The Wild format provides a unique environment where all cards are playable and numerous decks are viable, so there will always be a few lists and variations that may be missed. We have the a Wild Meta Deck Tier List below with the best decks in the format, but also provide a class based version that includes many other decks that can be played if you enjoy a specific hero!
Looking for the Best Standard Decks? Check out this list: Hearthstone’s Best Standard Meta Decks
- 3/12/18: Stonekeep updated the post-10.2 nerf patch Kobolds and Catacombs meta.
- 1/23/18: Updated for the Kobolds and Catacombs meta.
- 9/12/17: Updated for the Knights of the Frozen Throne meta. Added Tier List.
- 7/13/17: Updated and included several decks Roffle added deck descriptions.
Wild Meta Deck Tier List Rankings
If you are curious what the absolute best decks are right now, here’s a list of them below. This list of deck rankings is based on various sources including Vicious Syndicate, Metastats, and HSreplay. If you want to see the best decks per class, keep scrolling down the page!
These are the absolute best decks to take to the Wild ladder right now.
- Secret Paladin / Dude Paladin / Aggro Paladin / Murloc Paladin
- Secret Tempo Mage (Aluneth Mage)
- Giants Warlock
- Cube Warlock
These are very good decks, but usually have some poor matchups against the best decks in Tier 1.
These decks can fluctuate up and down depending on the meta they are facing.
These decks can find some wins but are heavily dependent on the matchup and potentially unreliable.
- Spiteful Dragon Priest
- Zoo Warlock
- Reno Mage
- Miracle Rogue
- Control Paladin
- Kingsbane Mill Rogue
- Exodia Mage
- Reno Priest
- Control Warrior
The remaining decks may not be well-positioned at the moment, but small shifts in the meta could result in improvements to their position.
Best Wild Decks by Class
Best Wild Druid Decks
The only real difference between Standard and Wild list is Poison Seeds, but the card tremendously helps, especially against the Giants decks. It can be combo’d with Spreading Plague in the late game to achieve a massive board swing.
Aviana + Kun the Forgotten King have a very powerful synergy. When you play Aviana and then refill mana with Kun, you now have 10 mana to work with, but Aviana on the board, meaning that every minion costs 1 mana. This way you can easily play Malygos (and Ixlid, Fungal Lord or Faceless Manipulator, depending on the version you run) while still having a lot of mana to cast offensive spells. With two copies of Malygos on the board, so +10 Spell Damage, a mere Moonfire turns into a 0 mana, 11 damage burn card. You can also use the combo as an ultimate board control tool, thanks to how well Swipe scales with Spell Damage.
Best Wild Hunter Decks
Wild Face Hunter is a fast deck with low minion curve and quite a lot of burn/weapon damage to finish the games. Unlike the Standard version, it runs a few Secrets, thanks to the Mad Scientist, which can pull them out for free, resulting in a nice tempo swing. On top of that, each extra charge of Eaglehorn Bow bring the deck closer to victory. Another two powerful cards that can’t be played in Standard are Glaivezooka and Quick Shot, both help Hunter control the board in the early game and close out the game later.
The deck is possible thanks to how Naga Sea Witch synergizes with Giants. Naga’s discount to 5 mana applies first, before each individual Giant’s discounts take place. It means that their base cost is reduced to 5, which is a massive difference when it comes to cards that naturally get cheaper depending on the situation. However, what makes the Warlock a stronger class for those combos is an alternative win conditions from the Demon package – Hunter usually loses without the early Naga combo.
Best Wild Mage Decks
Right now, only Paladins keep the deck at bay – thanks to the very board-oriented nature of fast Paladin decks, Mage usually can’t gain the early board lead, and with no AoE clears he dies before he can burn Paladin down. On the other hand, the deck works tremendously well against decks like Giants Warlock, Cube Warlock and Big Priest.
The deck works pretty well against all the Aggro builds infesting the ladder (mostly thanks to the amount of AoE clears and heal from Reno Jackson), but facing a more explosive slower deck usually ends in a loss.
The biggest difference compared to the Standard version is the fact that it doesn’t need to run the Quest. Instead, it runs Emperor Thaurissan – after a single discount at least 4 out of 5 combo pieces, it is possible to play Archmage Antonidas, 2x Sorcerer's Apprentice and 2x Molten Reflection during the same turn. With the Exodia assembled, you get access to as many Fireballs as you can play during a single turn. Because there is no need to play random spells, it cuts the random spell generators like Babbling Book or Cabalist's Tome and plays more defensive tools instead. It also cuts the Arcanologist in favor of Mad Scientist, simply because it’s a higher tempo card.
Best Wild Paladin Decks
Dude Paladin is not really an Aggro deck – it’s leaning towards a Midrange list. However, it doesn’t mean that it doesn’t pack a punch. The best thing about Dude Paladin is the fact that it can refill over and over again. Between Lost in the Jungle, Muster for Battle and Call to Arms, it can flood the board multiple times. It might seem that playing a bunch of small minions, mostly 1/1’s, is not scary, but in reality, between 2x Lightfused Stegodon, 2x Quartermaster and Sunkeeper Tarim, even two or three 1/1’s can be pretty deadly. Running out of cards is not a problem too – Divine Favor is one of the best draw engines available for fast decks.
The deck is already powerful in Standard, and it’s only better in the other format – Shielded Minibot, Muster for Battle and Quartermaster in particular push it over the top.
Recently, it got more popular again, as Paladin received a lot of new, powerful tools. The deck drop some of the slower, “Midrange” minions like Sludge Belcher or Tirion Fordring and goes for a faster curve, with some extra Silver Hand Recruit synergies.
However, the deck is also more consistent, because you don’t need to have Silver Hand Recruits in particular to perform cool plays. For example, if you have only a single Righteous Protector on the board, your Lightfused Stegodon is a terrible 4-drop. But Keeper of Uldaman is great. The deck also runs more ways to “burn” the opponent from the hand, including more weapons, buffs and Leeroy Jenkins
Compared to the Standard version, the Wild one is very similar, but simply better. It runs more great minions, like Sir Finley Mrrgglton, which in the best case scenario turns your Hero Power into something better, and in the worst case it’s a 1/3 Murloc 1-drop, or Shielded Minibot, which is a well-rounded 2-drop that is aggressive enough AND hard to clear at the same time. On top of that, the Wild Paladin staple – Muster for Battle. Even though there are no synergies in this deck (outside of the classic Knife Juggler combo), it’s still one of the best Paladin cards ever printed. And last, but not least, Old Murk-Eye is a mainstay in every Murloc deck, simply because of how good it is if you have any other Murlocs on the board (even with only 2 Murlocs, 4/4 Charge for 4 is already amazing, not to mention that it’s affected by cards like Murloc Warleader or Gentle Megasaur).
Control Paladin, instead of trying to rush the opponent down, aims at winning the game through board control and value. Multiple board clears (including one of the most powerful board wipes in the game – Wild Pyromancer + Equality), Taunts, heals, and a N'Zoth, The Corruptor finisher makes this deck very defensive. However, as much as it’s often enough to stop an aggressive deck, the deck usually doesn’t stand a change against one that can repeatedly put big threats on the board. And so, it has terrible matchups against decks like Big Priest or Cube Warlock, which can refill the board with a few bigger minions multiple times, as well as answer the Paladin’s board without breaking a sweat.
It’s definitely an interesting choice, and you CAN climb the ladder with it, but prepare to lose a lot of the games in a frustrating manner.
Best Wild Priest Decks
Another big difference is Resurrect. Spending 4 mana to get a big minion back is already great (Eternal Servitude), but spending 2 mana is even better. While you don’t get to pick which minion you get, which might result in reviving Barnes sometimes, it’s still worth it for the times you get the 8-10 mana minion for just 2 mana.
However, the deck is still very high-roll’y. It heavily depends on getting Barnes on the curve, or at least Shadow Essence on Turn 6. Without those, it often crumbles under the pressure either from an Aggro deck or even from a slower builds.
The deck’s basic premise is to stick a high health minion onto the board, buff its health even further, play Divine Spirit (or two) and then turn that huge health value into attack with Inner Fire. Even though it’s a combo deck, it can get its combo very quickly. I had some Turn 3-4 lethals, thanks to an early Radiant Elemental and good draws. Alternatively, in the longer game, you can also use your opponent’s minions against you – Potion of Madness lets you steal something with low attack. If you manage to get, for example, a Doomsayer, you can easily turn it into a deadly weapon with some buffs and kill your opponent with his own minion.
Even though the deck looks much more powerful in Wild, in reality it isn’t. That’s because the overall power level in Wild is higher and a Turn 6 swing from Summoner is not as apparent as in Standard. People are facing Giants decks all the times, who might drop a number of 8/8’s in the mid game, so a 4/4 + a random big drop is often not that scary – people are simply prepared. Still, it’s not really a terrible deck and it can get some wins here and there, especially if you can curve out nicely.
You can still try to play it, but it simply won’t work as well as before.
- 1Holy Smite1
- 1Northshire Cleric1
- 1Potion of Madness1
- 1Power Word: Shield1
- 2Mind Blast1
- 2Shadow Visions1
- 2Shadow Word: Pain1
- 2Spirit Lash1
- 3Mirage Caller1
- 3Shadow Word: Death1
- 4Mass Dispel1
- 4Shadow Word: Horror1
- 4Spawn of Shadows1
- 5Raza the Chained1
- 7Prophet Velen1
- 7Psychic Scream1
- 8Shadowreaper Anduin1
Best Wild Rogue Decks
Right now, instead of relying solely on fatigue, the deck has a weapon, which stacks over the game to a massive proportions. By the end of the game, you often end up with a 10/3 weapon with Lifesteal, which will never really be gone – when you use the last charge, it just gets shuffled back into the deck, and in the late game it means that you don’t have to look hard to find it again.
The deck preys on the slow decks, with clunky hands – it’s very easy to mill them, they can’t possibly drop cards quickly enough. Then, slow decks give Rogue enough time to find Kingsbane and start buffing it, at which point it’s usually too late to do anything, as the Rogue is hitting like a truck and healing at the same time.
The only thing that prevents this deck from being Tier 1 are… well, yeah, Aggro decks. While Coldlight is amazing against let’s say Warlock or Priest, it’s really bad against Secret Mage or Aggro Paladin – you just give them more tools to kill you with and never burn anything. Similarly, they never give you enough time to stack the weapon. So in the end, the deck works very well vs slow decks and is just bad against anything faster. Given the fact that there are more fast decks than slow decks, the deck lands in the bottom tier… at least for now.
At the same time, it suffers from similar problems to the Mill version. While it’s good in slow matchups, Aggro decks often run over you and you can’t do anything about it. With no Taunts or Healing, if they get a fast start, you often have no way to come back into the game even after you stabilize the board.
Not to mention that Miracle Rogue remains one of the most difficult decks to play correctly, so a word of advice: it’s not really worth to play it unless you can put lots of hours into mastering it. Because until you do, the deck simply won’t work for you.
Best Wild Shaman Decks
Aggro Shaman is a very old-school deck. Between the Shaman’s strong, snowball’y early game and lots, and I mean LOTS of potential burn damage, the deck can win some games really quickly. Just deal some initial damage with the minions, and then spells + weapons will do the rest for you. The most notable combo is obviously a good old Doomhammer + Rockbiter Weapon. Doomhammer alone can dish out 4 damage per turn for 4 turns, which is a lot given that you pay its cost only once (well, twice if you count the Overload), but it gets even better. If you buff yourself with Rockbiter weapon, you can burst your opponent down for 10 damage just like that. Thanks to the Windfury, Rockbiter becomes a 6 damage burn for just 2 mana, which is massive. Similarly, Whirling Zap-o-matic also combos incredibly well with both Rockbiter and Flametongue Totem thanks to its Windfury.
If you’re looking for a solid and cheap decks that will finish the games quickly, Aggro Shaman is probably your best bet.
Best Wild Warlock Decks
That massive swing is the deck’s main win condition. You survive until you can drop Naga and Giants, you do it, your opponent either answers a board full of 8/8’s or dies. Simple. However, the deck has some other ways to seal the games. Against Aggro, often simply surviving is enough, and you run enough AoEs to clear the board, and then some healing to seal the game. You also have a small Demon package – playing Voidcaller + Sacrificial Pact on Turn 4 to summon a Mal'Ganis can also seal some games right on the spot.
It’s one of the most powerful, if not THE most powerful deck in the Wild right now. Although it somewhat suffers from the consistency issues, it’s not enough to stop it from being in Tier 1.
The version is similar to how it looks in Standard, but just better. It runs Voidcaller, just because it can – instead of relying on the Skull of the Man'ari to pull out big Demons from your hand, Voidcaller can do a similar thing a turn earlier, while still providing a 3/4 body. The deck also runs mid game neutral powerhouses like Loatheb, Emperor Thaurissan or Sylvanas Windrunner. First prevents combos, AoEs, burn damage etc. Second one is always good in slow Warlock decks simply because how big your hand usually is. And Sylvanas is just great, especially since you run Dark Pact, and you can revive her with N'Zoth, The Corruptor.
It’s one of the best decks in the Wild, and it’s rather accessible to Standard players too. If you already own it in Standard, you have most of the cards you really need.
If you really want to run a Reno deck, it’s still playable. But if you care more about the win-rate, just pick one of the two decks above.
However, it’s not like all hope is lost for the Zoo fans. Some people are experimenting with it, and this list presented here is one of those experiments. It might look wonky and all, but it’s actually quite solid. The deck heavily relies on the Bloodbloom + Bane of Doom or Demonheart combo, which can be played as soon as Turn 2 and is a pretty big swing. Since it loses a lot of health, Hooked Reaver can also become a 4 mana 7/7 Taunt quite quickly, sometimes even on the curve. Then, if you play one of your 5 mana spells, you can follow it up with a 0 mana 4/4 (Arcane Tyrant). Lists like that are still being playtested and optimized, but it’s interesting to see a slightly different approach to such a classic archetype.
Best Wild Warrior Decks
The first reason is obviously Ship's Cannon. Not only it fills the deck’s 2-drop slot (which is a massive problem in Standard, as there are no good 2-drops to play in Pirate Warrior), but it serves as a win condition itself. If not removed, it will ramp the damage up to an eleven. Every Pirate played is two extra damage, which means that a simple 2-drop can deal let’s say 6 or 8 extra damage (not to mention it’s own attacks) from its effect. The second reason, just as important, is that Warrior has access to more weapons in the Wild. Standard version is basically stuck with Fiery War Axe – Wild version isn’t. Not only it can run a direct upgrade (King's Defender, which won’t get the effect activated often, but sometimes it will thanks to the Dread Corsair), but other weapons like Cursed Blade (usually one copy, because it’s great on Turn 1, but really bad in the late game) or Death's Bite are also possible picks.
In the end, the deck is not as dominating as it used to be, but it’s a solid pick if you’re looking for an Aggro deck.
You will obviously still get some wins here and there, mostly against Aggro decks, against which you can win by just removing their threats and stacking armor. However, most of the slow matchups will feel simply miserable and unfair, so I don’t really recommend this deck.