The real wild killer for me(should i be dead at 4 mana?)

shadow pirate priest, i was at 4 mana when i died

should this be allowed? i kill my opponents at the end of me having 6 mana

is 4 too fast?

a mech mage just killed me while i was at 4 mana, maybe a fluke but still, is 4 mana too early?

Common · Minion · Perils in Paradise · Whenever this minion takes damage, also deal that amount to your hero.
this should be a 2/3
or not a pirate

Epic · Minion · United in Stormwind · Both heroes take one extra damage from all sources.

and does this really needs to have that effect?

priest and mage can do it, maybe dh?

2 Likes

Wild shadow priest is a really good deck. So is libram paladin. Weapon rogue is still a thing. Libram pally is easy to take to legend, I got bored and switched to freeze mage. Get murdered by shadow priest but can win about every other matchup. Pick your poison, so to speak.
I am old enough to remember aggro druid and zoolock decks that could kill you turn 3.

Turn 4 kill is fast but I don’t encounter it too often, often I am fighting on board so it doesn’t happen that quickly.

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Turn four is pretty common for wild aggro decks.

You aren’t going to change that without nerfing 1/3 of wild or something silly.

Wild exists specifically so they don’t have to balance all that crap.

Wild will always be a continually spiraling out of control degenerate format. Balancing it is like playing “Endless Whack a Mole”.

so long as you are ok with mana 4 kill, i will be fine with it, you want this, you got it

Wild is wild, so anything can happen. There are many decks that can kill opponents with OTK combos (and infinite that can lock enemies too) without much way of stopping them. And you must take the risk to be killed before your OTK combo done.
Or you can just run a mechathun armor warrior, which have ~ 80% winrate against shadow aggro priest (and some other decks too, like freeze mage and spell power druid). I did hit legend in wild 3 times in a row with it, since i came back last december (and mechanthun war is the only viable deck i have for wild, beside of standard deck).

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For me its Shudderwock and Shamans stupid easy to complete, before turn 6 questline. That entire deck is cancerous.

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This game is generally too psychologically taxing to the defeated if they lose by turn 5. I believe they intentionally gave a lot of armor this meta because even the most aggro decks usually have to go turn 6 at least.

Personal opinion is that the game is generally way too dumb if it kills by turn 6 but some players are too greedy and trollish so they are given those tools.

I have yet to see a deck that killed by turn 5 to need a lot of deep thinking. Within only 20 games you learn the basic structure of what you should do.