Flatch_ 3 12 EipokKruden 0 Flatch_ 3 11 jonaqec 3 Flyboi55 0 10 renojackson_hs 2 Flatch_ 3 9 cone 0 EipokKruden 3 8 Velken_Iakov 0. „Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters. Wild Tournament. Tournament Individu antara anggota komunitas HSID yang diselenggarakan di sebuah cafe. Atau tempat yang telah ditunjuk untuk.
Hearthstone: Diese Decks und Ergebnisse des Wild Open 2020International Finals (the “Tournament(s)”). These Official Rules, in conjunction with the / Hearthstone Tournament Player. Handbook. Hi, guys! We're running a new series of Hearthstone Wild tournaments for next few weeks. We're partnering with *Heart of the Wild* Hearthstone Facebo. Our history of hearthstone tournament has just wrapped up, and the June season is coming to a close! What decks should you take to the wild?
Hearthstone Wild Tournament Tempo Storm Video2019 Wild Open Quarterfinal: Drjikininki vs Jarla
Hearthstone Wild Tournament gibt nur Hearthstone Wild Tournament Casinos, kein Gewinn. - Reladed ArticlesBoomsday is right around the Vainglory 5v5, and the witchwood meta is still changing with tech changing and decks rising to tier one!
But I can see, how this deck is very frustrating for a lot of decks because of the lack of viable neutral polymorph cards.
Ramp will always a turn slower cuz of nerfs, wait til the even shamans and odd rogues come through.. Oh really?
Reno decks have a Skulking Geist in them by default, a smart player playing against Jade Druid if any still exist after the nerfs to Nourish and Wild Growth will have Skulking Geist to play on curve to deny Jade Idol and limit how big the Jades get.
What I do envision is a shitload of Even Shamans running Jade packages. Also, Big Priests usually don't use Barnes anymore, he's more of a tech option now.
There is too much of a likelihood of Barnes being pulled off of Resurrect or Shadow Essence to be consistently reliable at this rate, and he's usually replaced by Deathwing due to the board presence he represents when he is resurrected.
I have never seen a Big Priest that do not run Barnes. And the highroll also end matches before the other can react. Help Sign In.
General Discussion by adityajibhkate Dec 9, 35 libram and soul fragment packages are op Card Discussion by yepapapepeap Dec 9, 18 Runestones and arcane orbs?
Qualifiers take place from January 1 to January Skip to Content. Perhaps we need a tournament that embraces the chaos and randomness of Hearthstone.
Written by James Pickard Published on Hearthstone is already a crazy game. Babbling Books regularly pull Polymorphs. Illidan Stormrage. Doom Lord Kazzak.
Gruul the Dragonkiller. Teron Gorefiend. Lady Vashj. Kael'thas Sunstrider. Galakrond's Awakening. Reno Jackson. Sir Finley. Puppetmaster Lazul. United Sr.
Nithogg Guide. The Dragonflights Guide. The Wanderer Guide. Tombs of Terror. Tombs of Terror Guide. Reno Jackson Guide. Sir Finley Guide. Elise Starseeker Guide.
Brann Bronzebeard Guide. Past Expansions. The Dalaran Heist. Rastakhan's Rumble. The Boomsday Project. The Witchwood Monster Hunter.
Kobolds and Catacombs Dungeon Run. Knights of the Frozen Throne. One Night in Karazhan. League of Explorers. Blackrock Mountain.
General Information On this page, you will find all the wild decks that we currently have on Icy Veins.
Miracle Priest Deck Guide 18 spells, 12 minions wild combo full-guide. Wild Secret Mage Deck 1 weapon, 12 spells, 17 minions wild secret uldum meta aggro.
Wild Miracle Rogue Deck 16 spells, 14 minions fun wild combo. Wild Dragon Warrior Deck 4 weapons, 26 minions dragon fun wild aggro.
Blessing of Authority. Odd Paladin is a staple of the Wild format. The deck is rounded out with an abundance of ways to buff the Recruits, punishing players who are unable to clear the relentless waves of soldiers reporting for duty.
After burning through their resources, Odd Paladin players can quickly refill their hand with Divine Favor or Crystology.
Oh My Yogg! Additionally, Oh My Yogg! Finally, Lothraxion the Redeemed grants a permanent Divine Shield effect to your Recruits, which is incredibly powerful in games of attrition against control opponents.
While Odd Paladin currently appears in our top four archetypes of the format, it should be noted that the top two decks, Reno Priest and Darkglare Warlock, are way out in front of the bottom 2, Odd Paladin and Aggro Druid.
Reno Priest is particularly strong into Odd Paladin, although additions like Lothraxion the Redeemed are certainly welcomed to improve prospects.
The power of Odd Paladin lies in its incredible synergy and consistency. Between Tour Guide, Crystology, Lost in the Jungle, and Muster for Battle, Odd Paladin quickly establishes a threatening board state within the first few turns of each game.
At the same time, various Secrets can interrupt the opponent's counterplay, and maintaining card advantage can quickly be punished by Divine Favor.
Decks that can pump out a large number of stats, especially Taunt minions, can be a significant issue for Odd Paladin, however.
If they get on board, decks like Big Priest, Cube Warlock, and Big Shaman can become too difficult to overcome without resorting to otherwise-awful tech cards like Ironbeak Owl.
The jury is still out on Lothraxion; while some players think it is overrated or too slow, its value when played on curve against slow decks cannot be understated.
Given the redundancy between Lothraxion and Steward of Darkshire, we advise trying Blessing of Authority or Corridor Creeper over the Stewards in the featured list.
Odd Rogue is an archetype that was created during the Witchwood expansion. The card Baku the Mooneater upgrades the starting Hero Power of the deck he is in, if you have only odd-costed cards in your deck when the game starts.
This enables the regular 1-Attack and 2-durability weapon to become a 2-Attack and 2-durability weapon. This slight increase in Attack allows Odd Rogue to control the board and push damage far more consistently than the other Rogue archetypes.
In the newest expansion, Madness at the Darkmoon Faire, it appears that Odd Rogue got almost no support.
There are no new cards that are strictly better than the older cards, and so there aren't any obvious inclusions. People have been experimenting with Ticket Master, but it appears to be too slow for the meta.
Maybe later on in the expansion, some innovation will happen; but for the time being, people are playing the old list from Scholomance Academy.
In the Madness at the Darkmoon Faire expansion, Odd Rogue appears to have fallen off the face of the earth. The deck has received no new cards, and its old nemesis, Odd Paladin, has come back in force.
The new cards for Odd Paladin have made it a lot better and people are playing it a lot more than before. Not only this, but Darkglare and Reno Priest have proven to be unshakable, developing a stranglehold on the Wild meta.
The reason that Odd Rogue is still in Tier 2 is because the deck is simply good. Odd Paladin is the only truly bad matchup in both Tier 1 and Tier 2, and so the lack of Odd Rogue play is mainly stemming from Odd Paladin's popularity right now.
Once the experimentation is done and Odd Paladin goes back to normal play rates, we should see Odd Rogue be more popular on ladder.
Currently, there are no new cards being considered for Odd Rogue—Madness at the Darkmoon Faire has given nothing to the archetype but worse matchups.
Scholomance Academy, however, did give Odd Rogue many new cards. Having one expansion give the deck nothing is fine for the time being. Based on its consistency and strength, Odd Rogue feels like it will forever be in Wild.
Discard Warlock is an aggressive archetype that tries to discard cards in hand in exchange for early-game tempo. These cards helped offset the main weakness of the archetype, which was running out of cards very quickly from their own self-discard while trying to maintain tempo.
Now, the self-discard is offset by immense draw, and if you fall behind on board the other main weakness of Discard Warlock , Nightshade Matron can help you get back into the game.
These were the two main weak points of the deck before the expansion, and now they have been all but eliminated.
Even with the strength of these new cards, the deck does have some weaknesses still. Discard Warlock has a hard time closing out games without a board.
The random discard from other cards means that sometimes you discard cards you want, and if you fall low on life, there is almost no Taunt or heal to fall back on.
Most of the burst potential is also linked to random discard cards, which makes closing out games very risky, because sometimes you discard the last damage you need during your final push.
This, however, does not hold the deck back from being viable in the meta—this deck usually wins through board-based pushes instead of a lot of damage from hand, the latter of which is Secret Mage's plan.
As Hearthstone punches its ticket for the Madness at the Darkmoon Faire, the archetype appears fairly well established. Some experimentation has begun with new spell Wicked Whispers, but it remains to be seen whether it will find a home in the archetype.
Discard Warlock is probably not as popular as it should be. While it is less powerful than Darkglare Zoo Warlock and received fewer toys than Reno Warlock did in the Madness at the Darkmoon Faire expansion, the deck remains as reliable as ever.
This is especially valuable in the early days of an expansion, when players are either experimenting or running white-hot aggressive lists.
However, it remains our recommendation to learn and play Darkglare Zoo Warlock instead of playing Discard Warlock. The power-level gap between these two decks is that significant—and your results will be too, if you take the time to master the other deck.
Entering the Madness at the Darkmoon Faire, the question centered on what the deck could add to further advance its placement on this Meta Snapshot.
Wicked Whispers might prove helpful in the long run, but early experimentation with the spell is only just underway. Kingsbane Rogue has been an archetype ever since its titular card was released with the Kobolds and Catacombs expansion.
The card Kingsbane retains enhancement effects, making it a very consistent source of damage. It originally was a way to stay alive in the Mill Rogue archetype.
However, Leeching Poison was nerfed, and Kingsbane is now only played in aggressive Pirate-style decks. There are currently a lot of cards that could see play in this archetype, especially from Madness at the Darkmoon Faire.
Out of these three, it appears that only Foxy Fraud is being considered as core at the moment. The extra draw that Swindle provides might be excessive at this point because the deck already runs Secret Passage, Cutting Class, Raiding Party, and Kobold Stickyfingers.
Foxy Fraud appears to make the cut mainly because it acts like a second Preparation. Only time will tell if these cards stick around.
Kingsbane Rogue has seen better days in Wild. Currently, the deck is a pure face deck that tries to end the game as fast as possible.
The meta is littered with fast aggro decks and powerful control decks that use large Taunts to maintain board.
Both of these things are not ideal for Kingsbane, since they want to go face with no Taunts in the way and they want enough time to hit face with its weapon.
Currently, there are many new cards that could go in Kingsbane from the new expansion, Madness at the Darkmoon Faire.
Cloak of Shadows could provide the extra turn Kingsbane needs to push the last amount of damage. Swindle could be the extra draw needed to be consistent, while Foxy Fraud is a high-tempo play with any combo cards.
There are many issues with these inclusions, though, chief among them being what to cut for these cards.
Currently, Ship's Cannon looks to be on the chopping block, but that is the best card in the aggro matchup.
Also, if we include Swindle, we might find ourselves with an excessive number of card draw in the deck: there are currently Secret Passage, Cutting Class, Kobold Stickyfingers, and Raiding Party.
Adding Swindle will make a third of the deck card draw. For an aggressive deck, this is almost always going to be too much. Cloak of Shadows is a defensive card in an aggressive archetype, and so it feels out of place a lot of the time.
This leaves Foxy Fraud, which helps the deck maintain tempo by being Preparation with a body sometimes. This allows a more consistent early game—which the deck desperately needs, with Aggro Druid and Odd Paladin in the meta.
Cube Warlock is a mid- to late-game Warlock archetype that looks to summon massive Demons turn after turn, until an opponent is driven into submission.
This allows cards like Voidlord and Enhanced Dreadlord to be played turns ahead of schedule or cards like Doomguard to be played without discarding cards from hand.
With these Demons out, Carnivorous Cube can come down and copy threats using its Battlecry and Deathrattle.
From this position, the parade of Demons usually overwhelms most opponents. Another strength of Cube Warlock and Warlock in general is Voidcaller.
When Voidcaller dies, its Deathrattle effect pulls a Demon from hand. That way, both massive Voidlord and Enhance Dreadlord minions can come into play very early in the game and swing the board.
One weakness for Cube Warlock is singleton decks with transformation and healing effects. The Albatross is disadvantageous into more aggressive opponents, however, so be mindful about its inclusion.
Free Admission might be the nearest to inclusion in that it can discount Demons, but it is not a more reliable tutor than Sense Demons in a deck that does not solely rely on Demons.
Stay tuned over the coming Tempo Storm Wild Meta Snapshots, however, as further refinement might change this reality. The deck can handle more aggressive archetypes with its host of strong removal spells and defensive taunts and outvalue control archetypes.
But Cube Warlock is also vulnerable to each, dependent on its draw, and can often whiff while waiting for the chance to play a Voidcaller. The early Madness at the Darkmoon Faire meta is fairly the same as what we saw at the end of Scholomance Academy, with each of the Tier 1 decks usually able to handle Cube Warlock.
For this latest Meta Snapshot, we continue to recommend an anti—Reno Priest list devised by Mentalistic. Quest Mage is the Wild format's most well-known combo archetype, stocking up on cheap spells in the first few turns before using them in a massive swing turn.
In the early game, players cycle through their deck to retrieve cards like Mana Cyclone, Flamewaker, and Sorcerer's Apprentice.
The deck then utilizes them alongside the spells amassed to execute powerful combos while working to establish the primary win condition of the deck: Time Warp the Open the Waygate Quest reward.
Once in hand, players then utilize Time Warp alongside Mana Giants and Arcane Giants to create intimidating boards that "two-turn kill" opponents and win the game.
To generate cheap spells for swing turns, the deck relies on minions like Wand Thief, Violet Spellwing, and Licensed Adventurer. As for draw, Book of Specters and Questing Explorer help cycle through the deck to reach both its spell generation and swing cards.
Madness at the Darkmoon Faire hasn't had much to offer Quest Mage so far, with most players sticking to older, established lists. Rigged Faire Game has encouraged a few to experiment with a small Secret package, and Deck of Lunacy has seen some experimentation, but neither have been able to stick in lists consistently.
It remains to be seen whether any cards from the new set find a home in the archetype. The Darkmoon Faire has come to town, but where are all the new cards?
For the first time in what feels like a decade, it appears that Quest Mage has received nothing from the new expansion! Lists have remained the same, even with new cards around—and that seems unlikely to change for the foreseeable future.
Upon release, players were curious about one particular card in Madness at the Darkmoon Faire: Deck of Lunacy. The card generates an entire deck of spells that help complete Open the Waygate, so it must be good!
There are a few caveats to this, however. The first is that Quest Mage has been shifting to more minion-focused builds for months now, to maximize the effectiveness of Book of Specters.
This means that there are rarely ever that many spells for players to transform in their deck. The second is that randomly generated spells, even when discounted, are probably bad.
Quest Mage is seen as one of the most RNG-dependent decks of the format, but it really doesn't contain as much randomness as one might assume.
Players know exactly what they're receiving from Licensed Adventurer and Violet Spellwing, and even cards like Magic Trick are limited to a small pool of spells they can generate.
The bacon-like smell of burning flesh. The bitter tears of enraged opponents as you top deck Fireball yet again.
Just like a bonfire on a crisp fall night, Secret Mage is the perfect deck to burn away your opponents in…. I think everyone will have come to that horrifying conclusion after a few weeks of playing.