The latest expansions have more power creeps, so the old expansions cannot compete. Only few single cards have additional synergies, i.e. Sludge Belcher/Sylvanas for N'Zoth, Quartermaster for Dudes, Ships Cannon for pirates, Voidcaller/Mal'Ganis for Cubelock and of course Reno.
So... wild is like standard with some bonus-cards. If you/ your opponent not draw these cards, it looks like standard. Former meta decks, like Secret Pally or Mech Mage See chanceless. That's what it is.
And 2019 everyone will be happy, that bonemare, warlock DK, corridor creeper, etc. leave standard. There will be new op toxic, new pirates, new good priest cards and we poor wild player have still to handle the old sht combined with the new one. Hello Reno, hello ships cannon...
Time has changed... Naxx aggro decks were turn 7 lethal and yesterday i had an opponent with turn 4, although i had 2 taunts.... Aggro, UI idols and priest. Meta in Standard, Meta in wild, the 4th expansion in row... it's not a minion-trade-game, it's a value-power-in-your-face-game. Sad
Aggro doesn't balance meta, it's the issue. In times of turn 2 (coin) with 3 murlocs 3/2, 3/3 and 2/3 = 16 stat points or 4/1 DT: 3/2 and 3/2 beasts = 15 stat points you need more solutions. Flame juggler was a former aggro card with 2/3 + 1 random dmg. Nowadays it's a joke.
Anduin, Jade Idol and co. are the issues on the other hand.
We have a game with power creeps. Good old value yeti and minion trades are gone with hs Identity. So play aggro or control power, scissor paper stone, and that's balanced.
1. Jade Idol: destroys control in wild mode forever.
2. Primordial glyph: discover a spell of the best spell class and usable even for combos. 2 x copies in deck. In combination with braindead cards like open the waygate and ice block it's the best spell of the game.
3. Ultimate Infestation: ~ 17 mana value. still cannot understand how such a card could be realeased
4. Keleseth: drawstone card at it's best. Shaman had a legendary at 6 mana, what was too slow and had 4/4, but keleseth is too early and almost an insta game decider. Should be on 4 mana spot with 4/4.
5. DK's: the idea of DK's is a huge danger for wild over all coming expansions, like Reno, N'Zoth or Quests. They define archetypes and could be out of control with a single not well-designed card. I think, hearthstone was great as a trade minion game with a value yeti with 4/5. Nowadays the consistency and synergies force to much to create specific decks.
Btw: problematic till the last nerfs
Upgrade: you have one more damage, even for the next round for 1 mana. That was the card to nerf and maybe dread corsair, fiery war axe was fine. Now upgrade is ok since warrior has no good weapons in early game
Fire Fly: the real reason for the (former) issues with aggro druid, shamans, quest rogue. Maybe it's now after innervate and quest nerf in a better spot.
Had a wierd Match in brawl. 4 turns and every single attack on me, not one of his 7 minions(!). I had in average 4 minions. So with the Faces the chance was 5-8 so 41,6%. 41,6% ^ 7minions of him attacked ^ 4 turns. 2,25^ -11!!
Yeah, faced pirate warrior 9 (!) times in row in wild. Play reno priest with 6-7 anti aggro cards, but drawstone lets me only win with reno, golakka in the first turns. Most of times it is turn 5 lethal
0
The latest expansions have more power creeps, so the old expansions cannot compete. Only few single cards have additional synergies, i.e. Sludge Belcher/Sylvanas for N'Zoth, Quartermaster for Dudes, Ships Cannon for pirates, Voidcaller/Mal'Ganis for Cubelock and of course Reno.
So... wild is like standard with some bonus-cards. If you/ your opponent not draw these cards, it looks like standard. Former meta decks, like Secret Pally or Mech Mage See chanceless. That's what it is.
1
And 2019 everyone will be happy, that bonemare, warlock DK, corridor creeper, etc. leave standard. There will be new op toxic, new pirates, new good priest cards and we poor wild player have still to handle the old sht combined with the new one. Hello Reno, hello ships cannon...
1
Same with barnes, reno, brann, DK's, etc
8
Time has changed... Naxx aggro decks were turn 7 lethal and yesterday i had an opponent with turn 4, although i had 2 taunts.... Aggro, UI idols and priest. Meta in Standard, Meta in wild, the 4th expansion in row... it's not a minion-trade-game, it's a value-power-in-your-face-game. Sad
0
157 Packs, 11 legy + free weapon. And after 2nd half years, 100+ legys, i've still never drawn a mage legy.
0
F******ck hunter D:
1
Hunter weapon. 8 mana 3/3 when you play this you've maid it to turn 8 without conceding.
9
I'm afraid to open a KaC pack, cause it's possible to get that shitty card. O_o
0
Aggro doesn't balance meta, it's the issue. In times of turn 2 (coin) with 3 murlocs 3/2, 3/3 and 2/3 = 16 stat points or 4/1 DT: 3/2 and 3/2 beasts = 15 stat points you need more solutions. Flame juggler was a former aggro card with 2/3 + 1 random dmg. Nowadays it's a joke.
Anduin, Jade Idol and co. are the issues on the other hand.
We have a game with power creeps. Good old value yeti and minion trades are gone with hs Identity. So play aggro or control power, scissor paper stone, and that's balanced.
No additional removal
2
Nice with Doom, bloodbloom an Reno
0
Still to nerf:
1. Jade Idol: destroys control in wild mode forever.
2. Primordial glyph: discover a spell of the best spell class and usable even for combos. 2 x copies in deck. In combination with braindead cards like open the waygate and ice block it's the best spell of the game.
3. Ultimate Infestation: ~ 17 mana value. still cannot understand how such a card could be realeased
4. Keleseth: drawstone card at it's best. Shaman had a legendary at 6 mana, what was too slow and had 4/4, but keleseth is too early and almost an insta game decider. Should be on 4 mana spot with 4/4.
5. DK's: the idea of DK's is a huge danger for wild over all coming expansions, like Reno, N'Zoth or Quests. They define archetypes and could be out of control with a single not well-designed card. I think, hearthstone was great as a trade minion game with a value yeti with 4/5. Nowadays the consistency and synergies force to much to create specific decks.
Btw: problematic till the last nerfs
Upgrade: you have one more damage, even for the next round for 1 mana. That was the card to nerf and maybe dread corsair, fiery war axe was fine. Now upgrade is ok since warrior has no good weapons in early game
Fire Fly: the real reason for the (former) issues with aggro druid, shamans, quest rogue. Maybe it's now after innervate and quest nerf in a better spot.
4
Thx for the deck, druids now in every mode! Hearthstone: expensive drawgame with one class! Good job, blizz
0
Oh ok. Read it after post. Then it was not so ridiculous as thought.
0
Had a wierd Match in brawl. 4 turns and every single attack on me, not one of his 7 minions(!). I had in average 4 minions. So with the Faces the chance was 5-8 so 41,6%. 41,6% ^ 7minions of him attacked ^ 4 turns. 2,25^ -11!!
Cannot Imagine, that it is completely random.
0
Yeah, faced pirate warrior 9 (!) times in row in wild. Play reno priest with 6-7 anti aggro cards, but drawstone lets me only win with reno, golakka in the first turns. Most of times it is turn 5 lethal