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.
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 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.
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.