Over in the Shaman Zone, it looks like you're not a proper shaman main unless you are into Control Shaman, which is quite rare in matchmaking, and notoriously difficult to play properly.
Miracle Rogue often forces you to ride the line and squeak out a win at the last moment. Lots of turn planning and a wide variety of endgame results.
Freeze and quest mage look like they're probably hard to use, but there is only ever one thing that happens in the end. (Two things if you count getting smoked by aggro.)
What are your personally-rewarding, skill-intensive decks?
Patron warrior was one of the highest skill caps. I'd say Miracle Rogue is up there, many lines of play, and you get punished for the slightest missteps. Freeze mage pre-HOF Ice Lance. Control warrior (non-quest). Reno-decks in general against aggro.
Patron warrior was one of the highest skill caps. I'd say Miracle Rogue is up there, many lines of play, and you get punished for the slightest missteps. Freeze mage pre-HOF Ice Lance. Control warrior (non-quest). Reno-decks in general against aggro.
Reno decks against aggro are not hard to play. You either have early board clears and Reno on turn 6 or you lose. Randomly drawing Reno is not a learnable skill.
Patron warrior was one of the highest skill caps. I'd say Miracle Rogue is up there, many lines of play, and you get punished for the slightest missteps. Freeze mage pre-HOF Ice Lance. Control warrior (non-quest). Reno-decks in general against aggro.
Reno decks against aggro are not hard to play. You either have early board clears and Reno on turn 6 or you lose. Randomly drawing Reno is not a learnable skill.
That might have some semblance of truth in the post-Patches meta game... but it is not as simple as you state. Well played highlander decks can still beat aggro even in the absence of Reno (look at current Raza Priest). It takes very well thought out lines of play to maximize the value on your limited clears (since you obviously don't have 2-ofs).
The relatively new mill warrior deck going around has got to be among the highest, there are a ton of decisions in playing the deck that are both not inherently obvious and incredibly matchup specific, especially with deciding what cards you should save so you can have additional copies of it later with dead mans hand.
Most decks in hearthstone aren't too hard to pilot in my opinion, but this deck has impressed me with the level of thought that goes in to playing it.
Of all time? I'd say worgen otk warrior (need to know when to use resources for combo or for removal), freeze mage (need to set up multi-turn lethals and involves a lot of playing the odds of topdecks, as well as knowing when to remove things with your burn spells), patron warrior, dead man fatigue warrior, and I would honestly say exodia mage for the same reasons as freeze mage.
Mill rogue. It is important to know what you are playing against and not give them cards when they need them, as well as when to go for a few discards to try and remove combo pieces and such early on.
In comparison to other games almost every deck is kinda auto pilot. Mill and Fat require a tiny bit more game knowledge than other decks but aren't difficult to pilot at all.
Fatigue Warrior is really all there is. Silence Priest if it still counts. Though Control Warlock and Jaina Mage can also be difficult to do correctly. Basically decks that have many decisions and not a super linear game plan. A lot of the aggro decks now (Rogue, Hunter) are more difficult than they have been in the past, both from more decisions and being at a power level that makes sub-optimal play less forgiving.
Of all time? I'd say worgen otk warrior (need to know when to use resources for combo or for removal), freeze mage (need to set up multi-turn lethals and involves a lot of playing the odds of topdecks, as well as knowing when to remove things with your burn spells), patron warrior, dead man fatigue warrior, and I would honestly say exodia mage for the same reasons as freeze mage.
I'm sorry, do we play the same game? How Exodia Mage requires even remotely skill? Draw, draw, freeze, freeze, draw, freeze,ooops ice block number 1, ooops ice block number 2, oooops, ice block discovered with gliph, i collected all my combo pieces, i won. It's a fucking solitaire. Agree tho on worgen otk warrior, that deck was so much fun and far from being unstoppable, but still they killed it. I sincerely hope they will do the same with exodia mage, wich is much more consistent and uninteractive
Although it's clearly not a popular archetype at all, executing Malygos Shaman effectively actually involves a lot of nuances and subtleties in terms of spell order and choices. At least in my brew, there are numerous ways to combo out, so obtaining that critical mass of spells and cost reducers often requires patience. Not to mention how you mulligan varies somewhat drastically based on the match-up. Pirate warrior is a very different mulligan than Reno Priest.
Highly recommend the deck to those who want an intellectual challenge and infinite style points every time they win.
Whether it be Exodia, pre-Warsong nerf Grim Patron, mill, any-flavour-OTK, or whatever, combo decks have and always will be the highest skill decks. While combo decks are quite linear because of their single win condition, their pilot must typically think several turns ahead all while constantly calculating and re-calculating their own odds of drawing into the combo pieces and weighing that against their opponents draws and potential reach options. Games are often decided by milling/freezing at the wrong time or when the pilot breaks the combo pieces for an alternate win condition with better odds than waiting for the combo.
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"Nerf Paper," said Rock.
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Over in the Shaman Zone, it looks like you're not a proper shaman main unless you are into Control Shaman, which is quite rare in matchmaking, and notoriously difficult to play properly.
Miracle Rogue often forces you to ride the line and squeak out a win at the last moment. Lots of turn planning and a wide variety of endgame results.
Freeze and quest mage look like they're probably hard to use, but there is only ever one thing that happens in the end. (Two things if you count getting smoked by aggro.)
What are your personally-rewarding, skill-intensive decks?
yea freeze is so hard, you have to play ice block and targget enemy face
Patron warrior was one of the highest skill caps. I'd say Miracle Rogue is up there, many lines of play, and you get punished for the slightest missteps. Freeze mage pre-HOF Ice Lance. Control warrior (non-quest). Reno-decks in general against aggro.
For the last time, this game doesn't require any form of skill.
Highlander priest and fatigue warrior currently in standard.
The relatively new mill warrior deck going around has got to be among the highest, there are a ton of decisions in playing the deck that are both not inherently obvious and incredibly matchup specific, especially with deciding what cards you should save so you can have additional copies of it later with dead mans hand.
Most decks in hearthstone aren't too hard to pilot in my opinion, but this deck has impressed me with the level of thought that goes in to playing it.
Fatigue warrior. The deck has decision making at every turn past 1, and it only gets crazier as we approach the dead man's turn
fatigue warrior and highlander priest are the two hardest to pilot.
Of all time? I'd say worgen otk warrior (need to know when to use resources for combo or for removal), freeze mage (need to set up multi-turn lethals and involves a lot of playing the odds of topdecks, as well as knowing when to remove things with your burn spells), patron warrior, dead man fatigue warrior, and I would honestly say exodia mage for the same reasons as freeze mage.
Mill rogue. It is important to know what you are playing against and not give them cards when they need them, as well as when to go for a few discards to try and remove combo pieces and such early on.
Patron warrior all mill decks and zoolock are the hardest decks to master in my opinion.
In comparison to other games almost every deck is kinda auto pilot. Mill and Fat require a tiny bit more game knowledge than other decks but aren't difficult to pilot at all.
Proper decks featuring one of the 3 new princes.
Freeze/Quest Mage, Fatigue Warrior are the only decks that require true skill
Miracle Rogue and Mill decks require some skill also, but are heavly dependant on what you draw and less on decision making
Top deck is cheat
Fatigue Warrior is really all there is. Silence Priest if it still counts. Though Control Warlock and Jaina Mage can also be difficult to do correctly. Basically decks that have many decisions and not a super linear game plan. A lot of the aggro decks now (Rogue, Hunter) are more difficult than they have been in the past, both from more decisions and being at a power level that makes sub-optimal play less forgiving.
CCGing since '98.
Agree tho on worgen otk warrior, that deck was so much fun and far from being unstoppable, but still they killed it. I sincerely hope they will do the same with exodia mage, wich is much more consistent and uninteractive
Although it's clearly not a popular archetype at all, executing Malygos Shaman effectively actually involves a lot of nuances and subtleties in terms of spell order and choices. At least in my brew, there are numerous ways to combo out, so obtaining that critical mass of spells and cost reducers often requires patience. Not to mention how you mulligan varies somewhat drastically based on the match-up. Pirate warrior is a very different mulligan than Reno Priest.
Highly recommend the deck to those who want an intellectual challenge and infinite style points every time they win.
Rogue Deckbuilder. Midrange/Combo player.
Whether it be Exodia, pre-Warsong nerf Grim Patron, mill, any-flavour-OTK, or whatever, combo decks have and always will be the highest skill decks. While combo decks are quite linear because of their single win condition, their pilot must typically think several turns ahead all while constantly calculating and re-calculating their own odds of drawing into the combo pieces and weighing that against their opponents draws and potential reach options. Games are often decided by milling/freezing at the wrong time or when the pilot breaks the combo pieces for an alternate win condition with better odds than waiting for the combo.
"Nerf Paper," said Rock.