Wild's greatest issue

Since my ticket was asked to be moved to the forums, I’ll repost it there, hoping that it will be seen.
Please, do not let it go unnoticed, you may say that wild is not played by many people, but that’s probably mostly because of this very issue.
So, here it is.

Hello

I am a wild mode player and it’s been months since priest players started abusing the “shadow essence” card.
The idea is simple, they use illuminate and palm reading then drop shadow essence (or even idol of y’shaarj sometimes) turn 3, summoning either blood of ghuun (thats repeats the scheme) or neptulon the tidehunter.
As if it was not enough, they often use gift of luminance as well as resurrection spells to worsen the situation.

This issue has been going for several months, sunken city, nathria, lich king, festival and probably will continue during Titans.

Please, a tiny nerf would mean so much for us, wild players, be it by preventing shadow essence from summoning anything above X mana crystals (preferably 5-6 at best, we don’t want to trade neptulon for ragnaros) or by changing the effect altogether.

This situation is not resolving by itself and no card yet allowed to stop this disaster.

People are growing more and more tired of this and some even stopped playing wild or even the game for this precise reason.

If this issue is left unsolved, shadow essence will continue poisoning the playerbase and wild will be ruined for everyone.

Please, do something, anything done to stop the infinite blood of ghuun/neptulon summonings will make the game way more healthy.

As a sidenote, there is also “Floop’s glorious gloop” that allows, paired with"gadjetzan auctionneers" a turn 6 OTK with Tony.
And lastly, there is a few mages using rommath paired with the “open the portal” quest and a bunch of other spells to clone their rommath endlessly while freezing the opponent and effectively achieving nearly infinite turns.

These three decks, ESPECIALLY the priest one, aren’t just about “meta”, they’re loopholes, there is no fun playing against them , unlike kingsbane or pirate rogue by example that is fun and counterable with strategy.

In hope that you will help us, because meeting
nearly always three types of loophole decks every single game is definitely ruining the experience.

Thanks you.

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Mana discount decks are certainly the strongest.

One way they could nerf Priest, is to have Resurrect spells only affect Undead minions.
This is something that Blizzard have talked about before back when Overheal was introduced. We’ll see if they follow up on that.

That’s a good idea too.

By the way I forgot to add that turn 3 is without the coin, if they have it, they can illuminate into shadow essence turn TWO.
There is no way you can fight back against a turn 2 neptulon and/or blood of ghuun, except maybe a lucky secret mage but even then the big priest will just use another spell before shadow essence to stay safe.

Wonderful comment, bravo Euthymia but this game is already dead and unloved by the majority.

‘’ Please, do something, anything done to stop the infinite blood of ghuun/neptulon summonings will make the game way more healthy. ‘’
Neptulon Deck : They probably made this deck to win the 4-year-old children.

As exclusively wild mode player myself - priest/mage i can say this is actually a nonsense.

Yes it can be annoying when you get PERFECT hand and draws but big priest is okay. Not near of being problematic as you trying to show.

Big priest is actually needed to counter aggro decks that you die on turn 4-5. Not to mention vs some decks like tony druid/ time warp mage is always 100 % lose.

paper/rock/scissor.

If it was dependent on draw and hand, It would be a bit more manageable, but with palm reading, visions of darkness and illuminate, you just cant fail to draw exactly what you want.

Tony druids need to reach turn 4 to start having a tiny chance of stopping the disaster, since you can do the combo at turn 2-3, they’re often dead way before.
Board cleans are useless because of the rezs and silences do barely anything.

Even without a perfect hand, a turn 6 neptulon is ALREADY broken af, especially if it can be resurrected and duplicated.

The only existing counters are transforming/vanishing spells and counter spells
The firsts are incredibly rare, the second ones can be cancelled by using a coin or a cheap spell before the core ones.

This deck is beyond broken, you just don’t want to admit it.

Its not because you lost 1 or 2 times in twenty games that it’s not broken, it just shows how op it is, you need to actively miss every single core card for six turns to be somewhat beatable.

This is not normal and require immediate fixing !

To all wild players, don’t you think it’s sickening to always see the same six decks all the time? (Rogue pirate, rogue kingsbane, secret mage, big priest, tony druid and murloc shaman)?

are you kidding

i play a variation on a priest deck like this and believe me i hardly ever draw the cards i need from any of those

like someone said Rock/Paper/Scissors

I play Questline Warlock in Wild, and Neptulon Priest is beatable with some luck, but due to the deck’s controlled draw, cheap cycle cards, and mana discount, my opponents often manage to draw what’s needed.

Because everything in the deck is designed to either draw the required cards, discount and replicate required cards to play them out early or resurrect/preserve the board in case it gets removed.

I can see Priest also being somewhat vulnerable to counter spell minions like the ones Warrior has in his arsenal: Disruptive Spellbreakers, for instance.

I think a good nerf to this deck would be to make Resurrect spells only affect Undead minions. Since that was discussed by Blizzard before I can see it becoming a reality in the future.

Well said Euthymia, I have similar thoughts as a Wild player.

It’s all about balance and it is totally broken already.
Yes they ate their own tail.

1 Like