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. „Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters.
BestenlistenCommunity 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,. „Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters. International Finals (the “Tournament(s)”). These Official Rules, in conjunction with the / Hearthstone Tournament Player. Handbook.
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Aside from the new inclusions, players are currently split between Scrapyard Colossus and Obsidian Statue in the deck.
Both fill a very similar role, and neither seems to affect the win rate drastically. Big Priest is back and fairly popular, but it is yet to be seen if it is just a passing fad.
For this Wild Meta Snapshot, we are featuring a list used by nhlnjfan1 to reach 8 Legend. Odd Warrior is an archetype that first came about during the Boomsday Expansion.
While Baku the Mooneater came out in Witchwood, the deck only was first established as a meta force because of the support of the Boomsday cards.
Since then, Odd Warrior has been always part of the meta, but usually as a Tier 2 or 3 deck. Hero Power to gain substantial amounts of Armor. From there, players can use a host of spell-based removal, including Shield Slam, Reckless Flurry, Brawl, Plague of Wrath, or Bladestorm to deal with threats.
A Mech package is also often part of this plan, including cards like Eternium Rover and Zilliax. Boom, Mad Genius as a final value-oriented inclusion.
In the Madness at the Darkmoon Faire expansion, Odd Warrior appears to have gotten no new useful cards.
This is not all uncommon for Wild decks. There was already experimentation with a Silas Darkmoon OTK combo when that card was made available before the expansion was released.
It turns out the combo is not ideal, as it is very difficult to get up to and stay at 30 Armor while also drawing quickly toward the Silas Darkmoon combo.
Odd Warrior has is weirdly positioned in this meta. Its strength comes from the large amount of defensive options it has at its possession. Reckless Flurry, Brawl, and Bladestorm all are powerful board clears that beat up on aggressive decks, while the deck naturally gains Armor through its Hero Power.
The main weaknesses the deck are currently the control and combo matchups, where it struggles immensely. Currently, there are no new cards that Odd Warrior wants.
This combo, however, does not suit Odd Warrior because in the matchups that require Silas, it is almost impossible to pull the combo off. What Odd Warrior needs is something to accrue value with overtime.
Lorekeeper Polkelt. Reno Secret Mage, a fusion of Reno Mage and Secret Mage elements, is an old archetype that is new to the competitive scene.
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.
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.
Wild Midrange Shudderwock Shaman Deck Guide 6 spells, 22 minions, 2 hero cards wild midrange full-guide. Wild Discard Quest Warlock Deck Guide 12 spells, 17 minions, 1 hero card wild aggro quest full-guide.
Wild Spell Hunter Deck Guide 3 weapons, 25 spells, 2 hero cards wild full-guide. Wild Even Shaman Deck Guide 4 spells, 25 minions, 1 hero card wild even full-guide.
Wild Odd Mage Deck Guide 5 spells, 24 minions, 1 hero card odd wild full-guide. Wild Recruit Warrior Deck Guide 3 weapons, 17 spells, 9 minions, 1 hero card wild control full-guide.
Wild Quest Priest Deck Guide 11 spells, 18 minions, 1 hero card wild quest dragon full-guide. Wild Even Warrior Deck Guide 5 weapons, 14 spells, 10 minions, 1 hero card wild even full-guide.
Wild Odd Warrior Deck Guide 2 weapons, 10 spells, 17 minions, 1 hero card wild odd control full-guide.
Wild Even Warlock Deck Guide 6 spells, 23 minions, 1 hero card wild even full-guide. Wild Even Paladin Deck Guide 3 weapons, 7 spells, 20 minions wild even full-guide.
Wild Quest Warrior Deck Guide 2 weapons, 10 spells, 17 minions, 1 hero card wild quest full-guide. Wild Quest Rogue Deck Guide 10 spells, 19 minions, 1 hero card wild quest full-guide.
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.
This will be the only portion broadcast. You can qualify for your region's playoffs by hitting Top on ladder for the month of January.
Read on for Blizzard's announcement. Rollback Post to Revision RollBack. Does this best of five means you have to win with all your decks or?
And this happens since the new expansion? Or have been other balance changes and Blizzard only nerf just before this wild tournament?
Getting top will be quiet dificult. Welp, I know someone who hasn't played Wild since, well, forever. Last edited by Quasttegon on Dec 24, You have to be in the top when the season ends, so yeah, basically at the end of the month.
Last edited by Rynmon on Dec 22,