anyway yeah, i think Druid and Shaman are gonna be just fine
Token Druid support looks great, Murloc Shaman looks absolutely insane
...Heal Druid will probably flop, aaaaand once again there isn't enough support for Control Shaman.
schemes are really, really bad though what the fuck. like goddamn i was still kinda on the fence but seeing that warlock game in play, holy fuck those are bad
edit: also wow! i'm surprised that there was barely any control warlock support?! they're losing so, so much.
i think if control warlock or shaman or control anything is gonna work it's gonna be using Dragons as a template. those are still really strong control oriented cards.
Control Shaman has the best hero card now though, I don't think they even really anything else. Like Elemental Shaman atm is really just Hagatha + good stuff.
So is handlock style priest going to be viable? Play some of these can't attack minions, new silence spell and sunfury protector. Grave Horror and Seance as finisher?
Quest Rogue isn't good in Wild, it's way too slow.
If you don't win by turn 8, you lose?
if you don't have a way to win by turn 5-6, you need to have a lot of cheap answers to expensive threats,
or other great defensive options.
big priest (or astral druid lol) can have a huge minion out on t5, odd paladin has a wide board even if they play 0 cards,
aluneth mage has disruption and burn, and an uninterrupted pirate warrior can kill you by then.
combo decks that have weak answers for aggro or big minions can beat... uh... maybe renolock.
quest rogue could do okay on the back of sap / prep->vanish / fan of knives,
but it doesn't have really good options for a wide board of minions with more than 1 toughness,
and it has zero lifegain, which means even if you stabilize you'll get burned out by aggro.
There are slow decks in Wild but for the most part threats are more powerful than answers there. It's very hard to respond to ahead of the curve threats with on curve removal efficiently and control in general has been on the decline as a result.
Aggro decks win around turn 5 without interaction and the first mana cheat for stuff like Evenlock and Big Priest is on turns 4-5 with a followup big swing by turn 7 (double res, Cubes, giant into Faceless Shambler, etc.) So a slower deck needs to have enough early interaction and/or lifegain to not fall over to those aggro decks and either have responses to those tempo swings or their own tempo swings.
Even in Standard against much weaker aggro lists Quest Rogue has pretty bad aggro matchups and Wild doesn't offer anything to improve those matchups. Sap and Vanish are good responses to mana cheating, but they are temporary solutions. You still need to deal with all those big taunts, just 2-3 turns later than otherwise. That's enough time for Kingsbane lists to close out a game but not enough for Quest.
Some successful control decks in wild are Mind Blast priest and odd warrior. Aggro is rampant in the lower ranks and if you draw badly, you often die by turns 5 or 6.
Cards like Dr. Boom are rarely played since it does not have a big enough impact if you are already losing and the meta is much faster than standard.
Arcsurvivor on
Hearthstone: (Wild and Arena)
Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
There are slow decks in Wild but for the most part threats are more powerful than answers there. It's very hard to respond to ahead of the curve threats with on curve removal efficiently and control in general has been on the decline as a result.
Aggro decks win around turn 5 without interaction and the first mana cheat for stuff like Evenlock and Big Priest is on turns 4-5 with a followup big swing by turn 7 (double res, Cubes, giant into Faceless Shambler, etc.) So a slower deck needs to have enough early interaction and/or lifegain to not fall over to those aggro decks and either have responses to those tempo swings or their own tempo swings.
Even in Standard against much weaker aggro lists Quest Rogue has pretty bad aggro matchups and Wild doesn't offer anything to improve those matchups. Sap and Vanish are good responses to mana cheating, but they are temporary solutions. You still need to deal with all those big taunts, just 2-3 turns later than otherwise. That's enough time for Kingsbane lists to close out a game but not enough for Quest.
It just seems like wild has evolved to be powerful enough for decks in general to just not care about you pumping out 4/4s or whatever every turn for a while. Decks just either kill you before they matter, or deal with it then kill you
hell, there's a rogue deck in standard right now where (one of) the desired outcomes is to get to quest rogue style board states quickly by curving into fal'dorei strider and jamming myra's -- way more straightforward than screwing around with bounces and playing a bunch of awful 1 drops
fakeedit: i mean if someone were to theory craft a deck anchored by this 'acornbearer' and his early-game squirrel army... i mean, what would i be not to have a closer look... to see what might have been...
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
I can see mech warrior setting the bar for control decks to start with. Value generation from dr.boom and omega cards, combined with warrior removal and defense is a pretty solid package.
Rogue has tantalizing amounts of value generation though.
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IlpalaJust this guy, y'knowTexasRegistered Userregular
Yeah, those are some strong support cards for crappy paladin secrets. Will they be enough?? Secret paladin is actually a solid deck right now but it's losing a lot of what makes it work.
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
edited April 2019
Bellringer sentry is strong enough to carry and there are enough good neutral aggro minions like ornery tortoise and the hench clan 5/5 of stats for 4
Posts
This is so dumb.
Hahaha as if Blizzard spares even the smallest thought for Wild players.
Play Standard, scrub.
No Quest Rogues ever again.
Switch Friend Code: SW-1406-1275-7906
that was a card whose potential hinged ENTIRELY on receiving good enough support and Safeguard/Ursatron ain't it chief
Battle.net Tag: Dibby#1582
Token Druid support looks great, Murloc Shaman looks absolutely insane
...Heal Druid will probably flop, aaaaand once again there isn't enough support for Control Shaman.
schemes are really, really bad though what the fuck. like goddamn i was still kinda on the fence but seeing that warlock game in play, holy fuck those are bad
edit: also wow! i'm surprised that there was barely any control warlock support?! they're losing so, so much.
i think if control warlock or shaman or control anything is gonna work it's gonna be using Dragons as a template. those are still really strong control oriented cards.
Battle.net Tag: Dibby#1582
If you don't win by turn 8, you lose?
if you don't have a way to win by turn 5-6, you need to have a lot of cheap answers to expensive threats,
or other great defensive options.
big priest (or astral druid lol) can have a huge minion out on t5, odd paladin has a wide board even if they play 0 cards,
aluneth mage has disruption and burn, and an uninterrupted pirate warrior can kill you by then.
combo decks that have weak answers for aggro or big minions can beat... uh... maybe renolock.
quest rogue could do okay on the back of sap / prep->vanish / fan of knives,
but it doesn't have really good options for a wide board of minions with more than 1 toughness,
and it has zero lifegain, which means even if you stabilize you'll get burned out by aggro.
Aggro decks win around turn 5 without interaction and the first mana cheat for stuff like Evenlock and Big Priest is on turns 4-5 with a followup big swing by turn 7 (double res, Cubes, giant into Faceless Shambler, etc.) So a slower deck needs to have enough early interaction and/or lifegain to not fall over to those aggro decks and either have responses to those tempo swings or their own tempo swings.
Even in Standard against much weaker aggro lists Quest Rogue has pretty bad aggro matchups and Wild doesn't offer anything to improve those matchups. Sap and Vanish are good responses to mana cheating, but they are temporary solutions. You still need to deal with all those big taunts, just 2-3 turns later than otherwise. That's enough time for Kingsbane lists to close out a game but not enough for Quest.
Cards like Dr. Boom are rarely played since it does not have a big enough impact if you are already losing and the meta is much faster than standard.
Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
It just seems like wild has evolved to be powerful enough for decks in general to just not care about you pumping out 4/4s or whatever every turn for a while. Decks just either kill you before they matter, or deal with it then kill you
the dream was real but it's time to pack it up
it's been a wild ride
fakeedit: i mean if someone were to theory craft a deck anchored by this 'acornbearer' and his early-game squirrel army... i mean, what would i be not to have a closer look... to see what might have been...
3 mana 5/whatever health one of your guys has
Rogue has tantalizing amounts of value generation though.
Right so silence priest runs this with ancient watcher and shit yea?
Switch - SW-7373-3669-3011
Fuck Joe Manchin
e:
https://www.hearthstonetopdecks.com/decks/ros-criminal-rogue/
I have 7 hp left after his minion goes face and i'm pretty sure he has no reach in his 3 cards left.
So he plays a fresh second gorehowl.
I'm not sure how i feel about this.
You probably felt pretty defeated.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
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Currently Playing on Steam - Journey down Ch 3/ Shadowrun: Hong Kong
Hench-Clan appears to be codename for nutty card though.
Switch - SW-7373-3669-3011
Fuck Joe Manchin
This would fit really well into silence priest, too!
Witty signature comment goes here...
wra
Yes, anything not on the stream today went up on their website afterward. Reddit has a compilation thread.
Small spell mage
EVIL tempo rogue
Mech hunter
Silence priest
Murloc shaman
Those are the most standout decks IMO
Plus secretkeeper and sunreaver spy
Pluto was a planet and I'll never forget
Convincing infiltrator or whatever it was was also excellent.
Origin: KafkaAU B-Net: Kafka#1778
Now, someone make a squidy tentacled horror version.