Looking at this from a wild player's perspective, league of explorers has mechbuff pally as well as 3 different mage variants (quest highlander, secrets, and normal time warp, in order of current relevance).
Evil has cubelock, mecha'thun warlock, pirate warrior, aggro rogue as of lately (because necrium apothecary is broken), odd rogue, even shaman, and quest shaman (I would personally include APM priest as well, but given nobody really plays it, I'll leave it out of this comparison).
From a perspective of playable classes, the score is 2-4 in evil's favor. Mage has the two best decks in the game rn, but one solid player can't save an otherwise mediocre team. Likewise, almost all of evil's classes have at least one viable deck, several of which can edge out at least one of the top two mage decks. As such, I'm inclined to root for evil here.
Veranus, Dragonrider Talritha, Mindflayer Kaahrj, Waxadred, Flik Skyshiv, Bandersmosh, Zzeraku the Warped, golden Ancharrr, Kronx Dragonhoof, and Dragonqueen Alexstrasza in 106 packs.
I'm guessing they buffed legendary rates or something, as this pool is a statistical anomaly otherwise (and by the looks of it, I'm not the first one to have rolled an unusually high number of legendaries).
Jepetto Joybuzz can negate the downside of this costing 9 mana, dropping the cost of either this or whatever minion you're duplicating with it. Also, Emperor Thaurissan makes this usable with Zephrys the Great.
Jaina is likely the best standalone death knight, but admittedly anyone using a death knight to begin with will usually build their deck with it in mind.
If properly built around, Gul'dan gets my vote for number 1. The hero power is underwhelming for the 10 mana it takes to obtain it, but a full board of voidlords is too powerful to overlook. Additionally, people are using expired merchant to get more copies per game.
The other particularly strong one that comes to mind is Malfurion. He's not the most flashy, but he's efficient at everything he does, and his skillset goes well with what most druids want to do. 7 mana for 2/10 taunt stats isn't great, but it's usually enough to stall aggro for another turn, and the 3 armor per turn afterwards more than makes up for it. Control druids would probably still function without him, but he just pushes them over the edge vs aggro, functioning almost like a third copy of spreading plague.
Rexxar looks powerful on the surface, but his main problem is that he's a hunter card. Highlander hunter isn't in a great spot in wild right now, and there aren't really any other hunter decks that would want the attrition he offers over another aggro piece. In a more control-oriented class he would've been amazing, but his design goes directly against what most hunter decks want to do these days.
Would've been a fun brawl if wild's top tier secret mage wasn't 2-3 cards away from fitting the requirements for this. Just cut Aluneth, Stargazer Luna, and maybe Ice Block depending on the decklist for other stuff and it's an easy win.
This is RenoJackson's list, and probably the most popular one atm. Of course, there's also odd warrior, but people seem to be shying away from it since the mad genius nerf.
I'm probably going to be hitting legend with secret mage again, that deck is just too powerful to not use these days.
Thank you for the tip!
What is the gameplay of this deck? Is it rush? Rush face? It's not control deck?
It's kind of a midrange style deck that can get quick wins with Bolster and Into the Fray, but is designed to grind people out with the quest. It's kind of flexible; the taunt game plan is naturally the bane of aggro, while the quest gives it more longevity than usual vs control. It can be played as an aggro or control deck and can swap between the two depending on what you're up against.
This is RenoJackson's list, and probably the most popular one atm. Of course, there's also odd warrior, but people seem to be shying away from it since the mad genius nerf.
I'm probably going to be hitting legend with secret mage again, that deck is just too powerful to not use these days.
It looks like others beat me to it, but yes, the deck is well worth it. It was previously kept in check by other aggro decks, but the additions of Flame Ward and Arcane Flakmage took away that countermeasure. The only things stopping it from total dominance at the moment are jade druid and odd warrior, and even those are winnable with a decent curve.
I would argue for warlock. We've got 5 different variants of zoolock (demons, carpet, keleseth, discard, and murlocs), c'thun warlock, control discolock (the control build with the old quest), treachery warlock, Dinomancer combo, plot twist, darkest hour, implock, renolock, cubelock, evenlock, mecha'thun, and snip snap otk off the top of my head (and this isn't counting old versions of these; for instance, evenlock can be considered an updated handlock, hence why handlock isn't on the list).
It got me to legend for the first time earlier this month, and is currently the top wild deck on hsreplay with a winrate of 69.9%. The deck just hit a critical mass of secret support to push it overboard, and anything that isn't armor-based (odd warrior/jade druid) or highlander seems to get stomped by it.
4
Instructions unclear, started game in fatigue.
6
0
Looking at this from a wild player's perspective, league of explorers has mechbuff pally as well as 3 different mage variants (quest highlander, secrets, and normal time warp, in order of current relevance).
Evil has cubelock, mecha'thun warlock, pirate warrior, aggro rogue as of lately (because necrium apothecary is broken), odd rogue, even shaman, and quest shaman (I would personally include APM priest as well, but given nobody really plays it, I'll leave it out of this comparison).
From a perspective of playable classes, the score is 2-4 in evil's favor. Mage has the two best decks in the game rn, but one solid player can't save an otherwise mediocre team. Likewise, almost all of evil's classes have at least one viable deck, several of which can edge out at least one of the top two mage decks. As such, I'm inclined to root for evil here.
0
Veranus, Dragonrider Talritha, Mindflayer Kaahrj, Waxadred, Flik Skyshiv, Bandersmosh, Zzeraku the Warped, golden Ancharrr, Kronx Dragonhoof, and Dragonqueen Alexstrasza in 106 packs.
I'm guessing they buffed legendary rates or something, as this pool is a statistical anomaly otherwise (and by the looks of it, I'm not the first one to have rolled an unusually high number of legendaries).
10
Anyone know what to do for those that had brawls going? I can't do anything, going back and entering Brawl gives same screen...
Same issue here, hope they fix this soon.
EDIT: Welp, now my most upvoted comment is about a dysfunctional tavern brawl. Thanks, I guess?
1
Jepetto Joybuzz can negate the downside of this costing 9 mana, dropping the cost of either this or whatever minion you're duplicating with it. Also, Emperor Thaurissan makes this usable with Zephrys the Great.
0
Sound the Bells! would be broken in mage with Sorcerer's Apprentice
0
Jaina is likely the best standalone death knight, but admittedly anyone using a death knight to begin with will usually build their deck with it in mind.
If properly built around, Gul'dan gets my vote for number 1. The hero power is underwhelming for the 10 mana it takes to obtain it, but a full board of voidlords is too powerful to overlook. Additionally, people are using expired merchant to get more copies per game.
The other particularly strong one that comes to mind is Malfurion. He's not the most flashy, but he's efficient at everything he does, and his skillset goes well with what most druids want to do. 7 mana for 2/10 taunt stats isn't great, but it's usually enough to stall aggro for another turn, and the 3 armor per turn afterwards more than makes up for it. Control druids would probably still function without him, but he just pushes them over the edge vs aggro, functioning almost like a third copy of spreading plague.
Rexxar looks powerful on the surface, but his main problem is that he's a hunter card. Highlander hunter isn't in a great spot in wild right now, and there aren't really any other hunter decks that would want the attrition he offers over another aggro piece. In a more control-oriented class he would've been amazing, but his design goes directly against what most hunter decks want to do these days.
9
Would've been a fun brawl if wild's top tier secret mage wasn't 2-3 cards away from fitting the requirements for this. Just cut Aluneth, Stargazer Luna, and maybe Ice Block depending on the decklist for other stuff and it's an easy win.
0
It's kind of a midrange style deck that can get quick wins with Bolster and Into the Fray, but is designed to grind people out with the quest. It's kind of flexible; the taunt game plan is naturally the bane of aggro, while the quest gives it more longevity than usual vs control. It can be played as an aggro or control deck and can swap between the two depending on what you're up against.
0
I know taunt warrior saw some success last month.
This is RenoJackson's list, and probably the most popular one atm. Of course, there's also odd warrior, but people seem to be shying away from it since the mad genius nerf.
I'm probably going to be hitting legend with secret mage again, that deck is just too powerful to not use these days.
0
It looks like others beat me to it, but yes, the deck is well worth it. It was previously kept in check by other aggro decks, but the additions of Flame Ward and Arcane Flakmage took away that countermeasure. The only things stopping it from total dominance at the moment are jade druid and odd warrior, and even those are winnable with a decent curve.
2
Actually, vargoth is disenchantable and obtainable from rise of shadows packs, so I'm betting he'd get a dust refund.
1
I would argue for warlock. We've got 5 different variants of zoolock (demons, carpet, keleseth, discard, and murlocs), c'thun warlock, control discolock (the control build with the old quest), treachery warlock, Dinomancer combo, plot twist, darkest hour, implock, renolock, cubelock, evenlock, mecha'thun, and snip snap otk off the top of my head (and this isn't counting old versions of these; for instance, evenlock can be considered an updated handlock, hence why handlock isn't on the list).
2
It got me to legend for the first time earlier this month, and is currently the top wild deck on hsreplay with a winrate of 69.9%. The deck just hit a critical mass of secret support to push it overboard, and anything that isn't armor-based (odd warrior/jade druid) or highlander seems to get stomped by it.