Games are over by Turn 4 with seemingly nothing you can do against strong openings. They vomit out minions and when you can get lucky enough to play a Belcher they have silence and it's over or they refill the board with Creeper, etc. - doesn't matter what class. Deathlords? Annoy-a-trons? Seems like that would go against whatever synergy I'm going for...
I dont have the same problem that you have, but when this happens i would always go for frezze. The number of minions is irrelevant if they cant attack
i find Unstable Ghoul to be really efficient, also Defile, the trick usually is to recognize a key minion and take that away. i.e ship's canon. or jsut play a Reno deck.
Mixtress of Mixtures, cheap AoE (Defile, maybe Mage potion), Deathlords or Annoy-o-trons (Tar Creeper is really strong in wild, too), ofc, other very cheap removals (Arcane Blast and the like). Then, when you've done stalling the game, Belchers and Healbot. Strong Control decks already run most of these cards if I'm not wrong. Or you can play tons of early game creatures and contest the board: again Mixtress of Mixtures, Plated Beetle, Hungry Crab, Golakka Crawler, good ol' Zombie Chow...
Im not having problem with them, except when i play greedy decks. Beating them with maly druid, reno lock, priest, midrange murloc pala etc. Im struggling with anyfin, ress priest and similar decks that are greedy
I made up a Quest Priest Highlander deck and stuffed it with deathrattles and board wipes. My deck probably stinks but I'm trying to get to 500 wins with Priest. I already got there with my 3 favorite classes (Pally, Druid and Warlock) or I'd switch it up. Priest and Hunter are the next closest so i'm trying to climb with Priest right now.
What rank are you playing? all i face are cubelocks and reno mages.. I'm using cubelock myself, but without voidlord since they kinda suck vs control (lakkari felhound instead) and i would rather get my doomguards/ma'ganis off deathknight vs control and having very little issues with aggro. defile, hellfire, siphon souls, twisting nether and doomsayers generally wreck aggro. i only run 1 mistess of mixtures because with dark pact, spellstone, siphon and deathknight hero power i tend to have more than enough healing.
Play Cubelock. It's really strong vs. aggro decks. Most aggro decks can't deal with Voidlord and Defile and Hellfire are also really powerful vs. aggro.
If you're facing too many control and combo decks Cubelock loses a lot of power but if over half your games are vs. aggressive decks Cubelock is a great choice.
It is really hard to tech against aggro in Wild. Currently two powerfull broken aggro Wild decks are Aggro Paladin and Burn mage and they are really different. While Paladin fights for board succesfully until he runs on turn 9-10 out of cards(thats really a lot of turns for aggro deck to last and treat opponent succesfully), Mage with Aluneth on turn 6 and a huge burn potential is almost unbeatable..
Against Aggro Pala: Mistress of Mixtures, Zombie Chow, Doomsayer,Explosive Sheep, Unstable Ghoul. Annoyotron is not that good because Pala uses Ships Cannons and Knife jugglers a lot.
Mage: Well. Just pray that he wont be in topdeck mode and somehow survive the burst. Reno decks are working fine against that. Even Kingsbane oil Rogue with lifesteal or some Cubelocks with Malaganises and such.
It's really tough. Most threats are cheaper than most answers. Try to get an opponent to overcommit into an AoE is my favourite, but that assumes that you actually have a usable AoE on curve, and some classes have very poor options here.
the problem with aggro is - you can't tech vs them by only 1-2 cards. My deck buliding principles said you need ~6 taunts, ~6 AoE. taunts should be cheap, AoE shoud be strong.
As mentioned above, Unstable Ghoul is pretty decent. I've been using it in my N'Zoth Razakus Priest, it's obscure enough that no Aggro player can comprehend its existence.
Doomsayer is your single-handedly most powerful anti aggro tool in the early game. Aside from some very lucky pirate warrior plays, or maybe aggro druid if they are lucky, most aggro decks won't be able to get rid of a turn 2 Doomsayer. clears their board and gives tempo back to you.
Games are over by Turn 4 with seemingly nothing you can do against strong openings. They vomit out minions and when you can get lucky enough to play a Belcher they have silence and it's over or they refill the board with Creeper, etc. - doesn't matter what class. Deathlords? Annoy-a-trons? Seems like that would go against whatever synergy I'm going for...
Frezze mage?
I dont have the same problem that you have, but when this happens i would always go for frezze. The number of minions is irrelevant if they cant attack
i find Unstable Ghoul to be really efficient, also Defile, the trick usually is to recognize a key minion and take that away. i.e ship's canon. or jsut play a Reno deck.
Mixtress of Mixtures, cheap AoE (Defile, maybe Mage potion), Deathlords or Annoy-o-trons (Tar Creeper is really strong in wild, too), ofc, other very cheap removals (Arcane Blast and the like). Then, when you've done stalling the game, Belchers and Healbot. Strong Control decks already run most of these cards if I'm not wrong. Or you can play tons of early game creatures and contest the board: again Mixtress of Mixtures, Plated Beetle, Hungry Crab, Golakka Crawler, good ol' Zombie Chow...
What deck are you trying to tech?
Im not having problem with them, except when i play greedy decks. Beating them with maly druid, reno lock, priest, midrange murloc pala etc. Im struggling with anyfin, ress priest and similar decks that are greedy
I made up a Quest Priest Highlander deck and stuffed it with deathrattles and board wipes. My deck probably stinks but I'm trying to get to 500 wins with Priest. I already got there with my 3 favorite classes (Pally, Druid and Warlock) or I'd switch it up. Priest and Hunter are the next closest so i'm trying to climb with Priest right now.
You want to tech aggains aggro, play highlander or even better cubelock
Doomsayer, Tar Creeper, healing and armor.
But you don't really tech against Aggro. Either your deck can inherently deal with it, or you can't.
Teching generally makes your deck worse.
What rank are you playing? all i face are cubelocks and reno mages.. I'm using cubelock myself, but without voidlord since they kinda suck vs control (lakkari felhound instead) and i would rather get my doomguards/ma'ganis off deathknight vs control and having very little issues with aggro. defile, hellfire, siphon souls, twisting nether and doomsayers generally wreck aggro. i only run 1 mistess of mixtures because with dark pact, spellstone, siphon and deathknight hero power i tend to have more than enough healing.
I'm jumping between Ranks 12-13 currently. I usually top out around between 5-8 at the end of the season depending on how much I get to play.
Play Cubelock. It's really strong vs. aggro decks. Most aggro decks can't deal with Voidlord and Defile and Hellfire are also really powerful vs. aggro.
If you're facing too many control and combo decks Cubelock loses a lot of power but if over half your games are vs. aggressive decks Cubelock is a great choice.
It is really hard to tech against aggro in Wild. Currently two powerfull broken aggro Wild decks are Aggro Paladin and Burn mage and they are really different. While Paladin fights for board succesfully until he runs on turn 9-10 out of cards(thats really a lot of turns for aggro deck to last and treat opponent succesfully), Mage with Aluneth on turn 6 and a huge burn potential is almost unbeatable..
Against Aggro Pala: Mistress of Mixtures, Zombie Chow, Doomsayer,Explosive Sheep, Unstable Ghoul. Annoyotron is not that good because Pala uses Ships Cannons and Knife jugglers a lot.
Mage: Well. Just pray that he wont be in topdeck mode and somehow survive the burst. Reno decks are working fine against that. Even Kingsbane oil Rogue with lifesteal or some Cubelocks with Malaganises and such.
Moving into https://outof.cards/members/firepaladinhs/decks
Pyromancer + potion of madness, PW:S, flash heal, etc.
I play a lot of combo priest and if you can keep pyro alive he just wins the game vs aggro decks.
It's really tough. Most threats are cheaper than most answers. Try to get an opponent to overcommit into an AoE is my favourite, but that assumes that you actually have a usable AoE on curve, and some classes have very poor options here.
the problem with aggro is - you can't tech vs them by only 1-2 cards. My deck buliding principles said you need ~6 taunts, ~6 AoE. taunts should be cheap, AoE shoud be strong.
As mentioned above, Unstable Ghoul is pretty decent. I've been using it in my N'Zoth Razakus Priest, it's obscure enough that no Aggro player can comprehend its existence.
Besides that - board clears. Plenty of them.
Doomsayer is your single-handedly most powerful anti aggro tool in the early game. Aside from some very lucky pirate warrior plays, or maybe aggro druid if they are lucky, most aggro decks won't be able to get rid of a turn 2 Doomsayer. clears their board and gives tempo back to you.