Like the title says. I played from a little before release through the beginning of BRM, I WANT to play my slow, fun decks, not who got the more optimal aggro draws. Blizzard's half hearted attempts at slowing the meta down got to me when they decided that Deep Pockets Dragons was the new Wallet Warrior. It just pushed me away. I decided to give Un Goro a chance because Blizzard appears to realize that the game should be fun for me and my type of player too. Anyway enough about all that. I have always wondered what the difference is between the 3 major archetypes (and is there a paper/rock/scissors relationship between them.?) I understand what aggro is. Midrange and control are harder for me to define. I ask here in the Paladin forum because I tend to enjoy paladin (and let's be real Tirion is a boss.) I've been tinkering around with a sort of Paladin hand buffing deck that tries to get Wickerflame Burnbristle buffed up, but I seem to run out of steam. Anyone else have any ideas?
Wickerflaem Burnbristle is a great anti-agro card, and my suggestion is that you run an Anyfitches Happenadin with Finja, bloodsail corsairs, patches, bluegill and warleaders with anyfin can happen if u want to go to wild. Because in a week you aint gonna be able to play it lol.
As League of Explorers is going out of Standard I decided to pass on it. I really don't like OTK combo decks though. I was really hoping for some ideas on a control Paladin deck that plays like classic Control warrior. Sadly Paladin lacks the removal I need. Thanks for the reply though, I suppose when Un Goro comes out...
Thanks for the reply first off. I see what you are saying about what makes it control or Midrange, though I do think that Aggro has a distinct difference - prioritizing damage to the opponent rather than control of the board. It's why Reynad Zoo was a ultimately a fast control deck, as opposed to pirate warrior. Zoolock wanted board control above an early finish. Pirate warrior wins by hitting the opponent. Playing for board control generally loses winnable games. They both want to finish quickly, but they accomplish it differently.
Onto your point about class balance and the nefarious nature of design. I disagree with lack of balance being motivated by profit. We can both agree that there is absolutely no way to balance 9 classes. Throw in the obvious imbalance of hero powers and it gets far worse. Look at M:tG, Black and Blue were far and away the most powerful colors for at least through Ice Age. I may be missing something obvious, but Mono Green never had a dominant deck back then. I had stopped playing around that time so I couldn't say what came later. For the same reasons that the Warlock hero power is stupidly strong. Card Advantage and paying for things in life totals. You never lose a game because you are LOW on life, but you do lose a game because you run out of options. Ancestral Recall isn't in the power 9 because it lets you make your opponent draw three cards. Aside from Millstone decks it's only for reloading. So with that caveat I'd say that Hearthstone isn't ever going to be balanced. Power Creep is real. It's always going to be. It's not nefarious in nature. The problem with HS is the overwhelming power that aggro gets from not having to draw basic resources. Hopefully the Quest mechanic mitigates this problem.
On one deck being un counterable - That's not what I was asking for. I know that's a fantasy. I was asking a more general question of if there was any help available for me or if my quest for consistent Paladin control is a waste of my time. Here's what I've been messing around with when I play - I'm not going to buy League of Explorers and anything rotating out at the beginning of the year I'm not crafting. So No anyfins and only 1 Enter the Coliseum. You are completely correct - Paladin can't deal with a board that gets out of control, equality consecrate is clunky and trying to get SGT Sally to be useful is laughably difficult. the other issue is it Lacks removal. Aside from all that, when it rolls it destroys Reno decks. The problem is tempo decks. Any ideas would be great. Thanks again for the response.
Okay. I like your Hand-pali deck.... I just think it is missing a few things, but I don't know what you should swap them with. The inclusion of Sword of Justice is nice, keeps the theme going. I do think adding a Truesilver Champion will help with removal, so you aren't focusing on minions. Brann Bronzebeard could be added if you wanted a combo card to use. I don't think you need two Equalitys if you aren't running at least one Wild Pyromancer, as one could easily end up a dead card in your hand. Madam Goya is an interesting choice, I don't think she is a bad card for this deck, but I think she could backfire and pull one of your equally important battlecry minions or an accidental Doomsayer. If you are afraid of that, you could swap her for Barnes, so you only pull a 1/1 copy, plus cheaper in mana. One final note, you have a ton of healing, so finding one of them to weasel out could help you balance your deck.
I apologize if this seems rambly and unorganized, I haven't slept >.>
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Wants to play Captain Cookie Druid because why not?
A midrange deck is one that is typically very minion dense and tries to get on board early and keep it, while grinding a control deck out of removal with their midgame minions. This is your deck with Muster for Battle and Quartermaster. This kind of deck cares a lot about getting in chip damage since their wincondition is with their minions. Against an aggro deck it tries to come out over the top on board rather than answering everything.
A control deck is one that runs a large number of removal and just tries to remove everything and draw cards until they can play their wincondition in cards like Elise Starseeker, Ysera, Anyfin Can Happen or an alex + grom/leeroy+faceless combo. This is your deck with Wild Pyromancers, Equality and Doomsayers.
Usually a deck shares some similarities between the archetypes though.
If you are a returning player I would strongly recommend you have a look at the other classes, especially druid, warlock or warrior since it is clear that the direction team 5 is going with paladin is not as a competitive class but a casual, fun wacky combos type class
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Like the title says. I played from a little before release through the beginning of BRM, I WANT to play my slow, fun decks, not who got the more optimal aggro draws. Blizzard's half hearted attempts at slowing the meta down got to me when they decided that Deep Pockets Dragons was the new Wallet Warrior. It just pushed me away. I decided to give Un Goro a chance because Blizzard appears to realize that the game should be fun for me and my type of player too. Anyway enough about all that. I have always wondered what the difference is between the 3 major archetypes (and is there a paper/rock/scissors relationship between them.?) I understand what aggro is. Midrange and control are harder for me to define. I ask here in the Paladin forum because I tend to enjoy paladin (and let's be real Tirion is a boss.) I've been tinkering around with a sort of Paladin hand buffing deck that tries to get Wickerflame Burnbristle buffed up, but I seem to run out of steam. Anyone else have any ideas?
Wickerflaem Burnbristle is a great anti-agro card, and my suggestion is that you run an Anyfitches Happenadin with Finja, bloodsail corsairs, patches, bluegill and warleaders with anyfin can happen if u want to go to wild. Because in a week you aint gonna be able to play it lol.
The Might of Dalaran has Arrived!
As League of Explorers is going out of Standard I decided to pass on it. I really don't like OTK combo decks though. I was really hoping for some ideas on a control Paladin deck that plays like classic Control warrior. Sadly Paladin lacks the removal I need. Thanks for the reply though, I suppose when Un Goro comes out...
Thanks for the reply first off. I see what you are saying about what makes it control or Midrange, though I do think that Aggro has a distinct difference - prioritizing damage to the opponent rather than control of the board. It's why Reynad Zoo was a ultimately a fast control deck, as opposed to pirate warrior. Zoolock wanted board control above an early finish. Pirate warrior wins by hitting the opponent. Playing for board control generally loses winnable games. They both want to finish quickly, but they accomplish it differently.
Onto your point about class balance and the nefarious nature of design. I disagree with lack of balance being motivated by profit. We can both agree that there is absolutely no way to balance 9 classes. Throw in the obvious imbalance of hero powers and it gets far worse. Look at M:tG, Black and Blue were far and away the most powerful colors for at least through Ice Age. I may be missing something obvious, but Mono Green never had a dominant deck back then. I had stopped playing around that time so I couldn't say what came later. For the same reasons that the Warlock hero power is stupidly strong. Card Advantage and paying for things in life totals. You never lose a game because you are LOW on life, but you do lose a game because you run out of options. Ancestral Recall isn't in the power 9 because it lets you make your opponent draw three cards. Aside from Millstone decks it's only for reloading. So with that caveat I'd say that Hearthstone isn't ever going to be balanced. Power Creep is real. It's always going to be. It's not nefarious in nature. The problem with HS is the overwhelming power that aggro gets from not having to draw basic resources. Hopefully the Quest mechanic mitigates this problem.
On one deck being un counterable - That's not what I was asking for. I know that's a fantasy. I was asking a more general question of if there was any help available for me or if my quest for consistent Paladin control is a waste of my time. Here's what I've been messing around with when I play - I'm not going to buy League of Explorers and anything rotating out at the beginning of the year I'm not crafting. So No anyfins and only 1 Enter the Coliseum. You are completely correct - Paladin can't deal with a board that gets out of control, equality consecrate is clunky and trying to get SGT Sally to be useful is laughably difficult. the other issue is it Lacks removal. Aside from all that, when it rolls it destroys Reno decks. The problem is tempo decks. Any ideas would be great. Thanks again for the response.
Yay more wallet warrior. [/s] I get that the class has removal, but it's so boring. Paladin is my jam.
Okay. I like your Hand-pali deck.... I just think it is missing a few things, but I don't know what you should swap them with. The inclusion of Sword of Justice is nice, keeps the theme going. I do think adding a Truesilver Champion will help with removal, so you aren't focusing on minions. Brann Bronzebeard could be added if you wanted a combo card to use. I don't think you need two Equalitys if you aren't running at least one Wild Pyromancer, as one could easily end up a dead card in your hand. Madam Goya is an interesting choice, I don't think she is a bad card for this deck, but I think she could backfire and pull one of your equally important battlecry minions or an accidental Doomsayer. If you are afraid of that, you could swap her for Barnes, so you only pull a 1/1 copy, plus cheaper in mana. One final note, you have a ton of healing, so finding one of them to weasel out could help you balance your deck.
I apologize if this seems rambly and unorganized, I haven't slept >.>
Wants to play Captain Cookie Druid because why not?
A midrange deck is one that is typically very minion dense and tries to get on board early and keep it, while grinding a control deck out of removal with their midgame minions.
This is your deck with Muster for Battle and Quartermaster.
This kind of deck cares a lot about getting in chip damage since their wincondition is with their minions.
Against an aggro deck it tries to come out over the top on board rather than answering everything.
A control deck is one that runs a large number of removal and just tries to remove everything and draw cards until they can play their wincondition in cards like Elise Starseeker, Ysera, Anyfin Can Happen or an alex + grom/leeroy+faceless combo.
This is your deck with Wild Pyromancers, Equality and Doomsayers.
Usually a deck shares some similarities between the archetypes though.
If you are a returning player I would strongly recommend you have a look at the other classes, especially druid, warlock or warrior since it is clear that the direction team 5 is going with paladin is not as a competitive class but a casual, fun wacky combos type class