r/CompetitiveHS • • May 27 '26

Wild So you wanted to try Wild? Morgan freeman Goodluck.gif

89 Upvotes

Lately there seems to be some renewed interest in trying wild from standard players, due to the relatively staleness of that format in the last 2 years, so i wanted to do an overview of the format, especially because if you were to actually approach the format and reddit was your first stop, you’d guess the format is completely different from what it actually is.
Why listen to me about wild? I’m COPPERSCUM, I have been playing this game since beta, and i have finished top 1 legend on EU wild a couple of times, and now I’m more of a casual player and streamer that generally hang out in top 100 EU with terrible decks for content. So I’d say I’m decently familiar with the format at the very least (I should definitely touch more grass).

First the misconceptions: is wild actually just fast combo?
I think a big reason why the format is often perceived like a combo fiesta is how fast and how strong the finishers even in the control decks feel in this format compared to standard, but this doesn’t mean that those decks are all necessarily super fast. Until its recent nerf, the best deck of the format for more than two years was a control mage that had a 11.7 turns average game length (aptly called hostage mage), but playing against it still felt like playing against a combo deck where the combo was just infinite stall from turn 4 onward. The current premiere control deck of the format regularly win on turn 6 against other slow decks, and it’s a 40 cards reno control deck (the actual average game length for it however is 9.3 turns). The actual combo decks (that usually win on 4-5) are less powerful than they used to be (see nazmani-lightspeed), but are better positioned right now because of the near extinction of mages.

I also don’t think game length is as useful as a metric as the actual turns you play. While the games effectively end in standard much later, they often end much earlier and are just dragged on, sometimes even from the mulligan, with the current infamous coin -30% winrate rn, as it’s much harder to come back from an unfavorable board position.

In wild there’s a much bigger comeback potential, decisions are extremely compressed during turns, and as long as you don’t effectively lose, decks have the ability to come back and win with their own powerful card combinations, something that obviously appeals to me, and is the main reason I play this format, and that a lot of people hate, because they believe being ahead on board should be much more important.

That said, even in dragged out low-resources games, games don’t drag that long usually on the back on how strong the winconditions actually are.

As another example, before tiktok, the meta was much slower and combo was a much less playable archetype but the meta was not necessarily more enjoyable, as mage for many was considered just an infinite stall archetype (infinite iceblock+alibi+armor), and while games were longer, there were not necessarily more relevant decision made in them.

All that said, the wild meta is extremely diverse, even in top 1k or at top 100 ranks.
Let’s check the most popular decks in the meta rn, at top 1k legend (keep in mind that top 1k legend in wild is EXTREMELY uncompetitive compared to standard. Top 1k legend wild is probably more like top 5k in standard, but it’s still the best stats we can check, and here the winrates are not ridiculously inflated by all the casual decks getting farmed by anything tier 3 and above).

Discolock: the premiere aggro of the format, at 8.5% (54.8% wr)
Tiktok, renolock: the premier control of the format, at 8.1% (53.2% wr)
Quasar Rogue: the premier combo deck of the format, at 6.2% (52.6% wr)
Boarlock: combo-control warlock deck, at 6.0% (51.7% wr)
777 Miracle rogue + miracle rogue: miracle rogue is miracle rogue, at 6.8% (avg 52.5% wr)
Exodia renomage: control mage, at 4.8% (52% wr)
Token Broxigar DH: green miracle rogue, at 4.3% (53.3% wr)
Reno druid: slow druid, 3.4% (50.5% wr)
40 Aggro priest: one of the three played aggro deck in the format, 2.8% (52.4% wr)

With all those decks combined, we’re barely above 50% playrate. Which means there’s a LOT of very low playrate decks that see play. While some of them may be data artifacts (ex. A deck that doesn’t get categorized but it’s actually one of the above), there are actually a lot of niche decks that are nevertheless extremely competitive wr wise.
Some low playrate high wr decks:

Warsong warrior: the good old frothing berserker warsong combo deck, this deck is well positioned against the aggro decks thanks to running a decent amount of removal (croc shatter and aftershocks), and can still combo out on turn 4 (or even 3 on the coin) with an extremely lucky ftd (but generally pop-off on 6+). It’s played at 1% of the meta and has a respectable 52.6% winrate in top 1k. It’s not an easy deck to play at all, but it can be very rewarding to play when you do the complex lines.
100 warrior: a control deck abusing the igneous lavagorger + the ceaseless expanse combo. This is basically a combo deck that try to proc the gain 100 armor combo as fast as possible and then win with any combination of cards, generally just with an odyn and a second lavagorger + 100 armor. Respectable 2.3% playrate and 53.1% wr.

C2A Paladin: this is the second best aggro deck in the format, and it’s less represented in top1k compared to the actual top ranks, where it may even be more common than disco. Why? Because there’s a lot of tiktok and quasars up there, and call to arms (or more correctly, boogie down paladin), is very well positioned to disrupt them. At 54.9% wr it’s actually the highest wr deck in the sample and has a low 1.8% playrate.

There are also some decks that I’d argue are extremely competitive but still haven’t trickled down from top legend or simply have not been categorized yet, like Tol’vir spell damage hunter, an aggro deck that play lots of cheap damage spells and cheap minions, and end game by looping discovers with pupils and multiple tol’vir + spell damage minions on board for massive 30+ damage tol’virs.

What to expect if you play this format ?
Well, until you get to at least top 1k legend, everything goes. As I said earlier, wild is a much more casual mode than standard, and players are much less interested in winning than in playing their old pet decks. As such, I think trying to do a guide for anything but high legend is pretty pointless, as you’ll see so many different things it’s impossible to predict what you’re gonna get. You’re gonna see secret mages, big priests, imbue mages, pirate warriors and rogues, elaborate combo decks that win on turn 20 and tons of reno decks with the greediest lists imaginable.

What is cheap, dust-wise?
I’m not well versed in the actual dust costs, being that I played this game for 12 years now so I own pretty much every single card. Generally speaking, aggro decks are cheap, then combo, then control is super expensive by virtue of being 40 cards highlander.

A brief(ish) list of deck archetypes and decklists
Now that I’m writing this I’ve realized there are actually SO MANY DECKS to talk about, and I’m talking about actually good decks that you will see in your climb or in your high legend meta, so I think it’d be impossible to talk about all of them. I’ve tried to categorize them in some macro categories that have similar gameplans and matchup spreads. I’ll copy some codes from HSGuru, just the most popular or highest winrate lists, nothing spicy. That said, all of the decks below are good for climbing, tier 3 and above.
The pure aggro : this is discolock, tree druid (now almost exctinct), and some pirate decks of old also fall under here (plus some very low sample decks like elemental mage and mech paladin). Decks in this category have extreme synergy between its cards, which mean they're generally the fastest aggro at deploying stats, but it’s also the aggro that’s most susceptible to being interacted with, since they can’t play significant amounts of disruption themselves as they very synergy-based. This is the most consistent aggro, but also the easiest to play against, as it’s a very linear back and forth between do you have removal or not.
-Disco: AAEBAf0GBM4Hj4ID8aEG9qEGDbW5A9XRA9DhA5iSBauSBZXKBteXB4SZB6StB8ayB9a+B9m+B8+/BwAA
-Tree druid: AAEBAZICAvX8Aq6fBA78rQOK4AOV4APs9QOvgASuwATO5AWw+gXZ/wX9jQbJ0Aat4gaqrwfbwAcAAA==

Disruption aggro: here fall C2A as the premiere representative, but shadow priest is also here and pirate dh is borderline between this and pure aggro. Those decks can present significant pressure and kill very early, but generally speaking their boards are less threatening and easier to remove. However they play a significant amount of cards that will slow down your gameplan. Weblords to slow battlecries, troggs to go super wide against spell decks and razorscales to stop your opponent from playing cheap cards altogether. Shadow priest by virtue of having very high card quality and a great heropower can play a lot of situational cards that are backbreaking against many decks, like ashen elemental, Razorscale, neophyte, loatheb, okani etc… These aggro decks are generally more favored vs combo than pure aggro, but lose points in the aggro mirrors in exchange.

-C2A: AAEBAZ8FAowBhJYFDogO+NICg94DkeQDzusD9PYDyaAE4aQEwcQFmY4G9ZUGzpwGg8IHmvwHAAA=
-Shadow priest: AAEBAa0GCpG8Arv3A6fkBJfvBLnEBf3EBcj4BcChBtnBBtfSBg+hBLq2A6P3A4aDBd2kBYWOBtCeBpigBsShBsihBsSoBte6BtXBBuTqBqyUBwABA4f3A/3EBa33A/3EBbLFB/3EBQAA

Aggro/combo: A bit of a dead archetype nowadays, but some of the decks that were considered best in the format for a while, pirate garrote and beast hunter, were In this category. Nowe I guess tol’vir hunter and trickster pirate rogue are the most likely for you to see, but are both very low playrate. Unlike disruption aggro which try to get % vs combo decks by playing disruption, Aggro-combo try to attack your opponent with tempo lines early (pirates, cheap minions) and then they have some huge burst combo finishers to get a better winrate vs control decks (garrotes on empty deck + oracle, shaladrassil +5+5 on a charge pirate + windfury pirate + shadow of demise for 24 charge damage, tol’vir + spell damage for 20+ damage face, tundra rhino + buffed cheap beasts). Those decks fell a bit by the wayside after the nerf to passage while beast hunter got slowly powercrept and is only borderline playable. Reno decks are also not great right now because of tiktok, so this category has lost its main prey.
-Tol’vir hunter: AAEBAR8EgAfCvgan0wbi4wYNqZ8Eqp8EnbAEiLIEwbkEmpIFqqQFhY4Gjp4GyMAGleIG5OoGu8AHAAA=
-Beast hunter: AAEBAR8IuwXm7gOpnwSX9gWToQaUoQbnpQbi4wYL3gTZCaLOA8j2BcuOBuqlBpKmBozBBq+SB+KWB7vABwAA
-Trickster pirate rogue: AAEBAaIHBpG8ApKDB4aoB4eoB4ioB4jZBwyMAtQF6bAD1bYEiskE16MF7p4G/KUG/KgGs8EG6sQGrcUGAAA=

The midrange/miracle decks: Libram, Miracle rogue/triple 7, quest DH all fall here. Those decks play very little in the early turns and then explode on turn 3-4 with a huge board often combined with a disruption effect to try and end the game in the turn or two turns immediately after. Rogue play and step neophytes, libram usually run rebuke or cold feet, ad quest dh goes for massive boards followed up by mana burns. Those have different strength and weaknesses, but their gameplan still revolves around a crucial turn where they play a huge board that they set up their early turn mana-cheating into. The rogue versions play more consistent early disruption + board, but it doesn't have a good lategame if they get cleared, while libram has technically "infinite" buffs later on and quest dh is mostly commonly built with an infinite damage combo that usually hit on turn 6 or 7.
-Libram: AAEBAZ8FBvfQAp3sArjFBdaABtGpBtK5BgzYxwLZ/gL9uAPruQPTvQTi0wSZjgb1lQbt3waS4Aac6Aaf6AYAAA==
-Triple 7 miracle rogue: AAEBAaIHCoK0AvyjA+fdA72ABPTdBMmABtCeBu6eBpKDB4jZBwrtAvW7AvefBLezBNW2BL/3BceUBqCzBsGXB7TBBwAA
-Quest DH: AAEBAea5Awj39gOw+QPF+QXEuAb8wAaKqgeSqgeTqgcLqbwD8skDlc0DztID9fYDpeIEnJoG38AGn/EG4rEHkr8HAAA=

Glass cannon combo: Quasar, barnes druid. Those decks try to go as fast as possible and play very limited removal. Generally favored vs all the slower decks but by virtue of their extremely linear gameplan, they are easy to play and easy to hate as well.

-Quasar: AAEBAaIHAtmiBsjABg7n3QOO9AO3swTVtgTBoQXawwW/9wXungatpwbyyQby5wbk6gbBlwev3wcAAA==
-Barnes druid: AAEBAZICCECFuAKuugOK4AOwpQTV0gSaoAbZsQYL0wO3BofOAo/2AvDUA6+ABK6fBK7ABJSxBtW6BqqvBwAA

Ethical Combo: Quest mage, dungar druid, warsong. All of those are fast combo decks, but are generally slower than the pure combo decks, in exchange for having either the ability to tempo out combo pieces for absolutely disgusting early turns (quest mage), or having more hp and armor to survive + some removal (dungar), or having several removal cards in their list (warsong). They have all their pros and cons, and generally I think this category include the most interesting decks to play, this and the long lost aggro-combo category.
-Dungar druid: AAEBAZICCLQDrroDr4AEiYsEl+8En/MFg6EGi+IGEF/kCIfOAo/2AvDUA4rgA66fBK7ABNXSBPrdBJqgBomhBu+pBsO6BtW6BqqvBwAA
-Quest mage: AAEBAf0EBNDBAsW4A+WwBMODBw3mBOMRgrQChLsCmMQCheQD9PwDypMF4MMF7PYF8psGy+EGs4cHAAA=
-Warsong warrior: AAEBAQcC5bAEjbUEDvEH3KkDpLYD+YwEjaAE/KIEjLcEjtQEofsFnJ4Gn54Gjr8G6qcH/K8HAAA=

Combo-control: Boarlock, 100 warrior, heal-burn priest, odd hunter, LC quest priest. I categorize as combo control those combo decks that play a lot of removal but still have a clear-cut wincondition that your gameplan always revolve around. I don’t consider tiktok renolock a combo control deck because unlike 100 warrior, boar or heal-burn, you can and will often win just on the back of disruption + tempo minions. Boarlock doesn’t win a significant amount of games with minions going face, neither do 100 warrior or healburn priest. Their wincon is almost always their combo and almost never tempo, even if they play a lot of removal. Odd hunter is a bit weirder but it still fit here i think as it is basically all removal and then win with infinite hero powers face on turn 6 or 7. LC quest priest is probably more of a weird combo-control-miracle hybrid, but I’ve put it in here as it basically win by slamming horrors and soletos on 5 consistently every game while having plenty of control options in it. The decks in this category usually completely drop any hope of winning against other, faster combo, in exchange for having a much more favorable aggro matchup.
-Boarlock: AAEBAf0GBuAF054G7qEGxKIG0YIHqYgHDJDHAvLQAp2pA5vNA9P5A6bqBPTGBYSeBpWzBpTKBoSZB4adBwAA
-Healburn priest: AAEBAa0GBPvfA932A6K2BMWUBw3SCqesApnrA4f3A4qjBKSRBe33BcWoBuTqBoW/B5u/B6LEB7LFBwAA
-Odd hunter:
AAEBAR8CnvgC/fgDDoAH6asCudADqZ8Eqp8EnbAEwbkEmpIFhY4Gjp4G6qUG5OoGr5IHu8AHAAA=
-100 warrior: AAEBAQcIj84D9tYDxfUD5bAEjtQEpfYFquoGw4MHC/bPAvmMBIy3BO/OBMSSBYuUBp+eBoegBo6/BuqnB/yvBwAA
-LC Quest priest:
AAEBAa0GBtfOA4yBBImyBKS2BImTBaiWBwzRwQLrigOTugPi3gOH9wOitgS7xwXt9wWZwAbFlAeyxQeZ/AcAAA==

Control: Tiktok, Hostage/exodia mage variants, reno druid priest and paladin, seedlock. Those decks often play a combo finish, but they can win just as well by curving out minions, disruption, and going face. Their role in a game often shift from one game to another, depending wether they’re playing against something slow, in which case they try to get to their wincon first, or something fast, in which case they usually win with tempo. Reno hunter and reno priest are the most tempo-based in this list, seedlock is more miracle-ish in their gameplan, reno druid and tiktok tend to be more focused on their big combo turn later on, and exodia mage is more stall-focused and it preys on all non-warlock combo decks.
-Tiktok renolock: AAEBAf0GKPoOwxbnywL40AKPggPamwP8owOdqQPXzgP44wPY7QOC+wOPnwTlsASNtQSX7wS4uAX9xAX5xgWt6QXI+AXT+gWm+wXu/QWAngbQngbuoQadogavqAaVswaJtQaf8QbO8Qao9waA+Ab1mAeEmQf0qgfHsgfgvgcAAAED2psD/cQF8ZEE/cQF6e0G/cQFAAA=
-Exodia reno mage: AAEBAf0EKMABywTwE8MWmMQC/KMD9KsDjLkD4MwD9tYDne4D5bAEyt4EvO0El+8EkJYFqpgF4MMF/cQF7PYF0fgF2P4F8YAG1pgGsaAGyKAGtKcGr6gG56kGwr4Ghb8Gy9AGw4MHs4cH8ZEHp5sH0aYHy7YHhsQHk9oHAAABA8KlBf3EBfibBv3EBeqsB/3EBQAA
-Seedlock: AAEBAf0GCvjQAo+CA52pA5PkA4T7A4+fBOWwBI21BJfvBMSiBg/cCvLQAvr+ApXNA9fOA8HRA876BcSeBtCeBqOgBpWzBsO4BsnkBtGCB4SZBwAA
-Reno druid: AAEBAZICKF/FBOQI+g7DFqDOAoz7AvX8AvyjA4yuA+i6A6+ABImLBOWwBI21BK7ABLjZBJfvBOujBf3EBa3pBZ/zBcj4BbuVBr+VBtqcBpegBqKgBomhBsekBq+oBu+pBq7ABvPKBqn1Bq+HB9uXB6qvB7iyB76yBwAAAQb7sAP9xAW+mQb9xAWXoAb9xAXxswbHpAb3swbHpAbu3gbHpAYAAA==
-Reno hunter:
AAEBAR8o+g7DFvyjA/foA+buA9uRBKmfBMeyBI21BMzkBNDkBJfvBLCTBf3EBa3pBd/tBZf2Bcj2Bcj4BYWOBsuOBtSOBtCeBtGeBpOhBpShBvGlBvKlBrrOBuLjBtHlBp/xBs7xBtvxBsf1Bqj3Bq+SB5mnB5qnB5unBwAAAQOAB/3EBebuA/3EBarqBv3EBQAA
-Reno priest:
AAEBAa0GKPoOwxaDuwK1uwKgzgKQ0wL8owPXzgP44wP36AOf6wO79wO+nwSEowSLowTlsATHsgS42QS43ASX7wSGgwX9xAXm5AWt6QXP9gXI+AXtgAaFjgbDnAbQngbRngaYoAbAoQavqAbEqAbCtgaGvwbAhAeslAeCmAcAAAED75EF/cQFwKEG/cQFssUH/cQFAAA=

Tamn this was long. There's too much to be covered in a single post, honestly, but i hope this is a decent enough introduction as a first cursory glance at the format.

r/CompetitiveHS • • Sep 18 '16

Wild Weekly "Wild" Format discussion

247 Upvotes

I think it would be beneficial for us to discuss competitive decks for the Wild Format at least on a once a week basis. I'm aware of the fact that the Standard Format is the current competitive focus and most major sites aren't focusing on the Wild metagame, primarily because of how nebulous it can be at times.

However, if we have a weekly Tavern Brawl thread I think we can give the Wild format the same allowance for discussion.

r/CompetitiveHS • • 10d ago

Wild How does top "1k" or "5k" work on HSGuru in Wild?

9 Upvotes

Standard obviously has significantly more players, is there even 5k people in legend in Wild? Anytime I enter legend playing Wild it's either between 100-400 depending on what stage of the month it is. When I've entered legend playing standard it's usually near the end of the month and I'm put at like 7800 or something. But yet on HSGuru the winrates and playrates change when sorting by legend, 5k or 1k. Is it going off MMR, is it tweaking, or is there actually more than 5k people in legend in Wild and I'm tweaking?

r/CompetitiveHS • • Sep 04 '17

Wild Rank 1 Legend with Infinite Giants

400 Upvotes

Intro

I made a deck last week for Jade Druid and I've returned to share some insights on my newest deck: Infinite Giants. It's a little different from earlier theory-crafting decks that run the Aviana/Kun/Loatheb combo in that it looks to pressure all game with many (9) giants. I recently hit Legend #1 with it in Wild so wanted to share it here.

Proof of Legend and Decklist

Decklist

Innervate (2x), Wild Growth (2x), Doomsayer (2x), Wrath (2x), Jade Blossom (2x), Swipe (2x), Naga Sea Witch (2x), Nourish (2x), Spreading Plague (2x), Malfurion DK (1x), Sea Giant (2x), Ultimate Infestation (2x), Arcane Giant (2x), Clockwork Giant (1x), Mountain Giant (2x), Molten Giant (2x)

Code: AAEBAZICArkRmdMCDkBfigHTAf4BxAbhB+QI3AreFoK0Asu8AqDNAofOAgA=

Deck Considerations and Mulligans

  • Innervate, Wild Growth, Jade Blossom - standard druid ramp. Look to mulligan for these three in control match-ups.

  • Doomsayer, Wrath, Swipe, Spreading Plague - your anti-aggro cards. Look to mulligan hard for these against pirate warriors, aggro druid, murloc paladin, dude paladin, etc. If you know opponent is control, do not keep.

  • Naga Sea Witch - key card which enables your giants. Usually would keep in mulligan unless I know other deck is ultra aggressive.

  • Nourish, Ultimate Infestation - Nourish on 3 without UI or second Nourish is usually for card draw. This enables your Mountain Giants, helps you find your Sea Witch. Ten mana Sea Witch into UI into throwing out a few giants is one of the most powerful turns possible. I only keep Nourish on the mulligan if I have one of the druid ramp also in hand. I almost never keep UI unless I have Nourish in hand and I know opponent is slow.

  • Giant package - infinite giants because this runs 9 giants. Usually Mountain Giants can be played with 4/5 mana especially with a nourish, even without Witch. Arcane will be playable around 7/8 mana usually and Sea Giant is great after a big spreading plague (if opponent has 5 minions, Sea Giant is free after SP). Molten is tough to get out. It will usually be the first giant I throw out with Witch because if Witch dies, the other Giants are still playable while Molten is usually a dead card. Clockwork is a bit controversial because it can also be a dead card (or hard to play card). However, Innervate Naga and free Clockwork has won me quite a few games. I find it is a strong card in this meta where opponents usually are holding at least a few cards. I would not keep any of these in the mulligan except for Clockwork if I am on coin or if I have Innervate or Witch.

  • Malf DK - included as it can stall a turn or two or give you a solid 3 damage a turn to close out the game. You could argue to include a tech card here in it's place. Some tech considerations would be Loatheb, Mulch, second Clockwork, Spell Breaker. Never keep on mulligan.

Match-ups

  • I went 94-68 (66% win rate) from the start of season to Legend. From rank 5 to Legend, I was 39-18 (68%). Please note that my stat tracker was not on for a few games I was playing on the phone.
  • Druid - 67% over 49 games - the hardest part of the match-up is knowing which druid it is as you will mulligan completely differently. If I don't know, I assume they are aggro. Try to remember who plays what druid or check your deck tracker. I find I was favoured overall and also in the mirror. Most mirror matches had Kun/Aviana/Loatheb while we just straight up had more giants that we could play earlier.
  • Hunter - 83% over 6 games - easy matchup as you try to clear their board early to avoid beast buffs. Once you drop a giant or two, it's pretty much over as they have limited removal and no AOE clear. Mulligan for anti-aggro and witch.
  • Mage - 0% over 2 games - had one aggro/tempo mage and one Exodia which I lost both to. Very limited sample size but I think the former you are favoured while the latter you are not. Try to get out big giants fast and win before the freeze train comes.
  • Paladin - 71% over 7 games - all aggro. Mulligan for your anti-aggro tools and you will win. They also have very limited large removal clears so plague into sea giant (or doomsayer) should win you the game.
  • Priest - 57% over 35 games - this actually felt like my toughest matchup even though I had a positive win percentage. Against combo priests I was favoured as I could clear their minions and drop big minions which they had no answer to. The other half of priests I faced were Razakus which was tougher as they had so many answers and you could not just dump your giants out. They had Lightbomb, Kaz potion, Dragonfire potion, DK, SWD that could all clear your big guys. You have to either rush them early before they have access to those or just go all in and hope they don't have an answer. Mulligan for ramp/witch.
  • Rogue - none faced. Would mulligan for ramp/witch.
  • Shaman - 71% over 7 games - mulligan for anti-aggro tools until you can drop your big giants. Devolve does nothing to your giants and they will have no way to clear it. Favoured match-up.
  • Warlock - 71% over 7 games - I faced mainly control warlocks also running giant packages so I would mulligan for ramp/witch. We have better card draw and ramp so should be able to get our giants out first and win. If you saw any zoo, then would look for anti-aggro but I did not face a single one.
  • Warrior - 72% over 29 games - I found I was favoured in this match-up. I would search aggressively for Swipe as it is MVP. Wrath/SP are good as well and so is Malf DK and Doomsayer. You have 9 cards that are good in this match-up so you should be able to find at least one/two of them in your first couple turns.

Notes and Tips

  • you win aggro matchups by finding removal and your anti-aggro cards and pressuring them with even just one early giant.
  • ordering matters - it is always correct to play innervate/coin first before witch because they are dead cards while witch is alive. Make sure you count the Giant effects (spells, cards in hand, cards on board, etc.) accurately as it can be tricky.
  • be careful about overextending into lightbombs, twisting nethers and the likes. Only play the number of Giants you need to pressure or set up lethal.

r/CompetitiveHS • • Jul 24 '26

Wild Lie in Wait Spectral Cutlass - Multiple Season Legend deck now struggling in Diamond

11 Upvotes

I've experimented with the Lie in Wait and Spectral Cutlass for the last half a year. I've hit legend multiple times with it, but now I'm struggling in diamond 10. I can't figure out if it's just the meta has changed, or people playing wild have just gotten better. The deck is "off meta", but has had enough success to hit legend. Any suggestions for how to improve the deck? I'll give some card explanations below the deck code

### Lie in Wait Cutlass

# Class: Rogue

# Format: Wild

#

# 2x (0) Preparation

# 1x (0) Shadow of Demise

# 2x (0) Shadowstep

# 2x (1) Gone Fishin'

# 1x (1) Lie in Wait

# 1x (1) Sir Finley, Sea Guide

# 1x (1) Sphere of Sapience

# 2x (1) Valeera's Gift

# 1x (2) Cavern Shinyfinder

# 2x (2) Cultist Map

# 2x (2) Evasion

# 2x (2) Harmonic Hip Hop

# 1x (2) Pit Stop

# 2x (2) Secret Passage

# 2x (2) Swindle

# 2x (3) Augmented Elekk

# 1x (3) Prince Renathal

# 1x (3) Timeline Accelerator

# 2x (4) Academic Espionage

# 2x (4) Agency Espionage

# 2x (4) Cloak of Shadows

# 1x (4) E.T.C., Band Manager

# 1x (4) Spectral Cutlass

# 1x (6) Furnacefire Colossus

# 1x (7) Kil'jaeden

# 1x (4) Spectral Cutlass

# 1x (5) Queen Azshara

# 1x (6) Bob the Bartender

# 2x (6) Vanish

#

AAEBAYO6Agzl0QLq8wKPzgPlsATbuQSX7wTMoAX9xAWh/AWdogbmkwfblwcOxAHtAt/jAqj3AvWAA6rLA+LdA+fdA/efBLezBNOyBe6pBqLhBsGXBwABA5vOAv3EBerzAv3EBentBv3EBQAA

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# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Card Explanations:

Augmented Elekk - This is THE CORE CARD that makes the quest work in wild and not standard. Normally playing a shuffle card only counts as 1 shuffle for the quest, but when done with the elekk, every card the elekk shuffles counts towards the quest. So Elekk + espionage = quest completed with 1 shuffle card.

Pit Stop + Timeline Accelerator - Following the Elekk explanation, this allows me to get an Elekk for 1 mana. I will play pit stop into timeline accelerator into Elekk. Helps complete the quest a lot earlier. I only run 1 of Timeline Accelerator as you only need 1, and running 2 sometimes makes it draw the second one rather than an Elekk.

Shuffle Cards:

I only run shuffle cards that can complete the quest in one turn with Elekk

Secret Passage - I originally tried this card to look for key cards. Then I learned that when it puts the cards back, they count as shuffles. With the manacheat available in this deck, you can complete the quest by turn 3 with the deck

Espionage - Should be self explanatory. 10 cards + elekk = 20 cards, and 11 shuffles according to your quest. This lets you outvalue/tempo your opponent once you get this off in combination with ninjas

Queen Azshara - This is a newer addition that I have discovered. One of the cards she can give you shuffles 5 spells set to 1 mana, and the card only costs 1 mana, making it a great option if you weren't able to discount the elekk

Honorable Mentions:

Moonstone Mauler - with Elekk, you get 4 shuffles, and with shadowstep, you can complete the quest by turn 3. I've been debating putting this card back in.

Gear Shift - Only does 3 shuffles with Elekk, but I will be more willing to run in in tandem with moonstone, as 1 gear shift + Elekk Moonstone gets you that 5th shuffle you need

Stall Tools

Bob, Vanish, Evasion, Cloak - Just incredible stall tools. Completely wrecks board based decks, and evasion/cloak counters most OTK decks. Bob also lets you copy that OP minion that some decks spend all game trying to get.

Spectral Cutlass Cards:

With Espionage, it is so easy to fuel spectral cutlass. With hero power, you can play 2 cards from other classes for a total of 3 mana. I find Valeera's Gift and Harmonic Hip Hop to be sufficient (they also act as great tools against aggro). With those cards I can get to 12 attack, but with elekk shuffles and cards that copy your last spell, you can get it higher. I don't think you need more that that - if you are struggling to win when you have infinite 12 attack with lifesteal, you either need to rely on your stall cards or the game is probably lost regardless.

ETC Manager Choices:

Spectral Cutlass - in case someone destroys it

Furnace Collossus - Sometimes espionage gives you weapons. Combine that with Elekk shuffling more, sometimes you can get 2-6 weapons in hand, and you don't want to destroy your cutlass

Kil'jaeden - if you somehow still run out of cards with all your shuffles, kil'jaden is the tech. Your hero power lets you draw 2 extra demons a turn, and often they are of other classes, fueling your spectral cutlass. Also is a great counter to any kind of deck that either mills or shuffles bad cards into your deck.

Current weaknesses of the deck are 1. Not much early game removal, and 2. Not being able to consistently complete the quest. The cards I've chosen have been efforts to make the deck more consistent in getting the Elekk for quest completion earlier, which is more important than weakness #1 in my opinion.

What are your thoughts and suggestions for the deck?

r/CompetitiveHS • • May 17 '20

Wild [Wild] vS Data Reaper Report #22

223 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the 22nd edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on 70,000 games since the most recent patch that included a nerf to Bloodbloom and Open the Waygate. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings - Power Rankings Imgur Link

  • vS Meta Score

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #22

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

  • If you haven't already, please sign up to contribute your game data. More data will allow us to provide more insights in each report, and perform other kinds of analysis. Sign up here, and follow the instructions.

  • If you're a long-time HDT contributor, you must download and install the latest plugin version (2.0.0.0) which we've released last week. Older plugins no longer work due to the new ranked ladder system.

Thank you for your feedback and support,

The Vicious Syndicate Team

r/CompetitiveHS • • Aug 08 '26

Wild Do you get much mmr for climbing in platinum-diamond?

4 Upvotes

As said, I used to be at top 100 in wild, but didn't play wild for 6 months, decided to come back and now I'm climbing through plat and diamond with 70% wr, do I get much mmr for these games? I know that your place in the top is depended on the hidden pts, but how much do you get on these ranks?

r/CompetitiveHS • • Jan 03 '17

Wild (X-Post) r/WildHearthstone Wild Meta TierList #1

290 Upvotes

This is the /r/WildHearthstone Wild Meta TierList. This TierList is modeled after some of the other meta snapshots, but for the wild format of Hearthstone. We have seen an increase in interest in Wild recently, and we feel that having a wild snapshot would be beneficial for anyone interested in playing wild, whether it be someone trying to get #1 Wild legend, or someone trying wild for their first time. So without further ado.

Tier 1:

Tier 2:

Tier 3:

Tier 4: In alphabetical order Class then Deck

Matchup Win Rates

Introduction

This wild snapshot has been put together by some Wild Expert players who consistently hit top legend in wild, and have a feel on the Meta and how it changes. They have consulted with other wild legend players and using their combined experience have constructed a tier list of which decks are doing the best in the current meta.

With all the talk going on in the Hearthstone community about Meta Reports, we would like to put out a brief disclaimer before continuing. We at /r/WildHearthstone have created this Meta Snapshot as a tool for those who are interested in the wild format and we have created it to the best of our abilities. Due to the lack of coverage in other meta reports, there are little to no resources of decklist of the wild variety, which results in players having to create their own versions of these decks. This leads to variations of decklists of the same archetype. Our tier list is based off of what we believe is the optimal version of each list. However, there are many ways to build a deck, and example decklists may not line up exactly with the archetype descriptions.

Insights

Seeing how this is our first meta report, there is not much for us to comment on for how the meta has changed since our last report, so in this section we will make a comparison of the Wild meta to that of the Standard Meta.

At first glance, the meta may look similar to that of Standard, but there are some intricacies that need to be explored when evaluating the wild meta. The wild meta currently doesn’t have enough playable cards to differentiate itself from it’s Standard compatriot. However with the fall rotation, many deck defining cards like Reno Jackson, Anyfin Can Happen, and Flamewaker will rotate out of Standard giving the two ranked formats more contrast.

Wild provides many anti-aggro tools such as Zombie Chow, Sludge Belcher, and Antique Healbot. However, Aggro also has some extra wild tools, whether it be Ships Cannon in Pirate Warrior, or Crackle in Aggro Shaman. Aggro decks can finish you off quicker, but control/midrange decks have more staying power, so the speed of the game compared to Standard is around the same, if not a bit slower.

At the current moment, we seem to have a power struggle in tier one similar to that of standard. Aggro Shaman and Pirate Warrior are very prevalent, most likely due to their quick game time. Renolock can stand toe to toe with them, with access to powerful early-mid game stall tools such as Sludge Belcher and Antique Healbot. Allowing players to not necessarily need Reno Jackson on turn 6 to win the game. This allows for your games to go longer, and fight off the aggression of the other decks.

The Team: DannyDonuts (/u/SagasaurusRex), Poach(u/dpsimi)

Note: This is our first TierList, and we would like your feedback. If you have any questions, comments or criticism, we would love to hear it in our comment section below. Thank you to everyone that helped us along the way.

r/CompetitiveHS • • Jan 20 '19

Wild [Wild] vS Data Reaper Report #15

139 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the 15th edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on 45,000 games from the last four weeks. In this report you will find:

  • Wild Decklists
  • Class/Archetype Distribution Over All Games
  • Class/Archetype Distribution "By Rank" Games
  • Interactive Matchup Win-Rate Chart
  • vS Power Rankings - Power Rankings Imgur Link
  • vS Meta Score
  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #15

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

If you still have not signed up to contribute games please visit this link to sign up. The more contributors we have the more accurate our data! More data will allow us to answer some more interesting questions.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • Jan 24 '17

Wild Control the Meta: Wild Tier List 1

158 Upvotes

Hey guys this is Control. I wanted to share my thoughts on the current wild meta, so I put together a tier list. It’s being hosted on Fade2Karma's website. I cover what I think the tiers mean, where each deck lines up within the tier list, and explain why each deck belongs where it does. Check out the article and video here . If anything is confusing let me know and I’ll explain my thoughts clearer in the comments!

Tier list image format

Tier 1:

Renolock

Aggro Shaman

Egg Druid

Pirate Warrior

Tier 2:

Dragon Priest

Mid Jade Shaman

Reno Mage

Anyfin Paladin

Miracle Rogue

OTK Shaman

Freeze Mage

Tier 3:

Patron Warrior

Reno Priest

Secret Paladin

N’Zoth Warrior

Tier 4:

Face Hunter

r/CompetitiveHS • • Sep 10 '17

Wild Wild vS Data Reaper Report #3

189 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the third edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on three weeks and 40,000 games. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #3

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

If you still have not signed up to contribute games please visit this link to sign up. Note that since the last report we added a plugin that allows you to contribute games that are tracked using Hearthstone Deck Tracker. The more contributors we have the more accurate our data! More data will allow us to answer some more interesting questions.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • May 19 '19

Wild [Wild] vS Data Reaper Report #17

151 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the 17th edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on 50,000 games from the last four weeks. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings - Power Rankings Imgur Link

  • vS Meta Score

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #17

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

If you still have not signed up to contribute games please visit this link to sign up. The more contributors we have the more accurate our data! More data will allow us to answer some more interesting questions.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • Dec 13 '20

Wild [Wild] vS Data Reaper Report #24

147 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the 24th edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on 120,000 games. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings - Power Rankings Imgur Link

  • vS Meta Score

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #24

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

  • If you haven't already, please sign up to contribute your game data. More data will allow us to provide more insights in each report, and perform other kinds of analysis. Sign up here, and follow the instructions.

Thank you for your feedback and support,

The Vicious Syndicate Team

r/CompetitiveHS • • Mar 15 '17

Wild r/WildHearthstone Wild Meta TierList March 2017

191 Upvotes

This is the /r/WildHearthstone Wild Meta TierList. This TierList is modeled after some of the other meta snapshots, but for the wild format of Hearthstone. We have seen an increase in interest in Wild recently, and we feel that having a wild snapshot would be beneficial for anyone interested in playing wild, whether it be someone trying to get #1 Wild legend, or someone trying wild for their first time. So without further ado.

Tier 1:

Tier 2:

Tier 3:

Tier 4: (In alphabetical order, class then deck)


Introduction

This wild snapshot has been put together by some Wild Expert players who consistently hit top legend in wild, and have a feel on the Meta and how it changes. They have consulted with other wild legend players and using their combined experience have constructed a tier list of which decks are doing the best in the current meta.

With all the talk going on in the Hearthstone community about Meta Reports, we would like to put out a brief disclaimer before continuing. We at /r/WildHearthstone have created this Meta Snapshot as a tool for those who are interested in the wild format and we have created it to the best of our abilities. Our tier list is based off of what we believe is the optimal version of each list. However, there are many ways to build a deck, and example decklists may not line up exactly with the archetype descriptions.

Insights

Welcome back to our /r/WildHearthstone Tierlist. We waited a few weeks to make an updated tierlist, as there was little meta movement at the time, and the nerfs were due to go live. Now that the meta has settled there seems to be a shift due to the decrease in power of Aggro Shaman. Aggro Shaman is now less powerful than its Midrange counterpart, which at its core is not as powerful (but it still can do some broken things with the jade mechanic. Now, however, other powerful decks can tech their decks to do better against other matchups such as Renolock or Pirate Warrior as opposed to Aggro Shaman. With the nerfs, Renolock has remained King with Pirate Warrior as a close second. While pirate warrior did lose STB, Ship’s Cannon is so powerful that it keeps the archetype at tier 1. Other notable movements include Dragon Priest to the top of tier 2 and the introduction of Water Rogue to our list at the bottom of tier 2. These both are symptoms of the decrease of power in aggro shaman, as they were both poor matchups against this deck pre-nerf.

While the nerfs did not cause an extremely large meta shift, we think that the next expansion will cause an explosion in the tierlist. As we believe that this will be our last tierlist before Journey to Un'goro is released, we would like to speak to some of the things that we expect once Un’goro is released. With the rotation, there will be a jump from ~10% of the card collection being wild to a new high of ~30% of cards being wild exclusive. This in itself will lead to a significant difference between the standard and wild metas. Additionally, with some very powerful cards becoming wild exclusive, (Sylvanus, Reno, etc.) Blizzard will not be afraid to print cards that could be broken in combination with these cards. This will allow for existing wild lists to become more powerful, as well as potentially even creating unique Wild Archtypes. In summary, we believe that after this next expansion, Wild will most certainly be Wild.

If you missed it, in the full album there are some write-ups of each deck on the tierlist giving a brief description of the deck, and how it has fared this month in the meta.


The Team

We would like to give a big thanks to our team of Wild Experts who put this tierlist together.

DannyDonuts (/u/SagasaurusRex)

Poach (u/dpsimi)

Scorpion (/u/TTT_Scorpion)

Chaitealatte (/u/ducks_aeterna)

Roboleg (/u/roboleggaming)

Cheecken0(/u/Cheecken0)

CraftSteamG (/u/CraftSteamG)

Ambari (/u/Ambari)

Megiddo(/u/malignantlyuseless)

MetricTrout

Alice(/u/hamiero)


Finally, we really enjoyed your feedback from our last TierList. If you have any questions, comments or criticism, we would love to hear it in our comment section below. Thank you to everyone that helped us along the way.

r/CompetitiveHS • • Mar 01 '18

Wild The Wild Brawliseum - 12 Wins Decks Roundup

161 Upvotes

Hello /r/CompetitiveHS!

Usually I make those best decks roundup after each expansion or bigger balance patches, but I've figured out that the Wild Brawliseum might be another opportunity to make one.

Below, I'll post 12 different decks. Each one of them was piloted to 12 wins in the Wild Brawliseum. It basically makes each one of them a viable choice - keep in mind, however, that some of them are either easier to pilot and stronger (e.g. Giants Warlock or Murloc Paladin), while others are either harder to play or just weaker in general (Mill Rogue, Reno Mage).

Of course, if you’re a Standard player, your Wild collection might be.. a little on the weak side. But don’t worry – it doesn’t mean that you’re automatically out of it. Some of the Wild decks are similar to their Standard versions, with just a few cards switched out. And if you still can’t build them, some of the decks I list are relatively cheap – and very easy to play on the budget even if you’re missing some of the cards.

Names in the deck titles are names of the players who piloted them to 12 wins, not necessarily the ones who created them.

P.S. I'm mostly playing Standard, and trying myself in Wild only occasionally, so I apologize if I made any mistakes in the descriptions. Let me know if I'm wrong somewhere.


If you want to see whole list with the decks embedded into the post, check out the article on Hearthstone Top Decks!


Grothen's Giants Warlock

Giants Warlock is the bane of Wild format, and one of the most powerful decks in the game right now. Its power comes from a massive swing provided by Naga Sea Witch and Giants. A while ago, the card was changed to apply the 5 mana cost to all cards BEFORE any cost reductions/increases. Which means that all the Giants have 5 base mana cost, and their effects are applied on top of that. What does it mean? Well, it’s quite simple – they are very cheap. Molten Giant costs 0 as long as you’re at 25 or lower health (which is nearly always the case on Turn 5). Mountain Giant costs 0 as long as you have at least 5 other cards in your hand (also very easy, thanks to the Hero Power). Clockwork Giant costs 0 as long as your opponent has 5 or more cards in his hand (not always the case vs Aggro, but nearly always vs slower decks). And finally, Sea Giant costs 0 as long as there are 5 or more minions on the board. Given that you usually play him with 2-3 other Giants, your opponent needs to have only 1 or 2 minions on the board.

As you can see, those “requirements” are incredibly easy to meet, which often results with a 5/5 and a board full of Giants as soon as you draw Naga Sea Witch. Most of the decks have no way to answer that massive swing – some of them can stall, but most of them just crumble under the pressure. Other than that, the deck can also swing the game quite nicely with the Demon pulls. It’s not as good as CubeLock when it comes to that, but Voidcaller can still pull out Voidlord or Mal'Ganis, which is obviously amazing.

All in all, the deck is very powerful and rather easy to play. However, given that all of the Giants and Naga Sea Witch are Epic, you will probably need to do quite a lot of crafting if you’re a Standard player.

Stonekeep's CubeLock

This is the list I used in my 12-0 run. It’s a generic CubeLock list, it’s really hard to say whether it’s the best one, but I think that it’s one of the best decks to run, because of how consistent it is. For example, Giants Warlock has a way bigger swing, but it absolutely needs the Naga Sea Witch to perform it. What I like about CubeLock is that it has just so many ways to get out your big Demons. Between 2x Voidcaller, 2x Possessed Lackey and Skull of the Man'ari, and the fact that you spend your first few turns cycling, the chance to not have anything in the mid game is incredibly low. And the thing is that even one of those cards can swing the game if not Silenced (minions) or removed (weapon).

Because of that, the CubeLock didn’t really feel like a Control deck – it felt more like an aggressive, Midrange deck. Only against Aggro I’ve really tried to control the board – against most of the decks I was just dropping a big Demon after big Demon and going face. Mal'Ganis was an MVP in most of the games – dropping it down “for free” in the mid game is already a big swing, but the card synergizes incredibly well with Cubes and Faceless Manipulator. Getting one from Voidcaller and then immediately copying it with Faceless Manipulator was often way more than my opponents could handle. Even if they could kill one of them (and it was already quite hard at 9 health), I still had a 9/7 that made me immune and buffed all of my Demons.

Control’s Twig Malygos Druid

Now that’s a fun deck if you’re into Combo builds. And it’s very close to the Standard version, it doesn’t run a lot of Wild cards, even though they’re pretty important. The basic premise of the deck is to stall until the late game with removals, Armor gain and Taunts, and then combo your opponent down. The basic combo involves Aviana into Kun the Forgotten King. That combo puts two powerful bodies on the board, but that’s not the best part – you now have full mana to work with AND your minions cost 0 mana. Now, Malygos + 2x Faceless Manipulator (you often don’t even need the second one) leaves you with a lot of room to play burn spells. In the best case scenario, Moonfire becomes a 16 damage nuke, Living Roots – 17 damage, while Swipe 19 damage to face + 16 AoE damage. Of course, you usually don’t need that much, the combo is pretty flexible in a way that you can do it in multiple ways.

Another way to activate the combo might be Twig of the World Tree (not every list runs it, mind you) – this one is even easier, you just hit with it until there is 1 charge left, then play Malygos, hit the with the last charge and have 10 mana to work with.

Heck, sometimes you don’t even need any extra mana. Malygos + Innervate + 2x Moonfire + 2x Living Roots is a 26 damage combo, which is often enough to win the game. As you can see, the deck has a lot of ways to kill the opponent.

One of the cards that the Standard version misses most is actually Poison Seeds. Not only it’s a nice removal against big minions, but it also combos the revive effects. If you face a Big Priest, or Cube Warlock, preventing them from reviving their minions is very powerful.

Seviang’s Aggro Murloc Paladin

It’s not a big surprise – Murloc Paladin is a great deck in Standard and it’s also a good deck in the Wild. Compared to the Standard version, it doesn’t play a lot of new cards, but the ones he does are quite impactful. Muster for Battle is by far the best one, as it’s one of the strongest cards that were ever printed. To be honest, it’s even better than Call to Arms most of the time. Talking about Call to Arms, Shielded Minibot is making it even better, as it’s one of the best minions you can pull from it. Then, Old Murk-Eye gives the deck a solid finisher – if you play it on a board with a few Murlocs, especially if one of them is Murloc Warleader, it’s like a much better Leeroy Jenkins that you don’t even have to use as a finisher, as it doesn’t summon anything for your opponent. And finally, Loatheb is a counter to the deck’s biggest weakness – AoE removals. If you have a solid board and drop Loatheb, your opponent can’t even AoE it down. It’s a great card to curve out after Call to Arms too.

Overall, great deck if you’re looking to finish the games quickly.

Ben’s Secret Paladin

Secret Paladin used to be one of the most dominating decks back around TGT / League of Explorers, however it nearly disappeared from Standard after the first rotation. It was still played in the Wild, and while maybe not the highest win rate deck, it’s really solid pick. Deck’s main strength is a very strong curve. From the first turn, you can drop a solid minion after solid minion on the board, including a massive Turn 4 swing thanks to the Call to Arms. It’s actually one of the best decks to run Call to Arms in, given the density of high power 2-drops. And finally, the deck’s powerful curve ends at 6 mana with Mysterious Challenger – a massive swing. Not only you put a 6/6 minion on the board, but you turn your opponent’s turn into a nightmare. He has to proc the Noble Sacrifice, worry about Avenge and Redemption, and then still try to clear as much as possible to play around Competitive Spirit. It’s often too much for your opponent to handle, and then you just win the game.

Some of the builds go further, with cards like Dr. Boom or Tirion Fordring, but the aggressive approach is probably better. If you want, though, you can make a more Midrange build.

JyroBlade’s Big Priest

Probably one of the most hated decks, but if it works, it works. Big Priest heavily relies on so-called “high-rolls” – Barnes is an incredibly powerful card if you only play huge minions you can revive right after playing it. The deck is basically full of removals, big minions and way to cheat them out early and revive. Your game plan is to hit one of the big minions and keep reviving it, then play more, then revive all of them with Lesser Diamond Spellstone and put so much pressure that your opponent can no longer handle it. When compared to the Standard version, Resurrect and Ragnaros the Firelord are two biggest additions. First one adds an extra, cheap way to revive your minions. While there is a chance to low-roll and get a Barnes, it’s actually not the end of the world – in the end you still got a 2 mana 3/4 (but yes, it’s bad). Ragnaros, on the other hand, lets the deck have much more pressure. Normally, even if you revive a big board, you still have to play around the board clears etc. etc. Now reviving Ragnaros multiple times basically wins you the game even if your opponent was constantly playing removals, simply because each revive means 8 extra damage.

The deck is pretty easy to play, but also not necessarily consistent. Not getting Barnes or Shadow Essence can result in the opponent killing you before you can actually drop your big minions. Not to mention that there is always a chance that Aggro will rush you down if you don’t get your removals or pull out your Taunts.

Senapoke’s Combo Priest

Combo Priest is a good deck to run in the current Brawl if you’re playing on the budget. It might be the cheapest competitive option, as you can run it for below 2,000 Dust and with only two Wild cards – Deathlord and Velen's Chosen. This Wild version drops the Dragon package and focuses on the Combo itself. It’s much faster and more explosive – instead of waiting patiently for the full combo, you often end up buffing your early game minions and putting constant pressure, partially thanks to the Velen’s Chosen, which is a great card a deck like that.

Your basic win condition is obviously Divine Spirit + Inner Fire combo, but it’s not uncommon to get a really solid curve and simply run your opponent down.

BenMorrow’s Aggro Shaman

Aggro Shaman is another good deck to play on the budget. It’s main power comes from the early aggression, which can be followed by A LOT of burn damage. Between Lightning Bolt, Crackle, Lava Burst and Jade Lightning, there is a lot of damage you can deal from your hand, even through the Taunts. And in case your opponent does not Taunt up, it’s even better – Doomhammer is a really deadly weapon, adding 4 damage per turn, and turning Rockbiter Weapon into a 2 mana Fireball into the face.

It’s a blast from the past, as very similar decks were popular back in 2016.

So, basically, just play your minions, go face and finish the game with burn. Easy, cheap and powerful.

cap’s Aggro Token Druid

Another Aggro deck, and another deck that’s pretty cheap and can be played by most of the Standard players without a big Dust investment. The deck’s main advantage over the Standard version is Jeeves. A card that was pretty underrated at first, but quickly become a mainstay in some of the Aggro builds, mostly Aggro Druids. Unlike Paladins with Divine Favor, or Mages with Arcane Intellect & the more fresh Aluneth, Druids have a relatively hard time refilling the hand. Once you’ve pumped out everything, you’re mostly done and you rely on top-decks. However, thanks to the Jeeves, you can drop your whole hand onto the board and then draw 3 for 4 mana, while putting a 1/4 minion on the board.

The best part about Jeeves is that if it stays on the board, you can try to play as much as you can again and draw even more. Even though the effect is mirrored, you will usually benefit from it more than your opponent, as you can control the timing, and when you play against a slow deck, they will rarely get below 3 cards anyway.

Good option if you want to play something fast and similar to Standard.

Jayden’s Combo Renolock

One of my favorite decks ever, Combo RenoLock is a nice balance between the mid game aggression, board control tools and the late game combo potential. Unlike in case of CubeLock, in RenoLock the combo isn’t based around Doomguards – its main piece is Leeroy Jenkins. To be more specific, after just one discount on any of the combo pieces, you can play Leeroy, buff it to 10 attack with Power Overwhelming and then copy it with Faceless Manipulator for 20 damage in total. The combo is more consistent and easier to pull off than the Doomguards and Cubes, but realistically, it can only be used as a finisher, and not as a board control/board presence tool like Doomguards & Cubes.

Still, the deck is quite powerful and takes advantage of another thing – Highlander cards. Kazakus is an amazing and flexible card, which can be used as a board clear, burn damage, board refill or even life gain. But more importantly, slow Warlock deck heavily benefits from using Reno Jackson – a card that can win a lot of the matchups by itself. For example, Cube Warlock struggles against the Secret Tempo Mage because of how much burn the deck can pull off. But RenoLock just needs to draw Reno and it’s basically game over.

Fun and quite strong deck, although it might be hard to play for people who have never used it before.

Mryagut’s Kingsbane Mill Rogue

And now something more fun. But given that the deck got to 12 wins, it’s more than just “fun” – it’s actually viable. The meta in this Brawl seems to be a bit slower than the ladder meta, making this deck an even better pick.

Kingsbane Mill Rogue mostly prays on slow, Control deck, especially Warlocks, for a few reasons. Without the early game pressure, it has time to develop the weapon and start buffing it. Coldlight Oracle not only is playable (because you don’t mind your opponent drawing cards, unlike when playing vs Aggro), but often mills opponent’s cards. And finally, Valeera the Hollow is amazing in slow matchups – it gives you more options every turn and lets you duplicate Saps, weapon buffs or even minions like Sludge Belcher.

Yes, you will probably still lose majority of your games against decks like Murloc Paladin, but you will end some CubeLock or Big Priest runs in return.

Thijs’N’Zoth Reno Mage

Another deck with a nostalgia factor. Back in Gadgetzan, before Reno Jackson rotated out, Reno Mage was one of the more popular and interesting decks, and one of the last “classic Control” decks we’ve seen (as in, decks that win mostly by simply outvaluing the opponent, not with different kinds of combos or cheating out big minions).

The deck packs lots of value, but it’s also much harder than just “play minions on the curve”. You need to time your cards correctly, know when to use your Duplicate, be careful about not throwing removals left and right (because you run only one copy of each) etc. But if you play correctly, you can get rewarded – I feel like it’s one of those decks that can beat almost anything if you play it right.


That's all folks, thanks for reading. Did you see any other decks getting to 12 wins? What have you been having fun/success (or, even better, both) with? Let me know in the comments!

If you want to be up to date with my articles, you can follow me on the Twitter @StonekeepHS. You can also follow @HS Top Decks for the latest news, articles and deck guides!

r/CompetitiveHS • • Mar 04 '18

Wild Wild vS Data Reaper Report #7

171 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the seventh edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on three weeks since the 10.2 patch and 40,000 games. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings - Power Rankings Imgur Link

  • vS Meta Score

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #7

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

If you still have not signed up to contribute games please visit this link to sign up. The more contributors we have the more accurate our data! More data will allow us to answer some more interesting questions.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • Apr 01 '18

Wild Wild vS Data Reaper Report #8

157 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the eighth edition of the Wild Data Reaper Report. We are happy to continue this collaboration with the class experts from R/WildHearthstone.

As always, special thanks to all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

This Wild Data Report is based on 50,000 games from the last four weeks. In this report you will find:

  • Wild Decklists

  • Class/Archetype Distribution Over All Games

  • Class/Archetype Distribution "By Rank" Games

  • Interactive Matchup Win-Rate Chart

  • vS Power Rankings - Power Rankings Imgur Link

  • vS Meta Score

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Data Reaper Report #8

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Reminder

If you still have not signed up to contribute games please visit this link to sign up. The more contributors we have the more accurate our data! More data will allow us to answer some more interesting questions.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • Jan 22 '17

Wild TempoStorm Wild Meta Snapshot #3

127 Upvotes

https://tempostorm.com/hearthstone/meta-snapshot/wild/2017-01-22

Tier 1

1) Renolock

2) Pirate Warrior

3) Aggro Shaman

Tier 2

4) Reno Mage

5) Dragon Priest

6) Freeze Mage

7) N'Zoth Warrior

8) Secret Paladin

9) Patron Warrior

10) Mid-Range Shaman

11) Anyfin Paladin

12) N'Zoth Priest

r/CompetitiveHS • • May 09 '21

Wild vS Wild Data Reaper Report #27

150 Upvotes

Greetings,

The Vicious Syndicate Team is proud to present the 27th edition of the Wild Data Reaper Report.

Special thanks to all those who contribute their game data to the project. This project could not succeed without your support. The entire vS Team is eternally grateful for your assistance.

This week our data is based on 220,000 games! In this report you will find:

  • Deck Library - Decklists & Class/Archetype Radars
  • Class/Archetype Distribution Over All Games
  • Class/Archetype Distribution "By Rank" Games
  • Class Frequency By Day & By Week
  • Interactive Matchup Win-Rate Chart
  • vS Power Rankings Imgur
  • vS Meta Score
  • Analysis/Discussion of each Class
  • Meta Breaker of the Week

The full article can be found at: vS Wild Data Reaper Report #27

Reminder

  • If you haven't already, please sign up to contribute your game data. More data will allow us to provide more insights in each report, and perform other kinds of analysis. Sign up here, and follow the instructions.

  • Listen to the Data Reaper Podcast, in which we expand on subjects that are discussed in each weekly Data Reaper Report. If you’re interested in learning more about developments in the Hearthstone meta, the insights we’ve gathered as well as other interesting subjects related to the analysis that is done to create the Data Reaper Report, you can listen to RidiculousHat and ZachO talk about them every week. The Podcast comes out on the weekend, a couple of days after each report is published.

Thank you for your feedback and support,

The Vicious Syndicate Team

r/CompetitiveHS • • May 20 '18

Wild vS Wild Report #9

204 Upvotes

Greetings!

The Vicious Syndicate Team is proud to present the ninth edition of the Wild Data Reaper Report. Unlike previous reports, we do not have our usual data-based graphs, because we felt that our sample of games was not sufficient for us to draw reliable stats-based conclusions. Therefore, to make sure that we collect a good sample, the members of the Wild Hearthstone community, and the members of the Vicious Syndicate Data Reaper would like to start out this report with a simple request: please sign up to allow vS to use your game data; it’s easy and helps us provide quality content!

We will continue the collaboration with the class experts from R/WildHearthstone in future reports.

We continue to thank all those who contribute their game data to the project. This project could not succeed without the support of data contributors. The entire vS Team is eternally grateful for your assistance.

In this report you will find:

  • Wild Decklists
  • vS Power Rankings that are based on our estimates from the data that we did collect. We present them just as tiers, without estimated win rates. Power Rankings Imgur Link

  • Analysis/Discussion of each Class

The full article can be found at: vS Wild Report #9

As always, thank you all for your fantastic feedback and support. We are looking forward to all the additional content we can provide everyone.

Thank you,

The Vicious Syndicate Team

r/CompetitiveHS • • Oct 19 '16

Wild #2 Legend Pirate Warrior

176 Upvotes

Proof: http://imgur.com/gallery/6j2fc

Decklist: http://imgur.com/gallery/XsiqP

Hearthpwn: Hearthpwn

The Hearthpwn link has the November List which brought me to #1 Legend

Stats: 93-31 (74%) All at Legend vs Rank 3 and up

Lok' Tar Ogar
Secret Hunter 5-4 Patron Warrior 4-3
Face Hutner 2-0 Control Warrior 5-0
Mid Hunter 6-2 Pirate Warrior 4-1
Secret Pally 15-5 Freeze Mage 11-1 Mid Shaman 8-4
Murloc Pally 3-1 Tempo Mage 2-4 Aggro Shaman 4-2
Miracle Rogue 7-1 Zoo Warlock 5-1 Control Priest 12-2

Intro: I'm dpsimi I've been playing aggro warrior since first getting Legend with it is Season 4. You can see my other lists. With the popularity of mid-range shaman, aggro warrior has been pushed out of Standard format.

Thoughts on Wild: Wild format is not refined at all. People are playing their own control creations, which lack proper tools to deal with aggro. However, Wild has a wide range of cards to choose from which allow for more counter play.

Mulligan: Most cards 3 Mana and below are possible keeps, however I tend to Mulligan hard for N'Zoth's First Mate and Fiery War Axe. If I don't have N'Zoth's first Mate nor Fiery War Axe, I'll keep Loot Hoarder, Sir Finley Mrrgglton, and Bloodsail Raider to ensure I have plays in the early game.

Gameplan: Use weapons to control the board early. Only make efficient trades; minions should usually go face. Often you should save combo pieces like Southsea Deckhand and Dread Corsair for Bloodsail Cultist and Ship’s Cannon. Usually around Turn 4/5 focus shifts from board Control to pure face damage.

Count your damage 2-3 turns in advance. Force your opponent to have answers.

Don’t be afraid to rely on top decks. Half of the deck is charge speed damage.

Cards to consider
Blood to Ichor Battle Rage Ravaging Ghoul
Coldlight Oracle Frothing Berserker Mortal Strike
Arcanite Reaper Loatheb Bloodsail Corsair

Stream: I'm starting to stream at www.twitch.tv/poach_

r/CompetitiveHS • • Apr 23 '19

Wild Tempo Storm Wild Meta Snapshot #30 - April 23, 2019

118 Upvotes

https://tempostorm.com/hearthstone/meta-snapshot/wild/2019-04-23

Hi everyone,

We are the Wild Meta Snapshot team for Tempostorm, consisting of Concernedmom, Duwin, EKDesigner, Galokot, and slizzle466.

If you have any questions or comments about the report please let us know. We will be in the comments to answer any questions you may have!

Tier 1

Odd Paladin

Kingsbane Rogue

Tier 2

Big Priest

Jade Druid

Darkest Hour Warlock

Even Warlock

Even Shaman

Silence Priest

Murloc Shaman

Odd Warrior

Aggro Druid

Mind Blast Priest

Tier 3

Odd Rogue

Togwaggle Druid

Mech Hunter

Cube Warlock

Mecha'thun Warlock

Tempo Mage

Reno Warlock

Pirate Warrior

Anyfin Paladin

Aggro Paladin

Tier 4

Exodia Mage

Quest Mage

Secret Hunter

Dead Man's Hand Warrior

r/CompetitiveHS • • Jun 05 '20

Wild Easy legend lightforged secret paladin, great for getting legend reward/paladin win potrait.

177 Upvotes

Hi. I'm a standard player that only started playing the game last year, so I didn't have any wild cards. This month I wanted to grind the paladin potrait and didn't want to tank my MMR, so I crafted the cards for this list my friend linked me, started from plat 10 to legend with no star multiplier in one afternoon.

Decklist, legend proof and overall stats.

(This is the CN server so there's like 30k wild legend players, this is not a dumpster rank, Kappa)

This deck is extremly easy to pliot, very casual, you can get legend with it while watching a movie, doing cardios, walking your dog, jerking off, whatever you fancy. There's really not much to talk about other than play your cards, clear your opponent's stuff, go face when you have a lot of attack on board and win.

For mulligan, the number one thing to keep in mind is to go for a good curve. If you can see a clear 1-2-3-4 then you should keep it, a redemption into shotbot/minibot is a great curve. Don't keep the secrets other than redemption, don't keep redemption either if you have no minions. Zealot is always a keep. If you already have a good early game, call to arms/challenger are good keeps, otherwise toss.

Demon hunter and druid seemed like bad matchups. Odd demon hunter in theory should be favored, but I encountered them 3 times through the entire climb and lost all of them. I think you can win if you paid more attention to the game than I did, they can't really contest the board against your early game because they're extremly bad being traded with the likes of minibot and shotbots. And when you drop call to arms/challenger it's pretty much GG for them. But when demon hunters have a god hand you can never beat them so expect that as well.

Druid is a hard matchup because of the 6 mana thing that summons bugs, which you will run into inevitably, and if you let them survive too long the big combo thingy comes down and it's over. Fortunately there's very few of them and they're nothing of importance for your climb.

This deck has a lot of epics but it's not as expensive as other classes I think. I see a lot of legendary cards in wild mage/warlock decks and if you want a pally deck that wins consistently this is a relatively easy way to get some lightforged fun that you probably can't get in standard.

Anyway I hope you enjoy this deck and may the light be with you :D

r/CompetitiveHS • • Feb 01 '21

Wild I keep getting super close to hitting legend and then hit a hard wall. What am I doing wrong?

77 Upvotes

I’ve been playing since beta. Since then, I’ve gotten within 1–3 ranks away from legend about 5 times. I play primarily in wild, though a couple times were in standard.

What has happened to me over and over is that there’s a certain rank that I just really cannot get past, no matter how well I play a deck or how many decks I try.

This season, I started playing this odd shaman deck that took me from Plat 7 all the way to Diamond 2. I then discovered that Diamond 2 is home to every Secret Mage and Big Priest player in the game. Half of these players are already in Legend. I thought, “What the heck, I’ve got a big priest deck and the dust enough to do secret mage, why not try these out?” While these two decks got me back into Diamond 2 after getting demoted out, they, too, eventually stopped being consistent and I would demote back to Diamond 3 or 4 if I got unlucky.

An opponent I had lost to and friended, who was legend, recommended I try odd paladin. I had just gotten destroyed royally by him, and I happened to have all the legendaries for that, so I tried it. This deck, eventually, fell prey to the same cycle of getting to Diamond 2 with full stars and then demoting. Over and over and over. Heck, I even added the 5 cost minion that destroys all secrets to maybe help against the secret mages, but to no avail.

I’ve probably played over a hundred games just today and yesterday, thinking I could just get lucky and maybe get some free wins from random concedes. Well whenever I did get lucky, it would end as soon as I hit Diamond 2.

Am I just not playing enough? Am I following deck recipes too strictly? Do I need to tank my mmr for a few seasons and just watch the meta so I can shoot to legend with some cheese deck? I guess I didn’t add any personal flair to these decks, but even when I had done so in times prior, it was never enough to get me past the legend wall. I just really want the legend cardback. I love this game, and want to maybe get into streaming it, but I feel like no one would want to watch me if I can’t even hit legend.

I’m really at the end of my wits here this season, and either there’s something I’m missing or the stars and planets just have to align for me to get legend.

Thanks for reading, and sorry for the mobile formatting in advance.

Edit: Thanks everyone for the kind words of encouragement and really helpful advice, I’ll update you all if and when I hit legend! Also thanks for the awards, friends!

r/CompetitiveHS • • Aug 23 '22

Wild One archetype dies, and two big ones emerge in this latest Tempo Storm Wild Hearthstone Meta Snapshot. Find out who inside:

95 Upvotes

Welcome back to the latest Tempo Storm Wild Hearthstone Meta Snapshot, and holy smokes has the ground shifted under our feet. Strap in, because things have changed significantly since our previous Meta Snapshot.

Big Rogue is gone, sans its overpowered Deathrattles (please and thank you), as Wild has witnessed one of its rare format-specific balance adjustments.

Emerging to take Big Rogue’s place near the top of our Meta Snapshot are two archetypes that got absolutely huge boosts from Murder at Castle Nathria: Reno Priest and Even Shaman. Each archetype has a storied history, but each also had fallen off of this Meta Snapshot until Nathria. But then something funny happened: each got good. Really good.

The rest of Tier 1 and Tier 2 are familiar faces. Pirate Rogue remains the format’s best archetype by a margin, while a lot of old friends are showing strength right now. Freeze Shaman has dropped into Tier 2 after it suffered the nerf to Snowfall Guardian, but might not be dead just yet.

Oh and have you seen any Enrage Warrior or Miracle Rogue? We have. And while we are being conservative in our initial ratings, we think they have room for growth and refinement.

Here's the Snapshot, for your pleasure: https://tempostorm.com/hearthstone/meta-snapshot/wild/2022-08-23

We'll be hanging around in the comments, so please feel free to ask a question or leave some feedback!

... also: on a personal note, I would like to thank Keith Numbers for his years of service to this Snapshot. He has officially stepped away into retirement. We won't be the same without him, and his influence and insights will be felt until this Snapshot is no more.

Taking his place? A name you probably know: MartianBuu! We are utterly thrilled to have him. This is his first Snapshot, so go easy, huh? ;)

-rotted

Tier List

Tier 1

Pirate Rogue

Big Priest

Even Shaman

Reno Priest

Even Warlock

Tier 2

Beast Hunter

Freeze Shaman

Quest Mage

Pillager Rogue

Dragon Druid

Tier 3

Reno Druid

Mecha'thun Warlock

Mech Mage

Imp Warlock

Odd Paladin

Secret Mage

Miracle Rogue

Tier 4

Enrage Warrior

Murloc Shaman

Questline Hunter

Odd Demon Hunter