Anecdotal I know but my last three games have been against purely standard decks. Two quest Demon Hunters and an imbue paladin, not even with wild cards added, and as I type this I’m fighting against blood leech DK. This isn’t a complaint against these players. But I do think it indicates something severe with the standard format. That being that there are alot of fun cards in standard right now. But there are some severely oppressive decks in standard that push these fun cards to the wayside.
Some standard decks are already good on their own and just with the addition of 4/maybe 6 cards, i think they can compete or at least make them more fun, for quest dh there is a legendary minion that repeats all your vile spellswich is like a cool finisher after completing quest or disruptive tool because repeats the mana burns (another card which by itself greatly improves the dh decks).Although its true that to enjoy the new sets in wild you need to do some beer gaming without to much sweat that it might seem suicidal but sometimes you can get some victories even against the top dogs.
I mean that’s kind of my point. There are some cards in Standard that are very competitive in the Wild format. But ironically alot of those same cards don’t see much play in standard because of the overwhelming power of some other cards which ironically don’t see as much play in standard because their overwhelming power comes from a lack of counterplay in standard that is readily available in Wild. IE Murloc Quest Paladin, an overwhelmingly popular (and powerful!) deck in standard that hasn’t found much success in Wild due to the wider availability of silence and board clears. But it’s so strong it’s crowded out alot of other decently strong cards (Imbue Priest/Paladin, NuQuest Priest, etc) which instead have to find their success in Wild. Which again isn’t a complaint about standard decks in wild, the complaint is that these cards, which should be valid options in Standard got crowded out much too quickly.
On reflection another major issue is just cards so powerful that even the support around them is not only unnecessary but obstructive to the card it’s meant to support. I tend to avoid netdeck websites but I wanted to just crosscheck my experience with data. The top Warlock deck runs the Tourist and Kerrigan, but no other zerg cards or deathrattles. Those cards should not be so unilaterally powerful (admittedly the tourist’s power comes just from access to Corpsicle). I just don’t feel that’s healthy for the game.
What? Quest DHs in Standard? What game have you been playing? ![]()
Not that it does need any, but I haven’t seen those for a long while… since the Emerald Dream. ![]()
Okay, maybe I might be tired and not in my best shape right now, but I give up on trying to make out this bit. ![]()
Seriously?
Hasn’t the power level of Standard been notoriously low lately? To the point of talk about ‘fighting the power creep’?
You’ve gotta be kidding (about that ‘powerful’ part), right?
Maybe because it seems to be on the weak side even in Standard? ![]()
Sorry, what?
Same as above re Quest DH.
Oh, come on, the location package is in all those egglocks, I believe, and has been used in other Warlock decks.
Don’t forget that location.
This thread is about Standard decks appearing in the Wild Format.
And there is no such thing as a Quest DH in Standard now.
Don’t forget that the original Whizbang is still quitte popular to some degree in wild, which would explain some standard decks even though you could not tell for sure if they do play him
Bruh a lot of teir 1 standard decks barely need 4 cards absolute MAX to be competitive in wild fr (most could probably hang with zero changes (outside of blizzards “matchmaking”)) And I’ve found at least one that literally cannot be improved and actually does very well (starship warrior) by wild cards. Standard is colossally broken rn