„Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters. 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. Die Hearthstone Wild Open sind zurück! Hier findet ihr alle Details zum wildesten Turnier des Jahres.
Hearthstone: Diese Decks und Ergebnisse des Wild Open 2020International Finals (the “Tournament(s)”). These Official Rules, in conjunction with the / Hearthstone Tournament Player. Handbook. Overwatch World Cup. Hearthstone Masters. StarCraft II WCS. World of Warcraft Arena World Championship. Community-Turniere. Schließen. 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 The Hearthstone Wild Open Returns For 2019 - January & February VideoI hosted a Wild Tournament, this is the Final Round
Ansonsten kann auf der Hearthstone Wild Tournament Casino Website Video Poker. - Wild Combo PriestOmega Sanitäter ist los kein bisschen was ist ebendiese beste Wahl, Quartett Spielanleitung Wenigkeit spiele diese Karte wogegen simpel mega bereitwillig.
Babbling Books regularly pull Polymorphs. Ragnaros shots somehow find their way past a fortress of minions. You get the idea.
So if all of this madness can occur in Standard, just imagine what kind of salt-producing and headset-smashing surprises await in Wild.
Wild is a lawless land, a place where all card combinations are allowed and your most disgusting deck lists are free from restrictions.
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.
Wild Control Warrior Deck 2 weapons, 14 spells, 13 minions, 1 hero card control meta wild. Wild Midrange Hunter Deck 3 weapons, 10 spells, 17 minions wild aggro midrange.
Wild Budget Spiteful Druid Deck 2 spells, 28 minions wild budget. Wild Control Mage Deck Guide 10 spells, 19 minions, 1 hero card wild control full-guide.
Wild Secret Hunter Deck Guide 2 weapons, 17 spells, 10 minions, 1 hero card wild secret full-guide.
Wild Elemental Shaman Deck Guide 4 spells, 25 minions, 1 hero card wild full-guide. Wild Shudderwock Shaman Deck Guide 11 spells, 18 minions, 1 hero card wild full-guide.
Wild Kingsbane Rogue Deck Guide 1 weapon, 19 spells, 9 minions, 1 hero card wild full-guide. Wild Big Rogue Deck Guide 2 weapons, 10 spells, 18 minions wild full-guide.
Wild Recruit Hunter Deck Guide 2 weapons, 4 spells, 23 minions, 1 hero card wild full-guide. Want to try your hand? Details for deck submission and other playoff rulings will be sent to qualified players closer to the tournament.
There will be no broadcast for the qualifiers or playoffs. To confirm eligibility or learn more about the tournament, check out the official rules.
The best-of-five single elimination Conquest bracket will be played with four decks, one ban, and open deck lists.
Hey hey I know this topic is pretty buried but I noticed it says it runs until January 30th. Does the 31st not count? You misunderstood my post, I never said this nerf is not necessary I said the moment of the nerf just before the tournament is a bit strange It would be more accurate to say that the high influx for large masses of Kingsbane rogues in standard ladder for a good couple weeks straight, combined with the ever present of the deck in wild since forever, was more of the nail in the coffin, not a comparatively small wild tourney.
When you're getting tons of complaints about a deck in BOTH formats that is often when a nerf will inevitably get issued. The Wild community has been very vocal about nerfing the Kingsbane deck for at least a year, this was long overdue.
Also, it's not unlike Blizzard to nerf something shortly before a tournament. 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.
Deck of Lunacy doesn't have any restriction, and it actually works to its detriment. Random spells from any class often don't further the Mage's game plan, meaning they are mostly useless, despite the 3-mana discount they receive.
It's the same problem that plagues cards like Academic Espionage, and none of those cards have ever seen competitive play.
With some players desperate to try new cards, some have toyed with the new draw engine in Rigged Faire Game as well. Early impressions haven't been great, even when Flame Ward and Arcane Mysteries are run alongside it to foster a tutorable Secret package.
Players can rarely afford to play a Secret, and the Secrets rarely help in furthering the deck's gameplan. The tried-and-true lists of the previous expansion are too good to not recommend.
Voracious Reader. Wriggling Horror. Golakka Crawler. The Lurker Below. Draenei Totemcarver. The Storm Bringer.
Even Shaman is a powerful board-centric archetype that can quickly fill the battlefield with Totems via its 1-mana Hero Power. The accompanying deck is stuffed full of Totem-synergistic spells, minions, and weapons, making full use of Genn Greymane's ability.
A staple of the Wild format for years, Even Shaman is poised to continue happily spamming Totems throughout Madness at the Darkmoon Faire's expansion cycle.
Creating Totems provides stat increases and mana discounts to large minions such as Draenei Totemcarver, Thing from Below, and Sea Giant, while the Totems themselves become threats of their own through Totemic Surge and Splitting Axe.
Powerful support spells in Devolve and Crackle allow Even Shaman to breeze past enemy walls and burst the opponent down, respectively.
Even Shaman's arsenal continues to expand with each passing expansion, and as a result, the decklists can vary quite drastically month to month as players adapt to current meta trends.
Madness at the Darkmoon Faire did not bring as much to the table as some prior expansions have, but one new addition is incredibly powerful: Cagematch Custodian.
Cagematch Custodian has shored up one of Even Shaman's biggest weaknesses in card draw, and tutored card draw is even better.
In combination with Manafeeder Panthara and Voracious Reader from Scholomance Academy, Even Shaman can carry out its game plan more reliably than ever.
Struggling against arguably the best deck in the format is quite the obstacle to overcome, and we don't see this dynamic changing anytime soon.
The archetype has picked up one very exciting new toy, though: Cagematch Custodian has dramatically increased the consistency of a turn 4 Splitting Axe blowout play.
With that in mind, we argue that the best direction for Even Shaman is to lean even harder into Totems and forgo most of the conventional top end to the mana curve, including Sea Giants, The Lurker Below, and The Storm Bringer.
In exchange, we can fit Voracious Readers in to quickly cycle through the deck. Diligent Notetaker can double up on a 0-mana Totemic Might or Totemic Surge, pumping out a ton of value while also keeping hand size small for Voracious Reader to continue digging.
Whether or not Wriggling Horror is worth a permanent slot over old favorites like Sea Giant remains to be seen. Early into the expansion cycle, the meta is quite starkly divided into two types of players: those who want to experiment with new synergies typically on the greedier side and those who want to take advantage of the first group through established aggressive archetypes.
Against more of the former e. The power of Voracious Reader quickly drops with each additional 6-mana minion, however.
Emperor Thaurissan. Reno Warlock plays all of the best board clears that the Warlock has to offer and takes full advantage of its potent Hero Power, Life Tap.
Reno Warlock often contains anti-combo and anti-control disruption options, which, to be used optimally, involves having knowledge of your opponent's strategy and lists, card by card.
Often this can involve pulling or removing key minions or spells at specific times, with tools such as Dirty Rat and Gnomeferatu, magnified by Brann Bronzebeard or Deathlord.
This game plan has been augmented in the Madness at the Darkmoon Faire by the inclusion of the new Legendary Demon Tickatus, who, if played in his Corrupt form, removes the top five cards of an opposing deck.
Some lists have begun to overpower their opponents with new spell Deck of Chaos, while others include Tickatus as a straightforward and powerful disruption condition.
In the final days of Scholomance Academy, Reno Warlock was on the rise. What was true then remains true now, in the early matches in the Madness at the Darkmoon Faire.
The archetypes that were popular a few weeks ago are are popular now, and Reno Warlock has added new value and disruption-oriented tools to make its matchups into greedier and slower lists even better.
Occult Conjurer. Rigged Faire Game. Arcane Flakmage. Flame Ward. Secret Mage is a proactive deck built to gain massive tempo swings in the early game before burning opponents down to finish them.
Counterspell and Explosive Runes are especially effective in keeping opponents from getting even or ahead on board, often preventing opponents from making optimal plays while the Mage develops on the board.
After early board advantage pressures the opponent enough, the deck switches gears to a burn-focused gameplan. Damage from both minions in the form of Cloud Prince and Medivh's Valet, as well as from spells like Fireball, provide plenty of reach to end the game.
The switch to a burn-based game plan is linchpinned by Aluneth, the Legendary 6-mana weapon that draws three cards at the end of each turn. With it, the Secret Mage can reach most of its burn and mana-cheating minions, like Kabal Crystal Runner, incredibly quickly.
Madness at the Darkmoon Faire was kind to Secret Mage, bringing several new options for the archetype. Rigged Faire Game is a Secret that provides the archetype with more draw.
Occult Conjurer is a strong 4-mana minion that slots into one of the deck's weakest mana slots. All of the new cards help the Mage further its game plan: gain tempo in the early turns, then draw into tons of burn to finish off opponents quickly.
Jaina has been having a lot of fun making her opponents play around pink Christmas trees this expansion. Darkmoon Faire has brought several new additions to the archetype, with options for the deck now so abundant that cards that used to cheat out Secrets aren't even making the cut.
New cards like Game Master and Inconspicuous Rider are both very powerful, but they haven't been able to make their way into most lists.
What new cards have been seeing play, then? Sayge, Seer of Darkmoon has had a lasting effect on the archetype, functioning as a mini Aluneth when players haven't yet drawn their weapon.
With how strong cycle has proven to be in the archetype, expect Sayge to stick around at the top end of the deck's curve. Occult Conjurer was the card that players were most excited about for Secret Mage, and it has seen plenty of play too.
I think everyone will have come to that horrifying conclusion after a few weeks of playing. If you want to have a large collection and the ability to craft decks as you like, regular spending is required every few months on things like expansion pre-orders.
Odd Paladin was a strong competitor for the best Wild deck in the Witchwood meta and it recently got support with the addition of Tour Guide and…. Skip to content.
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