Yes, in a nutshell. About as balanced as it has ever been, though Odd Pally still has a pretty insanely high win-rate. Every class has at least one deck that does well... and it's not even a rock-paper-scissors meta! So yeah, good job Team 5.
The real problem is Divine Favor. It has always been a problem, whenever aggro paladin takes over the meta, it's because divine favor allows for crazy refuels against control... it can't be played around because as a control player you typically are running a slower curve and it's impossible to dump your hand by turn 5/6.
I love paladin, but divine favor was and will be a cancer for as long as it exists as is.
Divine Favor is a stupid card yes, but it's not the real problem. Even Pally doesn't play it (obviously) and is still incredibly strong. Pally just has really strong cards across the board.
My point is that while Reno is _good_, in Wild there are very strong heal options available for most classes that don't require you to go highlander. And, given how powerful many many cards are in Wild, having 2-ofs of lots of those good cards is generally better than trying highlander for Reno.
The only Reno decks I run in Wild now are Mage and Hunter. The other two, Warlock and Priest, just aren't as good anymore and there are much stronger options deckbuilding wise. And TBH lately I've struggled with both decks, since Mage gets outlasted by control, slammed by giants and inconsistent 1-of draw means that aggro will sometimes beat you too. Hunter is not bad though, with the deathrattle/N'zoth package.
5 different decks that are all pretty good. Shamanstone you'd be lucky to get 1 out of 3 games against something other than midrange shaman. That was absolutely the worst meta ever for diversity, closely followed by undertaker Hunter, though the game was less popular back then so it was harder to netdeck the 'taker lists.
Current meta is not bad, and they've deliberately made this set a bit bad so there's room for the next two sets to be stronger power-wise.
Reno just isn't that strong anymore TBH. Mage is his best spot because with Ice Block you can guarantee a +29ish heal. Most other classes have better healing options that are way less deck-building restrictive.
Shaman - healing rain now, pay 3 heal 12.
Warlock - lolz. Your cuppeth overfloweth.
Hunter - wut is hel? I go face.
Druid - Moar ARMORZ dan warrior.
Warrior - Tank up from turn 2!
Priest - Raza's nerf pretty much killed this deck in Wild.
Pally - If you can't play 2x Call to Arms, you don't have a "real" paladin deck.
Rogue - You're playing ROUGE in Wild?! <insert Ben Brode laugh here>
Yeah this deck is the stone-cold nuts. Just won a game against a pally I had no right to win. Down to 3 life and into fatigue when I finally managed to cube my Hadronox. 2 Rotten Applebaums allowed me to stabilize into the second cube, into 2 Lich Kings into anti-magic shell + perfect lethal the turn before I died from fatigue. I had an incredibly bad draw but still some how stole a win.
I'm sure there are counters to it, but aggro ain't one. Torn up tempo rogues and even/odd pallies on the way from Rank 10 to 7 losing just 1 game. Takes a bit of thinking before you start playing as to how you are actually supposed to play the deck, but once you get it, you'll just faceroll peeps.
I'm pretty sure that this DID have Echo on it at some point, since 2-mana echo spells is one of the only themes in the whole set (only Druid and Mage don't have 2-mana echo spells and Witchwood Apple was also probably an Echo spell at some point).
If it had've had Echo, it would've been an amazing control card. As it is, it's niche and probably unplayable.
1
Next expansion will be Dalaran or something like that. Probably "cast a random spell" will become a keyword, because LULZ.
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Yes, in a nutshell. About as balanced as it has ever been, though Odd Pally still has a pretty insanely high win-rate. Every class has at least one deck that does well... and it's not even a rock-paper-scissors meta! So yeah, good job Team 5.
6
Bahahaha, turn 3 swing in for 104 damage. Sorry rogue dude who probably wanted to have a fun and interactive experience... I just wanted my pack!
0
This is a pretty cool brawl. My first opponent didn't use his hero power for the first 3 turns though, so... easy pack lulz.
0
0
My point is that while Reno is _good_, in Wild there are very strong heal options available for most classes that don't require you to go highlander. And, given how powerful many many cards are in Wild, having 2-ofs of lots of those good cards is generally better than trying highlander for Reno.
The only Reno decks I run in Wild now are Mage and Hunter. The other two, Warlock and Priest, just aren't as good anymore and there are much stronger options deckbuilding wise. And TBH lately I've struggled with both decks, since Mage gets outlasted by control, slammed by giants and inconsistent 1-of draw means that aggro will sometimes beat you too. Hunter is not bad though, with the deathrattle/N'zoth package.
1
I love that "but the winrate with the deck is terrible" argument.
Top 3 winrates on hsreplay.net for Wild Warlock decks are ALL giants decks, from 64.5% winrate up to 67.9% winrate.
The top HUNTER wild deck is 72.9% winrate and guess what it is? Yup, naga giants.
1
Were you around for Shamanstone? Because honestly, I just played 6 games as Baku Rogue from Rank 7 to Rank 5 and I played:
1x Controllock, 1x Cubelock, 1x Baku Rogue, 2x Spiteful Druid, 1x Spiteful Priest.
5 different decks that are all pretty good. Shamanstone you'd be lucky to get 1 out of 3 games against something other than midrange shaman. That was absolutely the worst meta ever for diversity, closely followed by undertaker Hunter, though the game was less popular back then so it was harder to netdeck the 'taker lists.
Current meta is not bad, and they've deliberately made this set a bit bad so there's room for the next two sets to be stronger power-wise.
0
Reno just isn't that strong anymore TBH. Mage is his best spot because with Ice Block you can guarantee a +29ish heal. Most other classes have better healing options that are way less deck-building restrictive.
Shaman - healing rain now, pay 3 heal 12.
Warlock - lolz. Your cuppeth overfloweth.
Hunter - wut is hel? I go face.
Druid - Moar ARMORZ dan warrior.
Warrior - Tank up from turn 2!
Priest - Raza's nerf pretty much killed this deck in Wild.
Pally - If you can't play 2x Call to Arms, you don't have a "real" paladin deck.
Rogue - You're playing ROUGE in Wild?! <insert Ben Brode laugh here>
0
Yeah this deck is the stone-cold nuts. Just won a game against a pally I had no right to win. Down to 3 life and into fatigue when I finally managed to cube my Hadronox. 2 Rotten Applebaums allowed me to stabilize into the second cube, into 2 Lich Kings into anti-magic shell + perfect lethal the turn before I died from fatigue. I had an incredibly bad draw but still some how stole a win.
I'm sure there are counters to it, but aggro ain't one. Torn up tempo rogues and even/odd pallies on the way from Rank 10 to 7 losing just 1 game. Takes a bit of thinking before you start playing as to how you are actually supposed to play the deck, but once you get it, you'll just faceroll peeps.
1
A+ for invention dude, awesome.
0
Theoretically you only need 4 cards and 2 out of 3 of them to be discounted by Thaurissan.
0
I would love to see a video of the Glinda-Juggler-Warper-Scorpomatic combo :)
0
Awesome! That was literally the first deck I wanted to try. Do you have a decklist?
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I'm pretty sure that this DID have Echo on it at some point, since 2-mana echo spells is one of the only themes in the whole set (only Druid and Mage don't have 2-mana echo spells and Witchwood Apple was also probably an Echo spell at some point).
If it had've had Echo, it would've been an amazing control card. As it is, it's niche and probably unplayable.