I know most people use these things primarily to complain, but I think wild is actually quite fun and healthy rn. I'm at Diamond 2 right now so can't speak to Legend but there have been a large variety of decks I've seen and I've been having fun. Just to list a few I've seen
Druid: Jade, Linecracker, Mechathun, Malygos
Mage: Secret, APM
Warrior: Pirate/Questline
Warlock: Reno, Owl/Deathrattle
Rogue: Big Deathrattle, Kingsbane, Quest
Hunter: Questline/Odd, Deathrattle
Paladin: Aggro/Secret, Handbuff
Demon Hunter: Odd, Aggro
Shaman: Shudderwock, Overload/Burst
Priest: Shadow
I think more importantly is that within these archetypes I have seen a lot of variation. For example when it comes to Shudderwock shaman or any of the Druid decks I feel like I can't be totally sure what to expect. Yes, quest pirate is still the most prominent deck, but not unbeatable and not unfun to play against imo. I've been playing a custom Double N'Zoth Reno Paladin.
What has your experience been? and do you think wild is actually half-way decent right now or am I crazy
People are still in the experimental phase with new cards in Wild as the pool of cards is always larger so the phase takes longer than Standard to figure out... but we cant deny that the WR of Odd Quest Hunter & Pirate Warrior are way higher and people would return to them for ladder (esp beginning and end of season)
Even if these decks are beatable, I'm just bored at facing their games..... one throws out spells and the other throws out pirates on curve
High legend is dominated by freeze shaman, with some pirate warrior, quest hunter, mechathun warlock, alignment druid, and ignite mage mixed in. I also have played a game or two against shadow priest, owltk, and even aggro druid. So for me there has been a fair degree of variety, although for the most part I am queuing into freeze shaman.
I wouldn't have reached legend that fast if there was anything else than quests (warrior and hunter). I farmed them with a Brasswing deck (initially made for the achievement). I play on the Europe server.
Half of decks you named is not only boring to play but also boring to play versus, braindead cost 0 mechanics rly ripping this game apart (druid, hunter, mage) and stupid support cards pirate war have does the same
I think that having a banlist at all is a supremely unhealthy state to be in for the format.
The problem, to me, is that the devs have already gone on record that the intention for wild is that you can play your old decks and that the cards in those decks won't wildly change from what they were, even if the numbers themselves change.
Put another way, the devs don't promise your individual cards and decks will retain their power level, but they will retain their effects.
Having a banlist sort of communicates that when those cards rotate, they will need to break that promise - since the effects *themselves* are the problem for wild. It doesn't matter how much Stealer of Souls costs for mana, Voidcaller plus Violet Illusionist, plus Plot Twist equals infinite mana and infinite card draw. The effect itself is the problem, and will need to be changed when it inevitably rotates out of standard. Same story with The Demon Seed - it's just way too easy to burn through all the stages with no real cost, and the ability to burn to fatigue reliably is way too strong to allow that effect to exist in the format at all.
Other than that one outlier (which is a *big* issue, IMHO), I do think Wild is in a relatively healthy state. There's definitely more deck variety than Standard, that's for sure.
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I know most people use these things primarily to complain, but I think wild is actually quite fun and healthy rn. I'm at Diamond 2 right now so can't speak to Legend but there have been a large variety of decks I've seen and I've been having fun. Just to list a few I've seen
Druid: Jade, Linecracker, Mechathun, Malygos
Mage: Secret, APM
Warrior: Pirate/Questline
Warlock: Reno, Owl/Deathrattle
Rogue: Big Deathrattle, Kingsbane, Quest
Hunter: Questline/Odd, Deathrattle
Paladin: Aggro/Secret, Handbuff
Demon Hunter: Odd, Aggro
Shaman: Shudderwock, Overload/Burst
Priest: Shadow
I think more importantly is that within these archetypes I have seen a lot of variation. For example when it comes to Shudderwock shaman or any of the Druid decks I feel like I can't be totally sure what to expect. Yes, quest pirate is still the most prominent deck, but not unbeatable and not unfun to play against imo. I've been playing a custom Double N'Zoth Reno Paladin.
What has your experience been? and do you think wild is actually half-way decent right now or am I crazy
You can thank my people for chillin it out!
People are still in the experimental phase with new cards in Wild as the pool of cards is always larger so the phase takes longer than Standard to figure out... but we cant deny that the WR of Odd Quest Hunter & Pirate Warrior are way higher and people would return to them for ladder (esp beginning and end of season)
Even if these decks are beatable, I'm just bored at facing their games..... one throws out spells and the other throws out pirates on curve
you must play a different wild than me then. pirate warrior is all i see in diamond
low mmr wild is fun atm otherwise its all quest hunter&warrior/freeze shaman/ignite mage
High legend is dominated by freeze shaman, with some pirate warrior, quest hunter, mechathun warlock, alignment druid, and ignite mage mixed in. I also have played a game or two against shadow priest, owltk, and even aggro druid. So for me there has been a fair degree of variety, although for the most part I am queuing into freeze shaman.
I wouldn't have reached legend that fast if there was anything else than quests (warrior and hunter). I farmed them with a Brasswing deck (initially made for the achievement). I play on the Europe server.
Take a walk on the wild side...
Half of decks you named is not only boring to play but also boring to play versus, braindead cost 0 mechanics rly ripping this game apart (druid, hunter, mage) and stupid support cards pirate war have does the same
I think that having a banlist at all is a supremely unhealthy state to be in for the format.
The problem, to me, is that the devs have already gone on record that the intention for wild is that you can play your old decks and that the cards in those decks won't wildly change from what they were, even if the numbers themselves change.
Put another way, the devs don't promise your individual cards and decks will retain their power level, but they will retain their effects.
Having a banlist sort of communicates that when those cards rotate, they will need to break that promise - since the effects *themselves* are the problem for wild. It doesn't matter how much Stealer of Souls costs for mana, Voidcaller plus Violet Illusionist, plus Plot Twist equals infinite mana and infinite card draw. The effect itself is the problem, and will need to be changed when it inevitably rotates out of standard. Same story with The Demon Seed - it's just way too easy to burn through all the stages with no real cost, and the ability to burn to fatigue reliably is way too strong to allow that effect to exist in the format at all.
Other than that one outlier (which is a *big* issue, IMHO), I do think Wild is in a relatively healthy state. There's definitely more deck variety than Standard, that's for sure.