The big problem with Stormwind is that it introduced reliable game-ending win conditions that are faster than previous game-ending win conditions. In Standard, the other pieces may not be in place for some of them to consistently complete on turn 5 or 6, but in Wild they definitely are.
Previously, OTK decks have been strong in both formats. Notable ones are Mechathun, Togwaggle, Malygos Druid, Raza/Shadowreaper Anduin priest and Druid and Mage time-warp Exodia. As decks like these rotate into Wild, it’s fun to get new decks with similar goals, but we shouldn’t get stronger, OTK decks that get their win conditions sooner.
All of these quests finish the game around 9-11 and are vulnerable to aggro and often midrange tempo decks while beating greedy control/value decks. But Stormwind has replaced 4-5 card OTK combos that you have to draw into with win conditions that either start in your hand (quests) or can be tutored from your deck (ignite, boar). These are going to be super-problematic in Wild because Wild has more card draw to find combo pieces, more pirates for warrior, and more spells to quickly trigger the hunter quest.
The best Stormwind OTK decks now achieve their win condition on turn 6-7 which means that only extremely aggressive decks can beat them, and not even super-consistently, midrange decks are too slow, and control value decks are way too slow. In the past, there has occasionally been a broken wild interaction, but the game has never been like this. Before the current expansion Warriors were playing stuff like Rattlegore!
The game needs a big nerf patch for anyone to be seriously excited about Alterac valley. I don’t think anyone will be sad or disappointed to see the quests nerfed more or less out of existence, especially with dust refunds coming just in time for the new expansion.
The big problem with Stormwind is that it introduced reliable game-ending win conditions that are faster than previous game-ending win conditions. In Standard, the other pieces may not be in place for some of them to consistently complete on turn 5 or 6, but in Wild they definitely are.
Previously, OTK decks have been strong in both formats. Notable ones are Mechathun, Togwaggle, Malygos Druid, Raza/Shadowreaper Anduin priest and Druid and Mage time-warp Exodia. As decks like these rotate into Wild, it’s fun to get new decks with similar goals, but we shouldn’t get stronger, OTK decks that get their win conditions sooner.
All of these quests finish the game around 9-11 and are vulnerable to aggro and often midrange tempo decks while beating greedy control/value decks. But Stormwind has replaced 4-5 card OTK combos that you have to draw into with win conditions that either start in your hand (quests) or can be tutored from your deck (ignite, boar). These are going to be super-problematic in Wild because Wild has more card draw to find combo pieces, more pirates for warrior, and more spells to quickly trigger the hunter quest.
The best Stormwind OTK decks now achieve their win condition on turn 6-7 which means that only extremely aggressive decks can beat them, and not even super-consistently, midrange decks are too slow, and control value decks are way too slow. In the past, there has occasionally been a broken wild interaction, but the game has never been like this. Before the current expansion Warriors were playing stuff like Rattlegore!
The game needs a big nerf patch for anyone to be seriously excited about Alterac valley. I don’t think anyone will be sad or disappointed to see the quests nerfed more or less out of existence, especially with dust refunds coming just in time for the new expansion.