Wild Tournament. Tournament Individu antara anggota komunitas HSID yang diselenggarakan di sebuah cafe. Atau tempat yang telah ditunjuk untuk. International Finals (the “Tournament(s)”). These Official Rules, in conjunction with the / Hearthstone Tournament Player. Handbook. Community Tournaments. Still, with a fortunate string of matchups, Odd Warrior can take you far on the Wild ladder. I repeat, they are NOT core cards and in fact,.
Hearthstone: Diese Decks und Ergebnisse des Wild Open 2020Overwatch World Cup. Hearthstone Masters. StarCraft II WCS. World of Warcraft Arena World Championship. Community-Turniere. Schließen. 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. „Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters.
Hearthstone Wild Tournament Tempo Storm VideoWILD TOURNAMENT FINALS! Playing Against An Actually Good Lineup - Hearthstone - Wild
Bei den Hearthstone Wild Tournament kann zwischen zwei MГglichkeiten unterschieden werden. - Reladed ArticlesHi, guys! 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. Die Hearthstone Wild Open sind zurück! Hier findet ihr alle Details zum wildesten Turnier des Jahres. Overwatch World Cup. Hearthstone Masters. StarCraft II WCS. World of Warcraft Arena World Championship. Community-Turniere. Schließen. „Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters.
Not sure what you guys are doing against Big Priest but when I stopped playing copy pasta greedy warlock decks and looked at the match-up the games got so much easier.
So naturally I have optimism for players this in tourney that Big Priest won't be as universally successful as some players here think.
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. For others, it too negatively impacts the strategic side of the game, making it impossible to play around cards or read your opponent when their hand can be full of an assortment of minions or spells from inside or outside their class.
While the complaints have some merit, Hearthstone is, undoubtedly, still a game that demands a high level of skill to compete at the top tier.
Those ridiculous less-than-one-percent moments that people want to share and shout about the next day. But how much easier is it to point at a chain of explosive and unlikely events that turn a game on its head or set up a previously impossible victory.
Will we see the return of Dr. While players had experimented with it in the past, it finally received the additional support it needed from Madness at the Darkmoon Faire to differentiate itself enough from its parent archetypes.
Typically, the key to a successful Reno archetype is having access to enough unique cards with overlapping effects, providing the deck with an adequate level of consistency.
Only being able to run one copy each of Secret Mage's strongest cards, like Mad Scientist, was usually not worth the singleton payoff cards like Zephrys the Great.
But the latest set has brought several new cards that fill the holes in Reno Secret Mage's arsenal. The problem with Aluneth in Reno Secret Mage was the inability play out your hand fast enough, leading to multiple cards milled and possibly dying in fatigue.
Reno Secret Mage also received a brand new secret, Rigged Faire Game, which provides even more card draw. Game Master provides a cheap and ongoing threat, while Inconspicuous Rider replaces the missing Mad Scientist.
Reno Secret Mage is one of a small handful of new archetypes that appear to be more than just a flavor of the week and are actually here to stay.
Madness at the Darkmoon Faire was kinder to Secret Mage than it was to most Wild archetypes, giving it several new toys to play with.
Reno Secret Mage is much more proactive than Reno Mage, allowing the pilot to take the initiative against control decks.
The wider array of Secrets in Reno Secret Mage can lead to more difficult decisions for your opponent about what to play around.
The archetype is also punished less hard by Secret tech cards than traditional Secret Mage is, due to having other win conditions like Jandice Barov.
With multiple powerful Legendaries at the top of the curve, we recommend considering Lorekeeper Polkelt in the featured list.
Reno Quest Mage is an archetype that looks to leverage Open the Waygate and its payoff, Time Warp, in order to assemble a game-winning extra-turns combo.
Akin to its sister deck, Quest Mage, Reno Quest Mage takes advantage of spell-generation effects to answer threats and present them while building to its deadly endgame.
However, due to the nature of the Highlander package, Reno Quest Mage is slightly more favorable into aggro because of Reno Jackson and Reno the Relicologist.
Kazakus and Zephrys, singleton mainstays, also provide additional Quest-completion ticks as well as their own toolbox of answers to whatever situation might arise in a game.
One thing is for certain: Reno Quest Mage is much more slow rolling in terms of completing the Quest than regular Quest Mage is.
Not every archetype is able to have its cake and eat it too. While C'Thun, the Shattered was theorized to help the archetype, in practice, it's much too slow rolling to be effective and efficient.
Most other Mage cards were focused on propping up other archetypes as well. Reno Quest Mage has always been quite a tight list, so new tools are unlikely to permeate into the deck unless they flat out powercreep previous staples.
Reno Quest Mage's days in the meta continue to run short even with a flood of new cards hitting the meta. Unfortunately, the lack of new support for Reno Quest Mage has continued to leave it floundering.
The archetype is still built upon a solid concept. However, in practice it's still a ways away from being what it once was and Madness at the Darkmoon Faire hasn't done it any favors.
If anything, this set was a step backwards for the archetype. All of the cool kids got new toys and Reno Quest Mage stuck where it is, a functional net negative.
The best decks are still the best decks so it could be worse for Reno Quest Mage. However, those best decks got better so the power gap increases.
During theorycrafting season, some brewers speculated that C'Thun the Shattered could make an impact in the archetype.
However, in practice the concept is even slower to pull off than the window needed to clutch out wins. The hoops one needs to jump through are just too lofty and inconvenient at times.
Other cards like Deck of Lunacy take the random spell generation too far in a sense that you don't know what's going to happen at all.
Spell generation is needed to complete the quest but it's best done in a controlled setting. In the eyes of our experts, Photon's tried and true Reno Quest Mage list is still what players should be looking to if they want to pick up the archetype.
The fact that there are no new cards from the latest expansion also makes it an option for those with an existing collection but not a collection of the newest cards.
Reno Quest Mage's fate is on thin ice moving forward. However, the archetype is still seeing a bit of play and has some reasonable matchups when piloted well that our experts continue to have some trust in it getting the job done.
This deck had received new life during the Descent of Dragons expansion, with the card Risky Skipper. Skipper filled the hole that was missing in the archetype's game plan by allowing it to stay alive and draw cards much easier than before.
There are no new cards that help the deck more so than any of the cards already in it. A good example is Prize Vendor, a Murloc that draws each player a single card—which is strictly inferior to Coldlight Oracle, drawing each player two cards.
One might both in the deck, but at the moment, this is ill advised because it lowers the defense of the deck, and the deck can barely afford to run its win condition as it is now.
The deck already used Risky Skipper to gain Armor and draw through the deck. The deck has become very well refined at this point, and almost everything has been optimized based on Risky Skipper.
To become a part of the deck, something needs to either be a strict improvement or do something better what it does already. Nothing in the newest expansion does this.
The only two cards that were being considered were Prize Vendor and Minefield. Both of these cards help the deck in different ways.
Minefield is defensive, while Prize Vendor draws through the deck. The problem, however. Also, the deck is not seeing play at the moment.
This is mainly due to the fact that Reno Warlock is being experimented with, and that is a terrible matchup for the deck.
Also, with Reno Priest and Big Priest being played, the deck is going to struggle a great deal in the coming days.
Jade Druid has been around the format for quite some time, all the way back to the release of Mean Streets of Gadgetzan and the introduction of the Jade mechanic.
Over time, the archetype has developed into a high-value control deck, using strong removal and Armor generation to stall until Jade Golems reach critical mass.
Current iterations of Jade Druid generally just play the strongest hard removal possible with cards like Naturalize and Poison Seeds, aiming to go long enough to draw the entire deck.
Once this is accomplished, Jade Idol ensures that the Druid player doesn't take fatigue damage or run out of threats for the opponent to deal with.
Yogg-Saron, Hope's End and Yogg-Saron, Master of Fate have both found a slot in the list, mainly means to recover from positions where the Druid player is falling behind in the late game.
While both cards have a very heavy random element, they generally have a negative effect on the opponent overall. With the amount of strong utility cards in the deck, Lunar Eclipse is generally just a free removal spell.
Jade Druid has been in and out of the format since the nerf to Guardian Animals, as players have been looking for the right package to replace the hamstrung Beasts.
These aim to provide the Druid a comeback mechanic when behind, as most of the deck is responsive as opposed to proactive.
Currently, the metagame is fairly balanced for Jade Druid, as it tends to be favored against the aggressive archetypes like Aggro Druid and Odd Paladin while losing to combo decks like Reno Priest and Quest Mage.
While the deck seems to be back in the metagame, it remains fairly unpopular at the moment. It is yet to be seen if the two copies of the Old God Yogg-Saron can keep the archetype relevant, deeper into the expansion cycle.
Jade Druid seems to always find a way to adapt to Wild, and current lists are no exception. For this Meta Snapshot, we are featuring a list used by 27E18 to reach 10 Legend.
Ideally, Prismatic Lens is found and played on curve, and a much cheaper-than-normal Tip the Scales is cast soon after, summoning all Murlocs in your deck.
If that isn't enough to get the job done, you can bring them all back to life with Anyfin Can Happen. The rest of the deck is rounded out with minion-based card draw and anti-aggro tools to help get you to your combo turn without dying.
Notably, Murloc Paladin is an excellent counter to meta tyrant Reno Priest, which has little in the way of Armor or Taunt minions—two of Murloc Paladin's greatest weaknesses.
Murloc Paladin is also limited in its tech options, as it cannot add any spells because of the anti-synergy with Prismatic Lens. Within the neutral set, however, there is one new minion that may prove useful: Showstopper.
Showstopper can also be granted Rush with Animated Broomstick to ensure the effect triggers. Murloc Paladin enters Madness at the Darkmoon Faire at the bottom of Tier 3, only hanging on thanks to its excellent matchup into Reno Priest, an archetype players have been struggling to efficiently counter for months on end.
Typically, you want to mulligan aggressively for Prismatic Lens or High Abbess Alura to combo as soon as possible. Alura is especially powerful when going second, as you can use The Coin instead of waiting to draw a Wandmaker.
The deck has a number of answers to early aggression, such as Explosive Sheep and Doomsayer, but sometimes these tools are just not enough in today's metagame.
Embiggen can get Aggro Druid's minions out of Explosive Sheep's damage range, and decks like Discard Warlock and Secret Mage can finish the game with burn damage after their board is destroyed.
All kinds of Mage archetypes can be particularly difficult for Murloc Paladin to overcome thanks to maindeck or randomly generated Ice Blocks.
For players looking to experiment, the neutral minion Showstopper may have some potential. Demon Hunter is the 10th class in Hearthstone, added at the start of the Year of the Phoenix.
The unique 1-mana Hero Power is a perfect fit for Baku the Mooneater to upgrade, leading players to quickly turn to Odd Demon Hunter when the class was released.
The upgraded Hero Power features an increased Attack to 2, up from the class's usual 1 Attack. The deck shares some qualities with Odd Rogue, with players weaving in Hero attacks while snowballing an early board state.
Because of this, each card in Odd Demon Hunter falls into one of three categories: draw, early-game tempo, and burn.
Together, they make the deck ruthlessly fast at taking initiative and burning out opponents. Battlefiend and Lowly Squire are aggressive, low-cost minions that quickly get out of hand, and cards like Beaming Sidekick help protect these minions as their threat grows every turn.
Twin Slice offers both flexible board control and burst throughout the game, making it a mainstay in the archetype.
Consume Magic has also earned a spot in most lists, offering both much-needed cycle and Silence to get through big Taunts that would stop most other aggressive decks in their tracks.
Dreadlord's Bite is a new weapon that contributes to Illidan's burn-based game plan while also offering a way to control the board, via a one-sided AOE.
Stiltstepper and Relentless Pursuit offer even more burn and tempo to the archetype, with Stiltstepper providing cycle as well.
Finally, Acrobatics is a new, powerful form of draw, allowing the Demon Hunter to cycle as many as four cards with a single cast.
Unlike most classes, Illidan received a lot of new toys to play with during Madness at the Darkmoon Faire. Will it be enough to pull the class out of the dumpster and back to its former status as the deck to beat in the Wild format?
It's still early, but the early prognosis isn't looking good. Now, however, current builds of the archetype have done exactly that. Outside of Baku, the deck's curve tops out at 3 mana.
Over two-thirds of the deck is made up of 1-mana cards! This massive shift can be directly attributed to Illidan's newest cards: Acrobatics and Stiltstepper are incredibly powerful, but their payoffs only work if players also play the cards drawn after playing them.
Because of this, players are now encouraged to play as many 1-mana cards as possible to give these new cards consistency in activating their payoffs.
Thanks to the structure of new deck builds, Illidan's very own unique effect—Outcast—gets a bonus. Cheap cards are quickly dumped from hand, allowing players to easily move their Outcast cards to the leftmost or rightmost side of their hand.
This also means another new card has found a home in the archetype: Dreadlord's Bite. The card is 3 mana, but the 1 damage to all enemies it provides is exceptionally strong.
The weapon also serves as a way to shore up poor matchups for Odd Demon Hunter, namely that against Odd Paladin.
With all that said, Illidan still faces some of the same issues as before. Control decks with lots of healing, like Reno decks Reno Priest in particular still pose a serious challenge for the archetype.
Illidan has no way of dealing the damage needed to beat Reno Jackson consistently, and until this changes, the archetype will continue to struggle in the format.
Reno Hunter is an archetype that adheres to the Highlander deck-building restriction in order to leverage meta-defining cards like Reno Jackson and Zephrys the Great.
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….
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