People need to play more with cards they like and are fun. Creating own frankenstein decks is fun and when you master it, the feeling is great. But it is boring to face always the same broken 0 mana 10 per turn cards and insane synergies no one knows why they printed them when other loads of cards in wild need more support buff etc...
Also emote while you play these decks because that is essential for it. Because you are "good"!
People on ladder want to win and climb, of course they're not gonna play their janky homebrew decks only to get beaten by actually strong decks in 8 out of 10 games. People sometimes seem to have this romantic notion of Wild as a place of endless possibilites and slower games with fun (meaning bad or inconsistent) homebrew meme decks, but no, it has always had a meta and always will just like standard where there's a couple of decks that are fast and strong and all the rest that aren't. If you wanna meme there's casual for that, or even better, just have play sessions with likeminded friends.
Multiple times I've been killed on literally the 5th turn from almost full HP and 3-4 minions on board. That is not normal. You'd have to stuff your deck with tech cards (and of course draw those) to stand a chance. Someone above said it's a "fun" deck. Maybe for the person playing it. How many people enjoy or find it fair to play against it? I don't have data but I'd wager not a whole lot. You can't even really rush it down cause of all the freeze spells + Ice Block.
I think best would be if Sorcerer's Apprentice got nerfed (spells cost not less than 1).
Edit: Since then, teched in a Dirty Rat (unfortunately I only have a single copy), succesfully pulled out and killed a Flamewaker. Dealt 29 damage. Was at almost full HP. Then comes an Apprentice and the second Flamewaker and I died in one turn again. I wanted to climb to Legend in Wild (currently at D5-D4). Honestly thinking about giving up on that goal, pretty much all my will to play Wild format has been killed by that deck type. I'm fine with an OTK deck if the combo happens on like turn 8 or something (and the deck not getting free turns off Ice Block). But on turn 5, and pretty regularly, with almost no feasible counterplay possible? Yeah that's not something I wanna participate in.
Edit edit: In case someone cares, I know what I said above sounds like exaggeration, here's the replay. If I should have done anything differently, I welcome criticism, but that last turn is just degenerate regardless of any misplays I may have done. https://hsreplay.net/replay/w48UAV74UbVoLrAt4pZQh8
Ladder is always gonna be aggro-oriented cause that's the fastest grinding deck type. Why play 3 slow games when in the same time you can play 6-7 with a fast deck?
Aggro is definitely not my favourite archetype but that's what I'm using to climb for efficiency.
Make Ice Block a legendary so only 1 copy can be played will solve most of Wild Mage and nerf the 0 mana draw 2 Refreshing Spring Water
If they don't want Ice Block to disappear I think this is interesting nerf. Only one of in your deck, it suits legendary status because it is unique effect.
I thought about that too, would that impact classic though?
My problem with things like Mozaki mage is that when I lose I feel like I learned nothing. When I lose against a class that plays a more board-based game, and they beat me with smarter use of resources, it's fine, and upon reviewing the game I may actually learn something and improve. But when it's literally just "ok did you draw your Ice Block and your minions? yes? cool you win", what did I learn? Nothing. It literally doesn't matter what I did during the game. And even when you play hyperaggo decks, you still may very well still lose because of Ice Block. Yes, you can tech in something against it but it's just gonna make your deck worse in every other matchup.
I agree with another poster above about Ice Block. It got HoF-d for a reason. It's such an enormous crutch for Mages in wild that just punishes players who by all means should have won. They are probably never gonna change it, and even if they do and don't know what they could do to not make it completely useless.
How do you guys not get absolutely rolled by aggro left and right? Cause that's been my experience with the deck so far :( The majority of decks I'm facing is aggro (mostly murloc) and I pretty much never draw Oaken + Bloom in starting hand, but even when I do I get overwhelmed super fast. Seems like a fun deck and I really want it to work but I almost never make it to the point where I can play Celestial and Togg :(
Edit: Ok, scratch that, I have since played against other types of decks and I am 3 wins 12 loses lol. I guess I'm either a terrible player, or I just really don't understand how this deck is supposed to work and can't play it or both. Like, massive respect to OP cause I legit cannot fathom how in the hell can anyone get an almost 90% winrate with this.
Tickatus is unfair for control priest etc, since it means you have to auto concede. However, a more tempo based priest like the VS list might win vs tickatus, but you can never ever beat jarraxus (that's the true winner in control vs control).
Blizzard likes to make powerful high roll decks since some players find it fun. DoL is sort like that but is stronger than intended. There are other completely busted unfair decks too in which you cannot win against. Any druid with ramp. If they go ramp on 3 and 4 and guardian on 8, they win the game almost always.
Let's be real here, control priest doesn't suck because of Tickatus, it sucks because the dev team decided that Priest doesn't get to have a proactive win condition, and because they can't have card draw because "it's not part of the class identity".
16-17 with this deck. Yes I know I'm not a great player.
Deck is fun when you have all the correct cards in your hand for any given situation. When you don't though, it's just a deck that slowly loses and doesn't do anything. And since you don't actually have any real card draw, at least not to the ridiculous extent other classes like mage, paladin or rogue do, you're basically in the hands of RNGesus. So many games lost where I'm just sitting there thinking to myself "well it sure would be great if I drew this or that", but I didn't, and in this meta, even one or two suboptimal turns means you're done.
Even against mage, who you are supposed to counter by "just outhealing their stuff" you can lose very easily if they draw into all their face damage and you don't get the correct healing cards. Also if they go Lunacy early and don't play minions, many of your cards will be completely dead.
So all in all, once again, it's really cool when it works cause you can truly shut your opponent down. But it's not a consistently strong deck. It has really high highs and super low lows.
I'm trying to finish my Monkey Business at 26/30 Bananas, screaming at the screen 'y u people have no card draw in your decks, wtf!?'
That's one of the few I haven't finished yet, it's an especially terrible one involving a shit card, the others are the treant spawner and YoggChamp, which I'm not gonna bother with.
This may also have synergy with the second Mage legendary, which I assume from previously revealed cards is gonna be the Blood Elf guy on this card's art.
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This exact same topic comes up every time a new expansion is released.
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Battletag: ManaStrudel#2204Region: EUTrade Only?: Yes, you go first!
Done-1
People on ladder want to win and climb, of course they're not gonna play their janky homebrew decks only to get beaten by actually strong decks in 8 out of 10 games. People sometimes seem to have this romantic notion of Wild as a place of endless possibilites and slower games with fun (meaning bad or inconsistent) homebrew meme decks, but no, it has always had a meta and always will just like standard where there's a couple of decks that are fast and strong and all the rest that aren't. If you wanna meme there's casual for that, or even better, just have play sessions with likeminded friends.
2
Multiple times I've been killed on literally the 5th turn from almost full HP and 3-4 minions on board. That is not normal. You'd have to stuff your deck with tech cards (and of course draw those) to stand a chance. Someone above said it's a "fun" deck. Maybe for the person playing it. How many people enjoy or find it fair to play against it? I don't have data but I'd wager not a whole lot. You can't even really rush it down cause of all the freeze spells + Ice Block.
I think best would be if Sorcerer's Apprentice got nerfed (spells cost not less than 1).
Edit: Since then, teched in a Dirty Rat (unfortunately I only have a single copy), succesfully pulled out and killed a Flamewaker. Dealt 29 damage. Was at almost full HP. Then comes an Apprentice and the second Flamewaker and I died in one turn again. I wanted to climb to Legend in Wild (currently at D5-D4). Honestly thinking about giving up on that goal, pretty much all my will to play Wild format has been killed by that deck type. I'm fine with an OTK deck if the combo happens on like turn 8 or something (and the deck not getting free turns off Ice Block). But on turn 5, and pretty regularly, with almost no feasible counterplay possible? Yeah that's not something I wanna participate in.
Edit edit: In case someone cares, I know what I said above sounds like exaggeration, here's the replay. If I should have done anything differently, I welcome criticism, but that last turn is just degenerate regardless of any misplays I may have done. https://hsreplay.net/replay/w48UAV74UbVoLrAt4pZQh8
2
Ladder is always gonna be aggro-oriented cause that's the fastest grinding deck type. Why play 3 slow games when in the same time you can play 6-7 with a fast deck?
Aggro is definitely not my favourite archetype but that's what I'm using to climb for efficiency.
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I thought about that too, would that impact classic though?
1
My problem with things like Mozaki mage is that when I lose I feel like I learned nothing. When I lose against a class that plays a more board-based game, and they beat me with smarter use of resources, it's fine, and upon reviewing the game I may actually learn something and improve. But when it's literally just "ok did you draw your Ice Block and your minions? yes? cool you win", what did I learn? Nothing. It literally doesn't matter what I did during the game. And even when you play hyperaggo decks, you still may very well still lose because of Ice Block. Yes, you can tech in something against it but it's just gonna make your deck worse in every other matchup.
I agree with another poster above about Ice Block. It got HoF-d for a reason. It's such an enormous crutch for Mages in wild that just punishes players who by all means should have won. They are probably never gonna change it, and even if they do and don't know what they could do to not make it completely useless.
10
Attacking face is attacking. Your Rokara would say "If a friendly minion attacks an enemy minion and survives..."
It works right now as intended.
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How do you guys not get absolutely rolled by aggro left and right? Cause that's been my experience with the deck so far :(
The majority of decks I'm facing is aggro (mostly murloc) and I pretty much never draw Oaken + Bloom in starting hand, but even when I do I get overwhelmed super fast. Seems like a fun deck and I really want it to work but I almost never make it to the point where I can play Celestial and Togg :(
Edit: Ok, scratch that, I have since played against other types of decks and I am 3 wins 12 loses lol. I guess I'm either a terrible player, or I just really don't understand how this deck is supposed to work and can't play it or both. Like, massive respect to OP cause I legit cannot fathom how in the hell can anyone get an almost 90% winrate with this.
0
Let's be real here, control priest doesn't suck because of Tickatus, it sucks because the dev team decided that Priest doesn't get to have a proactive win condition, and because they can't have card draw because "it's not part of the class identity".
1
16-17 with this deck. Yes I know I'm not a great player.
Deck is fun when you have all the correct cards in your hand for any given situation. When you don't though, it's just a deck that slowly loses and doesn't do anything. And since you don't actually have any real card draw, at least not to the ridiculous extent other classes like mage, paladin or rogue do, you're basically in the hands of RNGesus. So many games lost where I'm just sitting there thinking to myself "well it sure would be great if I drew this or that", but I didn't, and in this meta, even one or two suboptimal turns means you're done.
Even against mage, who you are supposed to counter by "just outhealing their stuff" you can lose very easily if they draw into all their face damage and you don't get the correct healing cards. Also if they go Lunacy early and don't play minions, many of your cards will be completely dead.
So all in all, once again, it's really cool when it works cause you can truly shut your opponent down. But it's not a consistently strong deck. It has really high highs and super low lows.
1
I'm trying to finish my Monkey Business at 26/30 Bananas, screaming at the screen 'y u people have no card draw in your decks, wtf!?'
That's one of the few I haven't finished yet, it's an especially terrible one involving a shit card, the others are the treant spawner and YoggChamp, which I'm not gonna bother with.
5
After seeing no cards revealed related to the Wailing Caverns that was my guess that it's gonna be the miniset's theme, makes sense.
0
Mordresh, Deathrattle DH, Tower Defense, Control Warlock and Xyrella
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This may also have synergy with the second Mage legendary, which I assume from previously revealed cards is gonna be the Blood Elf guy on this card's art.