I am plat 6 right now, 32% Kingsbane Rogues. Every Game of them seems ro be perfect, although every game is completely different. There is way too much synergy in this deck. I guess that's the biggest problem of Wild. too much synergy because of too many cards that guarantee the playing on curve. It is guaranteed that the rogue is getting his Kingsbane every turn. And with that weapon he can draw cards, deal direct damage and aoe.
Same problem with quests in general. I was facing 2 druids. The synergy seems to be perfect. Quest and side quest done in a few turns.
Maybe the DK rune solution might be something that would work in wild: you can't put all cards in your deck. Some cards might exclude others.
In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret.
But you have thought this through, right?
You play the top deck of the format, almost had the win by turn 5, don't run any counters because you don't see many mages, yet you complain that you can't win?
I don‘t complain about getting defeated, and I have stated this in my initial posting. I am complaining about the frustrating way I am losing to these decks. Being unable to do anything relevant while watching the opponent playing countless cards and the same minion over and over again for rounds - that‘s frustrating because there is no interaction.
There are some mechanics which need to be overworked to keep the fun in the game in wild.
If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.
Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.
Oh yes, I have problems with Kingsbane Rogue, but i manged to win against this deck a few times. (I am playing Even Shaman)
What I really hate about Hearthstone is that rock-paper-scissors sheme. I wish the game would be more like you were able to win against every deck. It's really like flipping a coin - success depends so much on what deck your enemy is playing. But success also depends on tech cards. In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret. But without removing the secret, I am not able to score. E.T.C. Band Manager would be a possible solution ...
But it is possible to make the game competative. Nowadays it's like flipping a coin. With my deck I am competative against all the other decks except Neptulon Priest and Time Warp Mage. And both decks shouldn't be possible. It should not be possible to get Neptulon as early as turn 3 and it should not be possible to get that dude more than 1 or maximum 2 times a game. And it should not be possible to cast more than 1 or maximum 2 time warps. But mage hast wa too many tools to cast the same strong speels over and over again. There are too many cards like "get a copy of every spell you have cast this game, turn, ..." The discover nerf was one step in the right direction. Same with Brillant Macaw - repeating and repeating and repeating ... It's these unlimited repeats odf deathrattles, battlecries + unlimited card generation + ability to get unlimited copies of special cards, which are limited to one per deck. I mean whats the point of allowing only 2 copies per deck and only 1 copy of a legendary per deck if there are too many ways to get the same card over and over again?
Have been playing a mage in wild. Had him down to 1 HP after 5 rounds, when the shit hit the fan. Countless "time outs" combinded with "ice blocks" made me unable to finish him off. Then he started his extra turns and repeating every spell again and again, and - thx to Brann - again. After minutes of not beeing able to do anything, the show was over. What makes it even worse is the fact, that these guys need seemeingly endless time to win. I am used to get defeated. On the monthly way to legend I have to faxe a lof of defeats. But this is just interactive bullshi9t which shouldn't be able. I mean what's the point of playing a game, where you can't do anything?
I really fear that Blizz is not able to bring the fun back in the game. Too many meme decks which are very frustrating to lose against. oo many match deceiding cards and combos. It's getting more and more solitaire.