Overwatch World Cup. Hearthstone Masters. StarCraft II WCS. World of Warcraft Arena World Championship. Community-Turniere. Schließen. 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.
Hearthstone: Diese Decks und Ergebnisse des Wild Open 2020„Wählt euren Champion“ für die World Championship präsentiert von T-Mobile kehrt zurück. vor 4 Tagen · Zuschauerguide für die Hearthstone Masters. 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? Die Hearthstone Wild Open sind zurück! Hier findet ihr alle Details zum wildesten Turnier des Jahres.
Hearthstone Wild Tournament Blizzard’s Matt Wyble talks Hearthstone eSports Video$1k Wild Tournament - 94% WINRATE SWISS ROUNDS! - Wild Hearthstone Things are about to get Wild in the third-ever Hearthstone Wild Open because this year, the tournament is more accessible than ever. The online-only Wild Open will have qualification into playoffs via the Wild ranked ladder and boast a $30, prize pool split among the Top Eight. Want to try your hand?. To get updates on all our future reports, consider joining our Discord server The Wild Side: breizhcoons.com Welcome to the Fifth Edition of Team WildSide’s Wild Meta Snapshot for ! We are teaming up with Hearthstone-Decks to provide you the most accurate Wild report possible. The Wild format, or simply Wild, is one of Hearthstone 's two game formats, the other being Standard format. Wild format appears in game modes in which players are allowed to play decks without the deck restrictions of Standard format, allowing the use of cards from any card set. Battlefy is the simplest way to start, manage, and find esports tournaments | Create. Compete. Conquer. Nevertheless, the odd Wild tournament has cropped up in the past, and just last week Blizzard announced that later this year they’ll be hosting the Hearthstone Wild Open: a global tournament based.
I just love a good fire. The gentle crackling of the embers. The soft glow. 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….
Opinion on this design choice is mixed. For some it has been the identity of Hearthstone all along and makes use of mechanics that can only be easily handled in a digital game.
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.
Also, it's not unlike Blizzard to nerf something shortly before a tournament. I mostly play wild, and is at legend rank.
Hey, can I get some help? I never watched hearthstone tournaments and these kind of things, I don't know how it's going here.
Say your piece about Wild being unbalanced or whatever, but I'm glad this is even happening at all. After the situation with HoTS, I was all but certain Hearthstone was, at the very least, going to cancel Wild events for and beyond.
The fact that the Wild Open is still happening and is being actively promoted is honestly a cause for celebration. This is the leech poison nerf cause.
Go to hell blizzard you balance the game depending your tournaments not the community. Why this balance now and not in the past?
Someone is oblivious to the fact that the card was used in an infuriating package that used Coldlight Oracle for mill, and how the weapon could be easily fished out.
You have no idea how infuriating playing against it in Wild was with a 10 attack permanent Lifesteal weapon that basically shat on every Control deck.
Big Priest preys on classes like warlock if they're control and not decking in the good ole treachery doomsayer counter and other slow decks. Potion of Polymorph completely shuts down priest for an entire turn and when timed smartly removes an entire threat from the rez pool for the entire game.
You also just ignore obsidian statue because the minion is a non-threat. 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.
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.