Some enjoy aggro. Some enjoy control or whatever other deck isn't aggro. Aggro is good for quick games and wins. Control and the rest are a longer match and I, for one, enjoy that.
The edge goes to aggro over control and here is why. Aggro is made up of low cost minions whose main purpose is to go face.
Control is a more nuanced deck to provide offensive as well as defensive strategies to keep board control.
The problem with aggro is that whatever card they pull they can play. Control can lose from getting bad draws. Aggro has no bad draws as every card is low cost and high impact (Going face).
Aggro has one variable that the rest of the decks out there don't suffer from; RNG. Every card is playable every turn and quickly takes control of the board.
Control has to draw the right cards for it to be effective against aggro and it's weakness. The weakness for Aggro is running out of cards in hand. But they typically win between turn 4 and turn 6 and if they go past that they might as well concede as they won't win. Which makes aggro a single player game.
Ah, Aggro definitely has bad draws. Having nothing to play until turn 3 or 4 usually makes them lose the game. It may be less common then Control drawing all their lategame stuff and not removal, but it isn't nonexistent.
Also, Aggro is not a single player game. They need to account for how their opponent will try to defend themselves to play around removal or set up to get through taunts. A lot of the time, they need to apply just the right amount of pressure by not vomiting all their resources to force removal from their opponent so they don't just lose if their opponent has the removal. Just look at some pro games for examples of this. If you want to argue that Aggro is a single player game, then you could make the same argument for Control being a single player game of just surviving and removing what the Aggro player plays.
Ah, Aggro definitely has bad draws. Having nothing to play until turn 3 or 4 usually makes them lose the game. It may be less common then Control drawing all their lategame stuff and not removal, but it isn't nonexistent.
Also, Aggro is not a single player game. They need to account for how their opponent will try to defend themselves to play around removal or set up to get through taunts. A lot of the time, they need to apply just the right amount of pressure by not vomiting all their resources to force removal from their opponent so they don't just lose if their opponent has the removal. Just look at some pro games for examples of this. If you want to argue that Aggro is a single player game, then you could make the same argument for Control being a single player game of just surviving and removing what the Aggro player plays.
You put up a decent taunt and they concede. Most who play aggro aren't pro or even very good at Heartstone. A well played aggro will take into account what the opponent can play and work around it. Bad aggro players just concede at a taunt. Mainly it is a single player game as when you start to counter their "must go face" they concede. They only play when they can go face and win in 5 turns.
During Pirate Warrior heyday, the deck can eat most control deck for breakfast
Now Control deck like CW can beat most aggro with ease
In theory, Control is favoured vs aggro, unfavoured vs strong midrange and combo decks
That was the point. Control needs to draw the right cards. If they don't then aggro owns the board and the game ends quickly. Aggro doesn't have that issue as no matter what they draw they can play it. There isn't anything complicated about aggro or high cost. It's all cheap minions or in the case of mage; cheap spells. Control needs to have the right cards and at times they aren't drawn at the right time.
I'm not sure how to take you're response to felixhana's post, but I'm curious in you're experience how often you're encountering Control decks not drawing the answers they need. Statistically it's bound to happen sometimes, but it could also be an issue of having too greedy of a deck that decreases your odds of having the anti-aggro tools you need or an issue of not using the removal properly. That's the mistake of bad control players mindlessly playing whatever card is green (or yellow) :)
About not drawimg the right card issue, most ladder control decks now have 20+ cards can be use to remove stuff early game, gain heal,cycle and stall, taunt etc.. only handful of cards act as wincondition vs other control matchups. So the odd to draw really bad hand is quite low.
Furthermore, strong anti aggro control decks like Control Warrior and Priest also have their hero power to help the matchup. If you cant play anything a turn, just armor up/ heal up and wait for the right cards. This action really add up, it may grant you 2-3 more turns to turn the table than weaker anti aggro control deck like control paladin or controlock
To the both of you above. If control always has the right cards at the right time they would win 100% of the time. That doesn't happen.
Mostly playing control or midrange, I can say, with certainty, that at times I lose due to not having the right cards when needed. It happens as why I'm not at 100% winrate and no one is.
I guess I'm not sure what point you're trying to make beyond pointing out the obvious since, yes draw RNG exists. And that's what you're supposed to optimize your deck to for the most common metric of success: winrate. All decks need to account for this. Hearthstone would be a very different game if you effectively had your whole deck in your hand to choose from.
Have you heard the story of Kaladin the salty? Of course not.It's not a story smorcers will tell you. Kaladin was a user so known and so salty that his posts would defuse the anger of others instandly. He was betrayed by rng though. He could save others from saltiness but not himself.
Excuse me, but what point are you trying to make except for "bad draw order exists"? Also, claiming that Aggro decks ALWAYS have something to play since "every card is low cost/high impact" is ridiculous. Have you even played during the era of Pirate Warrior? It would probably surprise you how often you'd end up with a hand full of 3 and 4 mana cards at the start.
Excuse me, but what point are you trying to make except for "bad draw order exists"? Also, claiming that Aggro decks ALWAYS have something to play since "every card is low cost/high impact" is ridiculous. Have you even played during the era of Pirate Warrior? It would probably surprise you how often you'd end up with a hand full of 3 and 4 mana cards at the start.
Pirate warrior is one aggro out of many. I never played it and most complained about it and ended up getting a nerf so taking your comment with a grain of salt. Yes. The point is that aggro is as effective as it is as it doesn't suffer from lack of cards to play other than when they run out of cards in their hand. Where other decks do suffer from draw rng and can affect their ability to counter aggro decks. If a deck can win on turn 4 then they certainly have low cost high impact cards.
Some enjoy aggro. Some enjoy control or whatever other deck isn't aggro. Aggro is good for quick games and wins.
Control and the rest are a longer match and I, for one, enjoy that.
The edge goes to aggro over control and here is why.
Aggro is made up of low cost minions whose main purpose is to go face.
Control is a more nuanced deck to provide offensive as well as defensive strategies to keep board control.
The problem with aggro is that whatever card they pull they can play. Control can lose from getting bad draws.
Aggro has no bad draws as every card is low cost and high impact (Going face).
Aggro has one variable that the rest of the decks out there don't suffer from; RNG.
Every card is playable every turn and quickly takes control of the board.
Control has to draw the right cards for it to be effective against aggro and it's weakness.
The weakness for Aggro is running out of cards in hand. But they typically win between turn 4 and turn 6 and if they go past that they might as well concede as they won't win.
Which makes aggro a single player game.
Your thoughts!
I don't want to disappoint you, but I'm afraid this discussion is as old as the game...
And you forgot that there's more than just those two!
Midrange for example (which is what I like to play most). And combo decks.
Besides, your observations are quite correct - but a bit oversimplified.
I'm actually not eager for a detailed replay of that discussion...
But maybe someone else is! Sorry!
I didn't realize this is your forum and just for you. My bad, as the kids say. Thank you for sharing your feelings with the group.
Ah, Aggro definitely has bad draws. Having nothing to play until turn 3 or 4 usually makes them lose the game. It may be less common then Control drawing all their lategame stuff and not removal, but it isn't nonexistent.
Also, Aggro is not a single player game. They need to account for how their opponent will try to defend themselves to play around removal or set up to get through taunts. A lot of the time, they need to apply just the right amount of pressure by not vomiting all their resources to force removal from their opponent so they don't just lose if their opponent has the removal. Just look at some pro games for examples of this. If you want to argue that Aggro is a single player game, then you could make the same argument for Control being a single player game of just surviving and removing what the Aggro player plays.
You put up a decent taunt and they concede. Most who play aggro aren't pro or even very good at Heartstone. A well played aggro will take into account what the opponent can play and work around it. Bad aggro players just concede at a taunt. Mainly it is a single player game as when you start to counter their "must go face" they concede. They only play when they can go face and win in 5 turns.
Well, maybe you should have specified bad aggro players then. It didn't sound you were talking about that specific group though.
It depends on the power level of cards, mostly
During Pirate Warrior heyday, the deck can eat most control deck for breakfast
Now Control deck like CW can beat most aggro with ease
In theory, Control is favoured vs aggro, unfavoured vs strong midrange and combo decks
That was the point. Control needs to draw the right cards. If they don't then aggro owns the board and the game ends quickly.
Aggro doesn't have that issue as no matter what they draw they can play it. There isn't anything complicated about aggro or high cost. It's all cheap minions or in the case of mage; cheap spells. Control needs to have the right cards and at times they aren't drawn at the right time.
I'm not sure how to take you're response to felixhana's post, but I'm curious in you're experience how often you're encountering Control decks not drawing the answers they need. Statistically it's bound to happen sometimes, but it could also be an issue of having too greedy of a deck that decreases your odds of having the anti-aggro tools you need or an issue of not using the removal properly. That's the mistake of bad control players mindlessly playing whatever card is green (or yellow) :)
About not drawimg the right card issue, most ladder control decks now have 20+ cards can be use to remove stuff early game, gain heal,cycle and stall, taunt etc.. only handful of cards act as wincondition vs other control matchups. So the odd to draw really bad hand is quite low.
Furthermore, strong anti aggro control decks like Control Warrior and Priest also have their hero power to help the matchup. If you cant play anything a turn, just armor up/ heal up and wait for the right cards. This action really add up, it may grant you 2-3 more turns to turn the table than weaker anti aggro control deck like control paladin or controlock
To the both of you above. If control always has the right cards at the right time they would win 100% of the time.
That doesn't happen.
Mostly playing control or midrange, I can say, with certainty, that at times I lose due to not having the right cards when needed. It happens as why I'm not at 100% winrate and no one is.
I guess I'm not sure what point you're trying to make beyond pointing out the obvious since, yes draw RNG exists. And that's what you're supposed to optimize your deck to for the most common metric of success: winrate. All decks need to account for this. Hearthstone would be a very different game if you effectively had your whole deck in your hand to choose from.
My thoughts are why am I reading these same OP statements about aggro, and control every week on these forums?
Have you heard the story of Kaladin the salty? Of course not.It's not a story smorcers will tell you. Kaladin was a user so known and so salty that his posts would defuse the anger of others instandly. He was betrayed by rng though. He could save others from saltiness but not himself.
Excuse me, but what point are you trying to make except for "bad draw order exists"? Also, claiming that Aggro decks ALWAYS have something to play since "every card is low cost/high impact" is ridiculous. Have you even played during the era of Pirate Warrior? It would probably surprise you how often you'd end up with a hand full of 3 and 4 mana cards at the start.
Pirate warrior is one aggro out of many. I never played it and most complained about it and ended up getting a nerf so taking your comment with a grain of salt.
Yes. The point is that aggro is as effective as it is as it doesn't suffer from lack of cards to play other than when they run out of cards in their hand. Where other decks do suffer from draw rng and can affect their ability to counter aggro decks. If a deck can win on turn 4 then they certainly have low cost high impact cards.
bruh, you ok? since when aggro takes the edge over control?