrets and 2 turns later they are full of secrets , full hand and free 5/5 minions on the board.
This. I removed my anti secret tech card because it doesn't help any way. The fact that eater is shit against any other deck and he would need rush or something like that to trade immediately. I will try the new anti secret guy, has better stats for cost and the effect seems fun. But I don't think it will be useful.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
i can't explain how much i already hate the rogue quest. why that was unnerferd is beyond me.
probably to scare away more players from wild so they have to go to standard and spend more money
Well well well, people talking about Wild being infested with evergreen decks that get more and more support without any control what a suprise. Welcome to eternal formats one or two years late guys. Yes the fact that this last expansions they just put more efficient secret support in mage obviusly busted the deck and the same is for res priest sinse Mass Ress was release. But how can they nerf a card just because there is too decks that exist sinse years piling up support?
The short answer is: There is not way to fix Secret mage or Rez Priest. Maybe know that Res priest only exist as its core in Wild they can touch it a little bit but lets be real the deck has nothing broken except that the game dont dealt well the concept of pull and res big minions every turn. And for secret mage? is just a pile of super good cards working together. They can nerf one or two burst card but the deck is literally "ruin the tempo of your opponent, go face, win" unless you are nerfin to hell (or removing) counterspell there is not way that deck is getting weak any time soon.
Someone said that res pool should be that once you res something, it's no longer in the res pool and that would deal with res priest
Secret mage can be easily nerfed with a few key cards as well
So, I am not alone in this hypothesis.
While it is true that eternal formats get rather stale usually, there are several potential solutions to the current state of the wild meta.
Hard nerfing Vargoth, changing the res mechanic to remove ressed minions from the pool, printing more cards like Devolving Missiles, also as neutral minions maybe.
Raza priest has some counters to it, but you can also do more in terms of hero power manipulation.
Secret mage can get plenty of nerfs, there could be broken secret tech ( I thought about a 3 mana 3/3 that steals a played secret AND a secret in hand or a card that says something like "secrets can't be played for the rest of the game/on the next 3 turns" or cards that destroy CARDS with mana cost 3 or less instead of just minions), or a new keyword (I would call it Sneaky) that says "this card doesn't trigger secrets" and then print a very good board clear or strong fast minions with Sneaky. They coud (and probably should) also nerf the mana discounts that cards can get (not below 1, maximum discount by 2 mana/maximum number of discounts = 2...)
Better anti-weapon tech for rogue, maybe? Silence a weapon with 4+ ATK? Anti-aggro/tokens tech for token druid/odd paladin, etc.?
There would be plenty of ways to target stuff, but Blizzard just doesn't want to print any strong anti-tech cards, because people in the community always cry when they can't really play their cards/archetype (e.g. Tickatus, which isn't even a huge problem by itself).
This, at the very least. Though they should probably grit their teeth and implement a proper Graveyard system to the game. This also serves as a possible counterplay to (and hence also allows more) mill plays. Because then cards can be printed that let you get back your milled cards from the GY, this is your mill defense. But these cards don't really help the combo directly so they weaken the deck, play and counterplay between mill and combo. And ofc the obnoxious rez priests would need to use their brains too.
As a wild player (ever since Frost Lich Jaina rotated out, I am still "salty" about that) I believe wild is a few buffs and nerfs away from actually becoming fun, but let's elaborate a little:
Reading this feels as if we play two completely different modes when we play wild.
Starting with the "all the best decks are ultra-aggressive" part and ending with your potential solution. And it's not control decks who stop aggro, it's midrange that stops aggro by going slightly bigger and outvaluing/taunting up and applying counter-pressure. But midrange always loses in eternal formats because you can't make it fast enough to consistenly beat aggro without becoming aggro and you can't make it control-heavy enough without becoming actual control. Control decks are only good against aggro if they can relaibly clear and heal up like priest or reno decks. Try any non-reno control list in a class with no heal/armor and you will see what I mean.
Also, how can anyone seriously think that Tickatus or Envoy are problem cards in wild? Lol, you're dead or won 3 turns before Tickatus even becomes active. Like seriously, even my raza priest doesn't care for your freaking Tickatus and that's really the only deck it could counter.
The only thing I can agree with is the "reloading 50 times in a row is bs and unfun" part. Vargoth is a problem.
How do you counter Rogues 5/5 quest?
Here i am trying out my Reno Deathrattle Demon Hunter deck and I have met 3 rogue quest decks.....
Depends on the deck/situation, but I'd like to Counterspell or Loatheb their Prep/quest and win from that due to the tempo gain.
I haven't played any quest rogues, so not sure how fast or reliably they can finish their quests or what minions they would even play nowadays.
i played against 3 rouges out of 6 matches today and they all got active quests on turn 4 going into turn 5. they did then have only a few cards in hand and i thought i could make it but each time some token generator was drawn and boom. 4 more 5/5s on turn 6 and 7
Control, including all Reno decks, big priest, odd warrior, etc are dead till Blizz renerfs quest Rogue. I was right that it would break wild and create a hyperaggro meta.
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Reading this feels as if we play two completely different modes when we play wild.
Starting with the "all the best decks are ultra-aggressive" part and ending with your potential solution. And it's not control decks who stop aggro, it's midrange that stops aggro by going slightly bigger and outvaluing/taunting up and applying counter-pressure.
The best wild decks as of right now are darkglare warlock, kingsbane/odd rogue (though idk if the nerf affected this), zoolock is really good, secret mage infests the pre legend ladder and then you have aggro druids (these should be all of the "top tiers" unless I'm forgetting something). The slowest one of these decks is darkglare warlock and I don't really think it can be classified as anything but aggro/tempo.
Yes big priest is also strong but I don't think it's currently popular or strong enough to challenge these decks' wr as it should lose to them given they kill you before turn 5/6 when he can actually play Shadow Essence (don't quote me on this one...not playing either style means this is only "in theory" for me).
Also midrange decks are in general, by nature, weak to aggro decks but since I am unlikely to convince you by myself here is a quote from hearthstone wiki (yes, obviously I KNOW that it's not 100% reliable...still if nobody ever bothered to correct it, it must mean something):
The speed of aggro decks allows them to defeat slower-moving midrange decks before they are able to stabilize, but their focus on aggression over longevity leaves them vulnerable to control decks' stalling, heals/armor, taunts and more efficient trades. Control decks are in turn often too slow to defeat midrange decks and their tempo swings to which they are vulnerable.
While these trends are consistently observed, note that they represent only an increased likelihood of victory, and there are exceptions as well. In addition, different decks have very specific strengths and weaknesses against each other, making knowledge of the specific decks involved important in estimating the likely outcome of a match. However, this pattern is widely held to depict overall trends for the main deck types.
so as you can see I'm not the only one presenting this argument...but let's move on.
But midrange always loses in eternal formats because you can't make it fast enough to consistenly beat aggro without becoming aggro and you can't make it control-heavy enough without becoming actual control.
THIS I can actually agreee with
Control decks are only good against aggro if they can relaibly clear and heal up like priest or reno decks. Try any non-reno control list in a class with no heal/armor and you will see what I mean.
I mean...by definition a control deck NEEDS to have healing/taunts/armor (good survivability in general) and if they don't....well that is either not a control deck...or quite the trash one. You could argue that rn the only decks that CAN survive aggression like that are reno decks in specific classes but that is more relative to the powerlevel of the aggressors.
Also, how can anyone seriously think that Tickatus or Envoy are problem cards in wild? Lol, you're dead or won 3 turns before Tickatus even becomes active. Like seriously, even my raza priest doesn't care for your freaking Tickatus and that's really the only deck it could counter.
If you read my post a bit more closely you'd realize that I specifically said these cards are bad vs aggro decks (aka the strongest/most prevalent decks in the format)...they are not overpowered...FAR from it...the problem is that their existance in their current form (together with many other bs OTK/mill) makes sure NO reactive deck will ever see the light of day in wild to try to challenge the aggressive deck's reign...unless they accept that the warlock/priest matchup is a loss basically every time which I would dare describe as not fun. Why did I choose them and razanduin as an example? Because they are OTK/mill decks with a controlly shell that allows them to have a slightly better wr vs aggro then the pure OTK/mill ones while still retaining the "oh you play a low pressure deck? thx for the free stars lol". Razanduin is the exact same in terms of how much it invalidates reactive decks and honestly I have a VERY hard time believing that you don't care about REDACTEDTUS being played...they have more or less as much draw as you do so they are very likely to snipe at least 1 of your combo pieces with either him or the other 87 disruption cards they run.
The only thing I can agree with is the "reloading 50 times in a row is bs and unfun" part. Vargoth is a problem.
I mean...is Archmage Vargoth REALLY a problem? he's strong for sure but he's only really problematic because of his synergy with big priest cards (yes and quest mage too....luckily that deck is not very popular rn).Outside of that I can't think of a deck (that can run him) where he isn't just a fun and strong card.