
Turn 6 is also about how long it takes an aggressive deck with a decent start to kill you, which means that even for control decks, the format is defined by playing strong minions on curve for the critical early turns. In Wild currently, most of the powerful “cool stuff” doesn’t happen until turn 6 or later. It’s easy to see why: if you can play a game winning combo on turn 4, you will beat decks that can’t play their game winning combo until turn 5. If you look at constructed formats across other CCGs, formats that don’t rotate out cards have shorter games Magic: the Gathering’s Modern, for instance, is called a “turn four format” because so many decks can win within that timeframe. What will it take for Wild to get to the point where it has a distinctive, exciting identity of its own? In a word, speed. If my experience on Wild ladder is any indication, though, very few people actually prefer that meta. I’d say Blizzard succeeded in that goal, since the current Wild meta feels very much like a continuation of Hearthstone as it existed before Standard. Wild was meant to allow them to continue playing with all their cards, undisturbed. Booms and Loathebs effectively deleted from the main game. The announcement of Standard drew criticism from budget players upset at having their hard-earned Dr. Standard, ironically, feels “wilder” than Wild right now, since experimental Standard decks can’t fall back on the stale reliability of Shredder and Dr. (For the curious, you can find the record of my games here and here).Įven for control decks, the format is defined by playing strong minions on curve for the critical early turns. I also ran into all four Old Gods during my climb toward Wild Legend. Ravaging Ghoul, a Warrior staple in both Wild and Standard, proved particularly annoying to my Zoo deck. A fair few decks are running Eater of Secrets to counter Secret Paladin, but I’m skeptical of its effectiveness. It actually feels like a pretty balanced format, with a decent selection of Old Gods cards seeing play across a variety of strategies, ranging from bombs like Call of the Wild to unassuming utility cards like Blood to Ichor and Eternal Sentinel. Druid and Rogue are, from what I saw, practically nonexistent in Wild.

Priest and Warrior were just as common as Warlock, Hunter and Shaman. The rest were Anyfin decks or versions of Control Paladin.

I saw twice as many Paladins as any other class, but only half of them were the Secret sort. The good news for those curious about Wild is that it isn’t entirely dominated by predictable aggressive decks. Darkshire Councilman is strong in Standard with Forbidden Ritual, and it’s even better in Wild with Imp-losion. To climb efficiently, I took Firebat’s advice and turned to Zoo. I only met one other person trying that deck.
HEARTHSTONE WILD META FREE
Getting a turn four 10/10 that summons a free Sylvanas Windrunner or Soggoth the Slitherer is the sort of spectacular blowout that could potentially dominate Wild, but it feels barely viable to me. The closest thing I managed to a truly broken Wild-specific combo was Ancestor’s Call + Y’Shaarj. You can still hear the Old Gods' whispers in Wild. On my second game in Wild, my opponent played Wild Growth into Astral Communion.

It feels like a better version of Casual mode, and I get the sense that most players dabble in Wild for a few games here and there, without bothering to climb ranks. Up to rank 12 or so, you will encounter a mix of players doing daily quests or relaxing with familiar decks-Zoo Warlock, Secret Paladin, Aggro Shaman, Tempo Mage-and some mavericks testing out their latest homebrew decks. I wasn’t surprised by what I found in the badlands of Wild. I contemplated the grotesque perfection of his curve as I hit concede. The spooky atmosphere proved appropriate for my first game as I queued straight into a Paladin. Clearly, Blizzard want you to know that you’re in for a rough ride. As soon as you toggle from Standard to Wild, the lighting goes dark and unruly vines spread across the background artwork.
