Post Nerfs WILD Meta Decks
The meta is a nebulous, ever changing thing, that differs from region to region and from rank to rank. Despite that, we still know generally speaking what are good decks and what are the less good decks.
We tried to round up the best WILD ladder decks for you in this post, though obviously these are not the only good decks, nor are they the best at every point in the ladder. It all depends on what you play against as well.
Here's what we have:
Secret Mage
As dire as the situation is for Mage in Standard, it's the exact opposite in Wild, where Secret Mage has a host of different builds, that all perform very well.
The deck relies on cheating out Secrets in various ways for no cost and then building a board as your opponent struggles to get anything going. It's anti aggro tools in new Saviors of Uldum cards Arcane Flakmage and Flame Ward is too much for Aggro and it's Tempo is too much for slower decks.
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Minion (15)
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Ability (14)
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Weapon (1)
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Mech Hunter
Mech Hunter has both the aggression to start and the longevity to go into the mid range to make for a formidable deck. It mostly relies on getting board and going face, trading where necessary to continue board domination.
Mech Hunter is one of the reasons many Wild decks are teching in Silences, because through their Magnetic effects, they can quickly become devastating.
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Minion (29)
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Weapon (1)
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Mech Paladin
You might think "Boring, we just did a Mech deck" but that would be jumping to conclusions quite a bit. Not all Mech decks are created equal. Mech Paladin is a very different approach then Mech Hunter.
Mech Paladin uses card discounting and hand buffing to succeed, bringing out bigger minions from the start, even before magnetizing them. Mech Paladin is another reason to tech in a Silence if you have the room for it.
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Minion (22)
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Ability (8)
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Odd Rogue
It's an aggressive meta in Wild, and Odd Rogue decks are right there in it too. Most Odd Rogues will feature a Pirate package, with Patches the Pirate and Southsea Captain among others as part of that aggression.
Odd Rogue has some built in versatility too, often running Vilespine Slayer and old favorite Loatheb as well as sometimes including Violet Illusionist to help against taking damage.
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Minion (30)
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Even Shaman
Even Shaman has more or less pushed out any other pure mid range decks. It was already a good and popular deck and then Saviors of Uldum gave it Vessina as an Even card to add.
Between a constant stream of cheap Totems, the ability to easily Overload for free with Zap! and various high quality mid range Minions, it's hard to keep up with Shaman.
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Minion (17)
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Ability (11)
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Weapon (2)
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Odd Paladin
From Odd, to Even, and now back to Odd. Odd Paladin that is. A deck that ruled the Standard meta for ages and has found just as much success in Wild, it's got the same basic build it has always had
The differences between the various Odd Paladin decks these days are mostly down to tech choices. Do you include an Ironbeak Owl, do you include Loatheb etc. etc. They are not huge changes, but then why would you change a winning formula?
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Minion (17)
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Ability (11)
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Weapon (2) |
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Big Priest
Big Priest. The final boss. The gatekeeper. If your deck is unable to beat this deck, it is unlikely to get anywhere in Wild. You would think that the Barnes nerf would have stifled it, but much like the Dr. Boom nerf in Standard, it has just slowed the deck down.
The fact it is now slower and less likely to start throwing Big minions at you early has opened the door for aggressive decks however and they are getting past Big Priest decks more easily than they used to. So, rejoice, if you hate Big Priest there's now plenty of decks that fight against it with a lot of success.
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Minion (7)
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Ability (22)
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Playable Hero (1) |
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That's it for this Meta Deck spotlight, hope you enjoy these decks.
Cheers and have fun!
Wrong. This kind of simplified statements and half-impressions are misleading, but spread very quickly, unfortunately. First of all, Standard isn't any better than Wild. This is one of the most common misconceptions. Pointing Wild is broken one doesn't want to see how many balance issues Standard has (prenerfs meta was worse than Wild ever was). The truth is, it's all same old sh**, erhm, Hearthstone. Each format balances itself. Wild has possibilities to have much more tools to react, while when Mage went over the top, or now - annoying Murloc Paladin you can't do much, but sit and watch.
Right now, Wild is extremly versatile, while Standard not so much, most decks look like Vanilla. The meta deck to beat in Wild is Secret Mage, but it's fully beatable, and not EVERYBODY plays it (because of boring mirrors). Even with that deck around, for the first time, players can play whatever shit they want to rank up (rank 5 guaranteed). My last 60 games - only 6% of Secret Mages (!), and no other deck goes over 7%! People play so many different stuff I often don't know how to play around anything and that's the beauty of Wild. There are decks that beat aggro, that beat control, that beat combo... Nobody is safe in WIld. Every turn is important, macro plans, as well. If opponent's swingy play is broken, yours is even more.
Big Priest is on the lowest, and it's beatable deck. If you run a deck which is bad against it, just lose those 1-2 games and move on. Most Wild decks have cards with transform and counter effects so contrary to popular believes, many slow decks beat Big Priest. And what's the problem with aggro. They're beautiful. I want more aggro when I play Odd Warrior. Pirate Warrior, Mech Hunter, Odd Paladin, Murloc Shaman, Odd Rogue are all fine Wild decks which don't seem broken at all for Wild standards (they're perfectly beatable; their higher winrate is mostly because of easy misplays and greedy plays). Slow decks like Cubelock, Renolock, Renomage, Jade decks... are there, too. Then we have: Taunt Warrior, Handbuff Paladin, Even Shaman, Quest Mage, Exodia Mage, Combo Priest, Malygos Priest, Mind Blast Priest, Treachery, Darkest Hour, Zoo, Mecha'thun, Even and SnipSnap Warlocks, Shudderwock, Aggro and Combo Druids, Aggro and Murloc Paladins, Burn Shaman, Reno Hunter, Reno Priest, Taunt Druid, Deathrattle Hunter, Midrange Hunter. And numerous more... Cards in those decks are fun and interesting; most of the decks don't feel vanilla.
Yep... So goddamn boring. I love control but looks like aggro is the most popular. And then ofc aids Big Priest. I am rank 10 and it's so boring.
So it's basically Big Priest or full aggro (except for that paladin stuff).
Fun...
sad.
plays the easiest deck ever to pilot and call other noobs, ok then
Great stuff and all but just for the record no one thought that the nerf to Barnes would stifle Big Priest.
I feel it did what it was supposed to do and gave the deck an obvious vulnerability to aggro.
I agree, it slows the deck down just a hair and I think it's been a successful nerf thus far
The deck's ONLY vulnerability was already aggro. The issue was that any value oriented deck got floored by the deck because they can't handle this amount of threats over multiple turns. Aggro decks like secret mage and odd paladin didn't need help to get a foot hold in wild, they are already there.