I understand some wild decks may appear too strong. but trust me if I say this as a control wild Player who multiple times got legend: you are either more than unlucky or straight bad in your gameplay. And I play control homebrew decks only. don’t tell me I don’t know. sure there are games you can’t win. bad draw or their was just too strong. but most of the time you should be able to turn these games. Which is possible. So where is your point in wild is unplayable? it is not.
What I’m trying to say is that in wild shouldn’t be any decks with insanely fast aggro or otk potential in like first 6 turns. That’s what I call a slower meta.
Also in my list i touched some frustrating things like furgle+tox or quest mage.
Devs must track stuff like that and make it feel more normal.
Now every off meta deck has to have insane amounts of disruption and control, but not all classes have access to these types of cards.
This is just list of suggestions, numbers and cards in it can change, but the main thing remains - it’s direction.
Also I would really like to see devs buffing some outdated archetypes like Galacrond, C’thun, lakeys and e.t.c. Remember how happy community was when Blizzard reversed warsong commander nerf or when they buffed old cards for core set of year of the Wolf? Unfortunately some cards will remain bad like dark knight… but not unplayable at least!
Except that when someone refer to wild as “healthier and Fun” they are meaning to kill wild combo decks in general and slow the entire aggro of the format.
Healthy and fun is just a buzzword for:
“I don’t like this”.
Do you see any “wild combo” YOU like to play against in current meta? Guys, you are suggesting consieding every time you see these cards to lower rank enough to not to see those decks! Are you out of your mind?! You think this is normal and shouldn’t be touched??
Suggest what to change in list. “Everything” is not an answer.
Help me out here, though, because it you are losing the matches then you are losing all those things.
Seems like you have the deck building issues, not them.
You’ve just said you aren’t good enough to progress and instead of getting better you want the rules changed to bring everyone else down. I hate to be the one to tell you this, all of your issues will be the same but with different cards.
This is how “competition” works.
You don’t get to walk backwards and score touchdowns, which is what you are telling us you want.
You can either get to the rank floor you like and meme for the lulz or you can compete, but you can’t do both.
This is insane. Why can’t they play what they want? You’re free to concede and move on if you don’t like it.
If we are all being honest here, we could all see more changes and the last set of changes did make a difference if you actually remember the last major balance changes we got.
What I crave is more engagement when I log on to play instead of playing against the same decks over and over again with little to no change. Losing to something like druid because you couldn’t draw the card you needed to stop auctioneer from dropping, or winning against a king’s bane rogue because you stole their weapon.
Should be obvious to many of us who have been playing wild for years now that certain card interactions start to overperform and some changes would do some good. Usually does when we do get those rare balance changes right?
-Warhorse Trainer: Is this one realy nesesary? There is only 1 paly deck that runs it and if that decks gets any slower it will most likely become extinct.
Radar Detector: Think a nerf to 4 is to much 3 would be acceptable though.
Horn: While i agree it shouldnt attack minions is the card a actual issue in Wild? Dont see Paladin often in general let alone this card.
-Devolve: Dont believe the card needs a nerf. Mihgt be wrong due to the deck i play but it still as bothersome on 3 as it would be on 2.
-Flurgle/Tox: There are time when i get it. And with the increase in Murlock tutors i can understand it but it is atm one of the few boardclears Shaman has. though that is arguably due to its cost. Arguements could be made to increase cost on the legendary by 2 and the…common by 1 at best.
-Scargill: if you want as such you need to at the line “but no less then 1” these day to have some from of balance.
-Shudderwock. Doubt it would have any affect. st 10 it will only prevent a double play.
Ehmm. Is this due to that card that resses 5+cost Beast? Fix tis by reduce cost of Rhino to 4?
-Auctioneer: If anything make it: battlecry: Whenever you cast a Spell that cost 1 or more, draw a card.
There is always the option to increase its cost to 8. Mind that its a neutral.
-Dew Process: So you dislike Mill. So do i. Regardless of such a opinion i dont believe it needs a ban or a nerf. While it is a thing that i can see happen in a year or 2 when more stuff gets printed i can see that card a a big enough issue to change it atm.
-Lost in the Park: Personally believe Druid quest is the only one thats actually balanced. It has its stong matchups and bad ones. But for the sake of debate i blieve the nerf suggested is to harsh. your better of making it like the DHquest where you need to complete a stange in a single turn. Say gain 4/5/6 attack in a single turn.
-Floop’s gloop: While i agree with this. Is it needed? It may be because i play ctrldecks but as far i see it would only effect play/trade order a bit more often then not and would rarely effect the turn as a whole.
-Poisonous Seeds: If its just talking long term view then i agree with this otherwise dont cause i dont beleive we have reached a point where the card as is poses a problem.
-Objection:
-Solid alibi:
-Open the Waygate: Dont believe increasing it cost(again) will solve things. At this point i rather suggest a rework of it final effect.(though it woul gut it current purpose) “Timewarp: Each turn lasts 15 seconds”
-Grand Magister Rommath: Asuming here the main issue it the chain of Timewarp here.
Like shudderwock argue for diffrent changes. see below.
-Mine: Random character instead or Random enemy character prettr sure thats the best you can hope for.
-Kingsbane: Understandable but doubt it would fix things. Hope for a new Ooze that also Silence the weapon it destroys. Specialy with the new musicweapons from the current set. Funny thing is that this is a card i would rather ban then Auctioneer and Dew Projuct you mentioned.
-Swordfish: Again undestandable and it might be another long term issue but would have to wait and see.
-Cavern: Does that card even see play?
The Damage should heal you instead if youd ask me. Would be quite entertaining though to see my opponent heal for 20 instead of taking 20 fatigue damage.
-Glide: Ague for a higher cost instead of strait ban.
-Mana Burn: Anoying card but doesnt feel like it needs a nerf.
Renetal: Would like it and hope it happens but dont believe it will happen anythime soon.
Things id personnaly like to see.
-Like you mentioned Cost cant be increased past the manacap.
On the other end of the spectrum:
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Cost cant be reduced below 1.
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You cant have duplicate Legendary minions on the board. they get banished.
This would deal with things like Neptulon since it would be instantly removed when cloned/ressed, Currently prevent Shudderwock cloning though there still is the bird(witch probebly should be non-legendary battlycry or something) and now that i write alot stop/slow Rommath plays. -
Better tech sooner.
What i mean by this is techcards against stuff in the current set.
And not having to wait for the likes of Skulking Geist to apear in the set after the rotation of Jade Idol.
Also cheaper.
On the subject of Skuling Geist, It already has below vanilla stats for its cost it should be less expansive. 4mana 3/5 perhaps.
I so totally agree with you man.
I play my own decks in Wild, I am having fun and even if I lose and concede very often I still manage to finish in Platinum 5 or Diamond 10 every months.
I do not want them to change stuff in Wild. Those players who want to win all the time have metadecks they can play but enough with the crying!
Horse trainer should be 4 to not to slot into even deck;
Radar detector should cost more than 3 so paladin cant draw it with vindicator.
Devolve that costs 3 is less flexible and cant slot into totem even shaman;
Furgle tox even with increased cost can be cheated easily by scargill and/or clownfish, so it is impossible to nerf by manacost, but it would help in some way;
Scargill agreed;
Shudderwock needs to cost 10 because when it is 9 mana you can bounce it back with freeze storage using that 1 mana left;
Tundra Rhino is problematic only because of it’s interaction with Hydralodon. If you make it 4 mana - combo will become easier, tho rhino won’t come back from legendary spell;
Increased cost of auctioneer would make some space for finding disruption, but it is not a problem for a druid to find 2 more mana;
Idk about dew process, there is also naturalize being a problem, mb mill druid is not broken now;
But quest druid is a real pain in “one place”. Currently it is tier zero deck in wild. Insane armor gain, cheap taunts and rushers, and cosmic damage from empty board every turn + ability to remove any amount of taunts with rake and seeds;
One thing I am sure about is that floop’s nerf is needed;
Poisonous Seeds is op must have card included in all decks mostly because of it’s interaction with floop;
Your quest reward rework just deletes card and it’s unique effect. Slow down the quest and make it harder to chain its effect.
Neptulon is problematic in any big deck, especially in big priest. There is no way to balance it without completely changing Neptulon effect and making it an another card.
Mine - agreed;
Kingsbane cost increase will slow down deck by a lot. Kingsbane rogue can bounce and play kingsbane at least 5 times a game paying only 1 mana for the weapon. If it will cost more - rogue won’t have an option to scale kingsbane in early game and will make every turn weaker by lets say 2 mana;
Swordfish is 12 or more damage to face by 3 mana. And there is 2 copies of it in their deck…
I have seen a bunch of quest rogues and this experience was awful. Very easy quest and too strong effect. That’s it.
Demon seed healing instead owner of damaging opponent is bad idea because than quest lock will lose its only source of damage (how to win lol). I have thought about more balanced effect: your opponent ALSO takes damage you take during your turn (old: instead of you).
Worst thing about glide is that it counts as drawing 4 cards during turn. Make it not to count so (like finley) and it already would be nicer;
Mana Burn must cost 2 mana.
No legendary duplicates on board?? What if you generated it by zola or manipulator? Or if legendary minion summons copies of itself by it’s own card effect? Don’t even think in that way.
Wrong. Its has the most vareance in decks per class in the game the amount of home brew decks that are functional in the game is uncompairable to standard. This is why its the best mode.
You do know with all these mana changes, you could cause a even worse meta due to genn and baku right?
Yo, leave Murloc Shaman alone. However, you need to also realize, say if some insane person plays Murloc-Quest shaman, if you made Scargill “Your Murlocs Cost 3 Less” would make a lot of them free. My beloved fish-folk’s whole point is to fill the board by turn 5.
I am starting play HS after 2 years a I must say that HS is still unplayable same as two years ago. No changes in HS, still many decks rely on randoms spells or effects, so I rather go playing dice. it is same fun.
Do you know that furgle tox and scargill are core cards in today’s control shudderwock shaman?
And do you really think that murloc shaman is a thing?
It’s much more stable and fast-to-lethal than Totem Shaman. Murloc Shaman is the fastest “to lethal” aggro deck (For Shaman; minion based). I would’ve been more understanding if you asked “Do you really think Quest-Murloc Shaman is a thing?”.
Shudderwock is counterable…you do realize there’s Soul Seeker, Dirty Rat, Theotar. Also why is it your opponent’s fault you cannot counter a 2/3? Do you complain when Paladin uses Equality and buffed (Mana cost) Consecration, or City Tax?
If you want to meme, play good ol’ boy Plaguespreader, Albatross, Weasyl Priest. And yes, you can climb with this version of priest.
My man, I have 1900 wins on shaman, and I have climbed legend with shudderwock shaman multiple times. You won’t disrupt shudderwock shaman, HE will disrupt you. I don’t lose even to disruption warlock. How you will play against any other deck with cards you have suggested?
Are you joking? Murloc shaman is faster than totem shaman? Look at tempo storm: totem shaman is tier 1, and murloc shaman doesn’t have a place at any of 4 tiers.
Equality+City tax (or Consecration) is much weaker because:
- paladin doesn’t have an easy way to tutor those spells
- equality affects his own minions
- furgle tox is cheaper and can be used endlessly while furgle is on the board
Every time someone with low Forum posts and no icon posts something like this, it hurts your credibility.
This was for specifically Shudderwock Shaman, chill your sushi-roll.
This is saying you’re rolling specifically these 2 murlocs so when you draw Ice Fishing you automatically get them to your hand, also no where in this conversation did you mention Underbelly or where are you getting this flood of Murlocs for constant board clear.
It’s a 2/3 minion, even a doofy “Doesn’t belong in Wild” Deathknight has a 1-2 mana answer to a 2/3.
See the first thing I posted, about credibility, because what’s odd about you claiming this, is in your OP, you want him nerfed to 10 mana.
You’re an odd fellow.
You think amount of posts and profile icon has anything to do with game performance and time played?
I wish anyone could see my profile, it would answer so much questions.
I’ll agree the meta decks look fairly boring to play with or against.
However, if a homebrew deck is consistently successful, it will eventually be a meta deck because that’s how metas are formed. So, I wouldn’t use the argument “make my homebrews have a chance” because if they match the strength of the meta, you will eventually come here with nerfs for those homemade decks.
I’m not sure you are the authority on what other people really mean with their words my friend… What you describe is certainly a common sentiment so I think I get where you’re coming from, but that’s not really what this post is about… It’s mostly just calling for more progressive maintenance efforts in wild and putting forth some theories/suggestions as to what that might look like. Nothing wrong with preferring a more conservative approach, but you can definitely express that preference while also respecting the thought/effort the OP clearly put into their post… Just saying ![]()