The thing about Wild is that while Dr. Boom is nice, he's not as essential as you may think. I've run a number of lists in Wild having started with Old Gods, and I have yet to feel like I 'have' to craft Dr. Boom. He's a solid card in many decks but not the definitive part of any of them.
Of course Wild crafting priority comes down to which class you play.
Here are my top neutrals:
in all of GvG, actually I think the most important card is 1x Antique Healbot. This fits into a LOT of lists, even moreso than Piloted honestly.
Honestly from the whole set I think it's the only truly essential craft.
From Naxx:
Mad Scientist, Deathlord, Sludge Belcher. These three cards are honestly all you need for a lot of decks. If you run reno lists, you only need 1x of each.
Honestly I think entry into Wild should only cost you ~300 dust if you are playing a wild reno either mage or warlock.
It can be quite good. I was running it in my murloc shaman zoo and honestly I think it was better than Unite the Murlocs in standard. Generally with murloc zoo you actually win before you play 10 murlocs and if you haven't won by then, a refill probably won't be enough. I think murloc zoo is probably better running 2x megasaur and cutting the quest entirely.
Technically, discolock is not a new archetype, just an archetype that got buffed in this expansion. It was actually a solid tier 2 list before Gadgetzan before it was just out paced by pirate warrior.
Generally they only release the patch when people are actually in office, which means the expansion will only release during business hours in California on Thursday (i.e. it will not release before 8:00 AM PST usually). This way if there are major issues the people who can fix it are actually in the office. At least that has been my sense of their releases.
Mostly agree but disagree on Evolving Spores. Adapt is a permanent effect and it offers the capacity for a 1 mana reduced bloodlust. Although it's more erratic in real quality I can see it fitting into a variety of decks.
Pirate warrior will remain strong because taunt decks cannot both do well against pirates and jade. The reason pirates are strong now is not because it alone is a strong deck, it's because defensive oriented decks consistently lose to jade so no one runs them.
There are a lot more tools to deal with pirates, but every anti-pirate tool you put in is a liability against jade.
4
The thing about Wild is that while Dr. Boom is nice, he's not as essential as you may think. I've run a number of lists in Wild having started with Old Gods, and I have yet to feel like I 'have' to craft Dr. Boom. He's a solid card in many decks but not the definitive part of any of them.
Of course Wild crafting priority comes down to which class you play.
Here are my top neutrals:
in all of GvG, actually I think the most important card is 1x Antique Healbot. This fits into a LOT of lists, even moreso than Piloted honestly.
Honestly from the whole set I think it's the only truly essential craft.
From Naxx:
Mad Scientist, Deathlord, Sludge Belcher. These three cards are honestly all you need for a lot of decks. If you run reno lists, you only need 1x of each.
Honestly I think entry into Wild should only cost you ~300 dust if you are playing a wild reno either mage or warlock.
0
How do you know that's Quest Warrior and not pirates?
1
I was doing alright with Shaman Murloc quest, some pretty good games.
0
It can be quite good. I was running it in my murloc shaman zoo and honestly I think it was better than Unite the Murlocs in standard. Generally with murloc zoo you actually win before you play 10 murlocs and if you haven't won by then, a refill probably won't be enough. I think murloc zoo is probably better running 2x megasaur and cutting the quest entirely.
0
Technically, discolock is not a new archetype, just an archetype that got buffed in this expansion. It was actually a solid tier 2 list before Gadgetzan before it was just out paced by pirate warrior.
6
Generally they only release the patch when people are actually in office, which means the expansion will only release during business hours in California on Thursday (i.e. it will not release before 8:00 AM PST usually). This way if there are major issues the people who can fix it are actually in the office. At least that has been my sense of their releases.
0
Obviously priest plays Mind Vision turn 1, duh.
;)
0
Shaky Zipgunner is totally playable.
0
I got my pavel pack. Duplicate epic, good 100 dust.
0
Mostly agree but disagree on Evolving Spores. Adapt is a permanent effect and it offers the capacity for a 1 mana reduced bloodlust. Although it's more erratic in real quality I can see it fitting into a variety of decks.
5
Maybe people will actually run Convert?
1
Pirate warrior will remain strong because taunt decks cannot both do well against pirates and jade. The reason pirates are strong now is not because it alone is a strong deck, it's because defensive oriented decks consistently lose to jade so no one runs them.
There are a lot more tools to deal with pirates, but every anti-pirate tool you put in is a liability against jade.
0
I disagree on Unite being as bad as Ozruk. Repopulating your entire hand with aggro murloc zoo cards is pretty strong.
Caverns will also be pretty easy to activate with elementals.
Jungle Giants naturally synnergizes with Jades.
Good list thanks for sharing your thoughts :)
0
Thanks for the heads up just fixed it
0
If the idea is you have enough gold to unlock the first wing and you will complete the rest later, then LoE is the way to go as others have said.
Several of the best cards in BRM can be crafted without great expense, including Imp Gang Boss, Flamewaker, Blackwing Corruptor and Drakonid Crusher.
The only legend in BRM that really gets played regularly is Emperor Thaurissan.
Conversely, the best cards in LoE tend to be the legends and the most expensive to craft, including Brann Bronzebeard, Reno Jackson, and Sir Finley Mrrgglton.