Legend in Wild is nothing but Waygate Quest Mage

You know it’s ridiculous when you don’t even play the game anymore after turn 6, just watching opponents do their turn over and over again. Even worse than solitaire actually.

Kill this deck already. There’s hundreds of cheap cards that produce cards to hand every year, and 8 requirement is laughable. SMH

I sincerely doubt this claim, I’m seeing a lot of rogue and a lot of priest. Neptulon being cheated out on turn 2 in priest is probably the worst interaction, that’s a non-game but when you play against waygate mage you actually have 6-7 turns to kill them. I wouldn’t say the meta is great but I don’t feel like the waygate mage is the problem. I also think OTK rogue will go off by about turn 4 in a lot of cases in the next expansion, I don’t think that is particularly healthy for the game either.

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Then I probably out of luck, because it’s 8 of 10 Quest mage I face in Legend, and I dropped to Rank 2100 because of it.

Then again, Turn 2 Priest is pretty much very lucky draw. And I can say I never had a turn 2 opponent Priest goes off in my play.

6-7 turns to kill them? They’re unkillable. They have 0 cost IceBlock tutor btw.

It is kind of highroll but still it happens 1/5 games or so games, and maybe 1/4 of the games where it doesn’t happen they are likely to shadow visions into a copy of illuminate into a turn 3 neptulon. Even when they just do it on turn 4/5 it’s a pretty strong play. Either way I don’t think they should have printed illuminate, dredge + 3 mana cheat will make a lot of things broken going forward.

I know how good ice block is believe me, but often delaying the game by one turn is still not fast enough into things like quest rogue, pirate rogue. Some decks will Loatheb and if there is a hunter deck you will see flare, those decks just naturally run those cards anyway.

Oh believe me. I’ve tried aggro, and hunter. To actually pull off secret counter is a hell lot harder than you think. And it’s time against me, because as soon as they reach turn 6, it’s game over.

Reducing 30 health down is also not an easy task. Especially if they also have freeze. So you see, their arsenal is quite wide.

All I can say, those 8 rounds against Mage is total lost.

There is not much in it’s toolkit to stop aggro though, like first flame and ray of frost, obviously they will attack your minions with their minions but those are understatted for their cost. The main aggro deck I’m seeing right now is really the quest rogue and it usually puts 5 5/5’s on the board by turn 5, murlocs and paladins boost their minions out of kill range, freeze shaman repeats Loatheb 3 turns in a row, hunter coin/low cost spell into tracking into flare. Maybe you are also getting unlucky because often times a mage can’t even combo by turn 6/7, they need parrot in hand + potion of illusion in hand to reliably kill you and 30% of the time dirty rat or mutanus will eat the parrot because he will likely only have the parrot in hand by that stage.

Funny you should say that. I played Quest Rogue and Freeze Shaman from Bronze thru Legend. I know what you are talking.

I switched to Hunter in order to utilize Flare mulligan. None of those worked. And here I go ranting about this.

Honestly, the thing that really peeves me with this deck is how you have to break through 3-4 Ice Blocks (I’ve lost count of the times they’ve managed to finesse their way into duplicating them with Sivara).

Then again, it’s still manageable at times, and I could always run tech if things got really bad (nothing sweeter than erasing the Ice Block of a 1-hp who is sitting blissfully secure :smiling_imp:)

Well, I explained what I felt when I faced those deck. It’s toxic enough that I had to go and create this thread. I even read some thread about this, and a lot of people actually had near 100% winrates thru legends using this deck.

All I wanna say is, Wild need some huge overhaul with the balance. But it’s a pipe dream, because devs is tonedeaf all the time.

But then some guy also posted that he went 22-1 with pirate rogue to #1 legend and another guy who went 20-5 with beast hunter to #69 legend, both just in the last couple of days. They would have probably needed to high roll every time but with the shear thousands of people playing wild it does happen.

People are actually trying to play 50 or so different archetypes in wild now, I still believe this is because of the sheer cost of the game and that means people are often not playing the most powerful deck, that in itself creates the balance issue, I’m still usually always playing decks with one or two cards missing because it is smart to conserve and hold back dust.

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It’s honestly the only truly problematic deck now atm. Pirate warriors are few and far between now, quest hunter is a meme (good that deck was idiotic in wild) etc. Even Neptulon rez priest doesn’t really bother anything. I farm them with my Reno Priest deck. Just need more board clear and removals than they have rez spells lol

Mage has consistently been a problem expansion after expansion for years in Wild. It wasn’t until UiS that Secret Mage was finally knocked off the pedestal. Sick of the Mage class in general, needs to be gutted in Wild big time.

It kind of already was gutted with the sorcerers apprentice nerf, the next best thing mage can do right now is probably mech mage and playing that deck is as if you’re not playing mage at all. Whereas rogue has a lot of really broken cards that will just carry it for several years, the cheap draw for instance is not going to go anywhere any time soon. Paladins a little bit in the same boat with the hero card and 2 mana draw 5 mechs for instance although maybe a bit more niche but has several different workable archetypes. Then if you want to look at warlock as well because it’s probably got the most amount of playable decks even if some of them are not highly powerful, the fact that it can do so many things means people will often gravitate towards it.

Mage are at least getting some secret support in the upcoming expansion, but I don’t believe it’s strong enough to make secrets mage viable, I’ve played about one thousand games with secret mage in the past. Also chatty bartender is yet another card that is lowering the skill based play of the secrets mage deck, arcane flakmage requires a lot more thought, it reminds me of another decision they made in madness release to make the deck less thought provoking.

I don’t remember a wild meta in the last year where games lasted more than 6 turns :joy:

There’s also Loatheb. If you can pop a block into Loatheb it’s gg.

Or if you can Rat out a Parrot or Shivara you can really hurt them.

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Grey Sage Parrot 6 Mana 4/5 Battlecry : Repeat the last spell you’ve cast that costs (5) or more.

===> Grey Sage Parrot 6 Mana 4/5 Battlecry : Repeat the last spell you’ve cast that costs (6) or more.

Problem solved.

i thought it was even shaman going by what someone posted not long ago

I just got Legend and can confirm they are everywhere at D1-D2

At least they aren’t as toxic as big priest and quest mage.

Why nerf parrot when you can buff the quest reward instead?