I’ve switched to wild for a few days to change the pace from the rotting standard… same old crap every day, sick and tired of it and blizz doesn’t seem to care to change something about it.
OTK decks are roaming the fields over there. If its not OTK, its Warlock, pounding you to death with that stupid quest, or Priests with boars or some other combo decks…
But what shocked me the most is that most games don’t last past turn 5-6…
So, wild is… omg… i don’t know why people even bother to play it… its for masochists at this point.
keep in mind, you needed like a t4 otk deck in wild two years ago to be competitive, so I wouldn’t be surprised with the clip at which they print power creep, if its not a t2 or t3 otk by now.
Hot take, but I think wild is much more enjoyable than standard.
You’ve some (very) dominant decks like shadow priest, libram pally, warlock, but also a huge variety of other decks that might not be s tier yet still (very) good, e.g., miracle and maly druid, hooktusk/miracle rogue.
are there sometimes extreme cases / outlayers in matches? no doubt about that, been on both sides of the table. nonetheless, I think it’s still more enjoyable due to the potential pool of cards and grind up to legend can be more flexible.
Well, if you rank in one mode and goof off in the other, you get all the rewards and have all the fun.
And just screwing around with bad homebrew trying to make goofy combos work or do achievements is possible if you just concede to meta decks like libram pally or shadow priest, decks that win in three to five turns consistently.
Current Wild is a Wild of Blizzard’s own making. They’ve made some terrible, terrible changes that have ruined Wild. The nail in the coffin was 30.2.2. It made me quit and start deleting my collection.
I think the OTK decks have it way too easy in wild… Theres too many barnes/dorian into something then 400 damage face.
The one that comes to mind is the druid one with barnes that gives the guy that makes spells cost 1 but theres a bunch more that I’m forgetting right now.
The main things I think are toxic in wild right now are infinite ice block, APM rogue, and holy wrath. These things arent necessarily overpowered, but they create issues. I should not be forced to run tight lipped witness or accept losing to hostage mage when they freeze my board for 6 turns straight then become permanently invincible. Rogue creating massive daggers that just kill you on turn 4 is obviously too early, and this sort of deck also massively benefits animation cheaters. Holy wrath allows paladin to randomly deal 100 to you out of nowhere the instant they draw it with enough mana with nothing you can do about it, and it slots nicely into reno paladin, a deck that’s already strong on its own. These 3 things create a lot of non-games where you don’t get any real say in the outcome.
Other things that are arguably OP include quest warlock (healthstone in particular is a card i’d like looked at), shadow priest (i dont even know how you nerf this, maybe voidtouched to 2 mana 2/3?), and libram paladin. I feel like these decks aren’t quite as erosive to actual competitive play as the ones i mentioned in the last paragraph though.
No idea either… I dont play much wild but I run into that barnes / 1 cost spell minion druid deck at least once or twice a session that I do play. I’d say half the games are various OTK stuff and the other half are libram paladin / shadowpriest.