Any wild players found a counter to wisp mage?

aggro wins, go fast, go hard

1 Like

That doesn’t do anything because its dead next turn and isn’t big enough to stick to the board multiple turns.

2 Likes

So what makes wisp mage so top tier in wild?

1 Like

Reckless Apprentice makes an imbued hero power do massive amounts of damage if you have a board, especially with Singalong Buddy in play. If you don’t have a board you’re the only target for the pings and die fast.

5 Likes

Besides burning the other players cards early or playing a hyper aggro deck there is not really any counter. Basically it’s just kill them faster than they can kill you and if you play a control deck based on late game you might as well just do yourself a favor and concede.

2 Likes

-Kingsbane Rogue workes.

Depends on what Secrets they Play. 2x Objection is Bad because of the Weapon Tutor Minions.

-Chad Warrior (Thaddius APM OTK) with eater of Secrets.

-And there is a new Uther 30 Card list that should Work too. But i haven’t tried IT by myself.
3 Turns immun, thanks to Ursol an Timeout.
1 Mana Minions to Trigger Objection before Combo.

Shadow Priest.
Pirat Rogue.
Pirat DH.

1 Like

I just hate being forced to play aggro in order to have a chance against this broken crap. Seems like very limited options.

3 Likes

It actually is and it does stay

The counters to it as far as I can tell are Shadow Priest. You can kill them before they kill you.

But the Mage Imbue deck in wild is getting better. Now it runs a very small Secret Package to prevent you from playing a minion on the crucial turn and to avoid lethal. It’s basically killing anything by turn 8. If you haven’t OTK’d it or killed it before then, you’re basically dead.

I have ran a dirty rat, plague spreader, hecklebot, dread lord package to see if there is any chance to disrupt it. Absolutely none of that works, even if you land perfect targets. You won’t have enough time to do anything and you will die.

6 Likes

I switched over to hyper aggro. If they want to choose degeneracy, I’ll play their game.

Depending on my draw luck they are dead by turn 5 in most cases. It’s unfortunate I have to go this route because I prefer longer control based games but more than happy to make people suffer. Channeling my inner Gul’dan haha

2 Likes

The older cards specially reckless apprentice.

It fire your hero Power FOR EACH enemy Minion.

So on a board of 4/5 Minions it’s easy to reach really big blow outs.

Other thing to count is Wildfire that in this context is basically a extra imbue card without the keyword , some hero Power discount effects.

The hero Power itself is okaysh but the interactions with old stuff are a mess.

Again. Specially reckless apprentice. It’s interactions where always a mess and i not talking of a mess as overpowered.
I talking of a mess as his wording not even making Sense with other hero Powers that aren’t structured exactly like mage original hero Power.

How you should FIRE a druid hero Power for example ?
The interactions exists and It Works as use one time for each enemy Minion. Still isn’t firing anything.

4 Likes

The problem is that the deck punishes you for playing minion, and it punishes you if you don’t play minion. The difference in power between standard and in wild is the access to the 3/5 that uses the hero power on any enemy target, you can have situations where it deals massive amount of damage just 'couse you have 3 minions in board, but if you don’t play any minions he will kill you by spamming hero power anyway.
The deck is toxic 'couse there isn’t a clear way to play against it besides going face and hoping to kill him before he can play the 3/5 with double hero power minion or brann/ or both. Disruption doesn’t really work against it 'couse all the pieces are cheap and dirty rat can actually kill you if it pulls the wrong minion.
The deck is stupid, yes paladin is stronger, but has clear counters and can be out controlled and outresourced, mage doesn’t have a clear tactic to beat it besides smorcing it. We had a lot of decks with this problem, quest rogue for example, but unlike quest rogue that mage has a lot of ways to stay alive like iceblock, and unlike quest rogue you get punished for playing minion against it. Hope it helps you understand.

4 Likes

The Devs are just out of their depth to develop for wild. This month after I did the achievements I was seriously considering making some Wild netdecks, but between that would be a waste of dust and Devs not caring and most netdecks being scammy I said nope.

PS They are worse than out of their depth. They most probably don’t even think about Wild until people whine and even then it takes them months to halfarse something.

Is the wrong not about this that the missiles keep firing even when a Minion gets killed by it???

Even so, I would try sludging his Minions out of his hand.

PS: Why do we have wisps with a mage?! I thought wisps were a druid thing. With the World tree etc.

1 Like

You all think the wrong way. So why do we have got wisps with a mage?

And the depiction of the card ‘fire your hero power at enemies’ depicts FIRE. Thus it should only trigger with the basic hero power. This card was meant for that when it was created before…

1 Like

Thank me later

AAEBAR8E++gDlPwDjsEG4uMGDYAHw4AEqZ8E0uQEjZIFqqQF5PUFmfYF0vgFi78GzsAG98kGvOEGAAA=

I’ve long since found a solution. Blizzard (and most of this forum) seem to think the only viable way we should be able to deal with stupid decks like that is aggro so I just use pirate rogue to rank up to diamond 5 then go to casual. Being an aggro deck I don’t really have to use my brain and it beats out most deck types while multiple mistakes

1 Like

yeah from what i’ve seen, if you build a board, they can remove it for free and use it to otk wide boards with double hero powers + trigger hero power for each minion.

The old ‘cast your hero power at all minions’ doesn’t check for death since it wasn’t a issue before.

For large single minions it can run the ‘after any minion takes 1 dmg, destroy it’ card.

From what i can see, fast aggro like spriest kills it by chipping their health before the turn 4-6 turns when the imbue becomes significant and hero powers / spells the rest to death. They rarely run ice blocks, but some have started.

I think libram pally feels unfavored but if you get a god draw and they don’t, you can snowball the board, rest of the time your’e unfavored due to the double hero power otk and potentially spammed 1 dmg removal to pings without the deal 4 dmg lifesteal spell or rush cards though.

1 Like

Demon Seed is my cure all for taking on any build.

It’s the Robitussin of Hearthstone decks.

1 Like

Omg reading those cards its not clear to me what the heck the effect should be.

Fire your hero power at all enemies.”, what does this even mean?? You’r hero power can no longer “fire at an enemy”, it just triggers. In the past its been possible to swap your hero power to something else, then when you played this card (with say the ragnoros hero power, which does not target), it did not trigger the hero power at all! So… this is incredibly inconsistent.

1 Like