vs. Control, it's more about predicting your opponent's hand and deck.
vs. Aggro, yes, it's draw the right card or lose.
vs aggro there is : Do I play Hellfire now and clean the stuff or do I wait one turn for a bigger extension of the opponent and thus leading it to a kind of a bluff.
There is way more counterplay then just the ... draw right or bust.
Thats not entirely true. Sure counterplay blah blah blah when to play the card right blah blah blah. But if you simply dont draw the cards you need to stop the anal rush, then you have very little to no counterplay options.
So while you arent wrong. You are definitely not right.
There is more skill than there appears to be based on the fact that the knowledge of what you are up against can determine games even when someone has a bad hand. There are times to pass a turn or drop "bait" for spells to give better minions a greater chance of survival.
Having said that... yes, of course draws are important. I have lost many games because I simply failed to draw a certain type of spell I need or minions that can match my opponents. Well constructed decks have lower chances of bad draws, but it happens. Tirion and Lay on Hays and a Heal Bot to your opening hand will usually lose you the game and those cards are widely used.
vs. Control, it's more about predicting your opponent's hand and deck.
vs. Aggro, yes, it's draw the right card or lose.
vs aggro there is : Do I play Hellfire now and clean the stuff or do I wait one turn for a bigger extension of the opponent and thus leading it to a kind of a bluff.
There is way more counterplay then just the ... draw right or bust.
Thats not entirely true. Sure counterplay blah blah blah when to play the card right blah blah blah. But if you simply dont draw the cards you need to stop the anal rush, then you have very little to no counterplay options.
So while you arent wrong. You are definitely not right.
Don't draw the cards you need ? This sentence prove me three things.
1 ) You don't have a clue of what this represent on a large sample of games.
2 ) You are clueless about what is counterplay.
3 ) You've not understood your bad matchups and how you should hardly Mulligans for some cards.
After this has been said... don't try to prove me I'm not right. You have basically nothing to tell besides that you clearly lack game knowledge and that you seek to try outlast arguing with someone who has more experience with this game then you. I do watch a lot of games (not only mine...) and it's not about bad draw. Bad draw only explain a certain amount of games. But bad draws can happens to aggro decks as well... but it's quite frustrating to recognize it. When a Midrange Hunter gets only 3+ mana cost in their starting and they are not on the coin... they'll be lacking the tempo they need in order to win. The opponent will have a ''regular'' draw and defeat them.
Next time you try to dismiss someone, be sure that you put some good points. I don't like arguing with a child that uses ''blah blah blah'' as his main way to describe his point of view and try to dismiss the arguing of someone.
Farewell,
TheDeadPoet.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
To answer your question, YES is the answer. The trick is building your deck in a way that as many of the cards in your deck as possible are 'the right card' to have.
Skill difference between players rank 5 and above is almost none, this is especially true for more straight forward decks like aggro.
Well then it's all down to RNG to decide the game.
It's a card game... you basically draw cards out of a RNG algorithm. You are willing to play with these kind of RNG... so yeah... RNG is deciding the game on this point of view.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
vs. Control, it's more about predicting your opponent's hand and deck.
vs. Aggro, yes, it's draw the right card or lose.
vs aggro there is : Do I play Hellfire now and clean the stuff or do I wait one turn for a bigger extension of the opponent and thus leading it to a kind of a bluff.
There is way more counterplay then just the ... draw right or bust.
Hellfire is the right card. We're talking about not drawing any counter play here.
"Luck of the draw" is a factor in Hearthstone just as well as in any other card game. Back in the early days of Magic I lost countless matches to Swamp - Dark ritual - Hypnotic Specter simply because I didn't have a Force of Will in hand or a turn 1/2 removal.
In Hearthstone we tend to remember the insane starts from our opponents, but then we forget about the games when we manage to go Dragon Whelp 2/3, into 2/4 Taunt, into coin 3/6 taunt, into opponent concedes.
Anyone who has experience with card games understands that there is far more strategy than meets the eye.
I have played a lot of card games over the years(Started when I was about 10) but I feel that HS just mostly comes down to deck building do to the lack of good consistent search cards. Most decks are fairly easy to play and most trades are obvious.(I am saying most not all)
I would suggest that if you do not like inconsistency that you do not play tempo mage, it is infamous for being bad due to it's inconsistency.
Those who whine about drawing the card to deal with the situation is a P.I.T.A. should be condemned to a personal hell where you play a game called Magic: the Gathering and no matter you are winning, you are losing, you will topdeck Land after Land.
Those who whine about the starting hand size is at fault should be condemned to another personal hell where you play a game, again, called Magic: the Gathering and you draw 7 cards, 7 super-duper a**-kicking card only to topdeck no land and never be able to cast them.
Rollback Post to RevisionRollBack
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
One big thing for you guys to consider.. if you are thinking 'control vs aggro' remember that, by card game design, aggro > control. Aggro is to control what rock is to scissors.
So yes, if youa re playing control, it WILL feel like "get the right cards or die" because you are already in a bad situation by being control.
There ARE other deck types you know. Tempo and Combo ARE alternatives to control and are made to kill aggro. They typically not only run the AoEs that control relies on but also small minions. When you can mulligan for a hellfire OR a zombie chow OR a coined imp gang boss OR a voidwalker you tend to end up with plenty of anti-aggro tools and the game feels a lot less like a coin flip.
If you insist on playing Scissors, then yes, it's a gamble when you're fighting against Rock.
vs. Control, it's more about predicting your opponent's hand and deck.
vs. Aggro, yes, it's draw the right card or lose.
vs aggro there is : Do I play Hellfire now and clean the stuff or do I wait one turn for a bigger extension of the opponent and thus leading it to a kind of a bluff.
There is way more counterplay then just the ... draw right or bust.
Hellfire is the right card. We're talking about not drawing any counter play here.
You don't understand what is counter-play then.
Rollback Post to RevisionRollBack
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
@OP: First off i love these threads sooo funny. Secondly I just want to quickly explain the nature of HS.
Its a game designed to be really interesting to watch and play. It focuses more on being interesting than being fair. So to clarify my point, a single match means nothing in HS. They designed the game so that the deck crafting phase was one of the most skill intensive parts of the game. Basically the goal of HS isnt to win a single match but rather play with a deck that will consistently draw and play through each shuffle better than the decks you are matched with.
So in conclusion, what is left is an RNG face slam every match with 2-3 netdecks running the entire meta and not allowing any other decks to be played if the player plays with the intention to win the match. Its pathetic and really not the designers fault that players are so lazy but they should have expected it to turn out this way and they should have designed their game with a much much higher skill cap to help differentiate players and to off set the complete loss of the deck crafting phase.
I hope im strike home to you with my comment. This is basically a game where only the netdeckers will ever be good and even they will only be good 60% of the time... So join the dark side and netdeck or get used to losing a whole crap ton...
NOTE: Just read the bold if the post is too long...
Most good decks are made to limit RNG and make it consistent
Face Hunter = Allmost all cards do direct/fast damage so every topdeck will push damage towards lethal.
Patron Warrior = Combo deck, very reliant on RNG but countered by the massive amout of card draw cards in the deck.
Still every deck have some degree of RNG involved like topdecking unleash the hounds after a 4 dmg implosion instaid of wolfrider, or as in an unwinable game with patron warrior where the bottom 8 cards are 2 frothing, 2 patron, 2 accolyte, 1 battle rage and some card i forgot. With all key combo cards and a big portion of the card draw all stacked in the bottom there is simply no chance to win.
Hey i see you're fairly new, welcome! If you don't mind, please be aware of the dates on these posts and do not bump suuuuper old ones like this. Thanks!
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Thats not entirely true. Sure counterplay blah blah blah when to play the card right blah blah blah. But if you simply dont draw the cards you need to stop the anal rush, then you have very little to no counterplay options.
So while you arent wrong. You are definitely not right.
There is more skill than there appears to be based on the fact that the knowledge of what you are up against can determine games even when someone has a bad hand. There are times to pass a turn or drop "bait" for spells to give better minions a greater chance of survival.
Having said that... yes, of course draws are important. I have lost many games because I simply failed to draw a certain type of spell I need or minions that can match my opponents. Well constructed decks have lower chances of bad draws, but it happens. Tirion and Lay on Hays and a Heal Bot to your opening hand will usually lose you the game and those cards are widely used.
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
Don't draw the cards you need ? This sentence prove me three things.
1 ) You don't have a clue of what this represent on a large sample of games.
2 ) You are clueless about what is counterplay.
3 ) You've not understood your bad matchups and how you should hardly Mulligans for some cards.
After this has been said... don't try to prove me I'm not right. You have basically nothing to tell besides that you clearly lack game knowledge and that you seek to try outlast arguing with someone who has more experience with this game then you. I do watch a lot of games (not only mine...) and it's not about bad draw. Bad draw only explain a certain amount of games. But bad draws can happens to aggro decks as well... but it's quite frustrating to recognize it. When a Midrange Hunter gets only 3+ mana cost in their starting and they are not on the coin... they'll be lacking the tempo they need in order to win. The opponent will have a ''regular'' draw and defeat them.
Next time you try to dismiss someone, be sure that you put some good points. I don't like arguing with a child that uses ''blah blah blah'' as his main way to describe his point of view and try to dismiss the arguing of someone.
Farewell,
TheDeadPoet.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Skill difference between players rank 5 and above is almost none, this is especially true for more straight forward decks like aggro.
Well then it's all down to RNG to decide the game.
To answer your question, YES is the answer. The trick is building your deck in a way that as many of the cards in your deck as possible are 'the right card' to have.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
It's a card game... you basically draw cards out of a RNG algorithm. You are willing to play with these kind of RNG... so yeah... RNG is deciding the game on this point of view.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Hellfire is the right card. We're talking about not drawing any counter play here.
Meta changes the moment you switch your deck.
"Luck of the draw" is a factor in Hearthstone just as well as in any other card game. Back in the early days of Magic I lost countless matches to Swamp - Dark ritual - Hypnotic Specter simply because I didn't have a Force of Will in hand or a turn 1/2 removal.
In Hearthstone we tend to remember the insane starts from our opponents, but then we forget about the games when we manage to go Dragon Whelp 2/3, into 2/4 Taunt, into coin 3/6 taunt, into opponent concedes.
Chess or Go.
Those who whine about drawing the card to deal with the situation is a P.I.T.A. should be condemned to a personal hell where you play a game called Magic: the Gathering and no matter you are winning, you are losing, you will topdeck Land after Land.
Those who whine about the starting hand size is at fault should be condemned to another personal hell where you play a game, again, called Magic: the Gathering and you draw 7 cards, 7 super-duper a**-kicking card only to topdeck no land and never be able to cast them.
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
One big thing for you guys to consider.. if you are thinking 'control vs aggro' remember that, by card game design, aggro > control. Aggro is to control what rock is to scissors.
So yes, if youa re playing control, it WILL feel like "get the right cards or die" because you are already in a bad situation by being control.
There ARE other deck types you know. Tempo and Combo ARE alternatives to control and are made to kill aggro. They typically not only run the AoEs that control relies on but also small minions. When you can mulligan for a hellfire OR a zombie chow OR a coined imp gang boss OR a voidwalker you tend to end up with plenty of anti-aggro tools and the game feels a lot less like a coin flip.
If you insist on playing Scissors, then yes, it's a gamble when you're fighting against Rock.
One does not simply walk into Mordor,
unless they want to be the best they can be.
You don't understand what is counter-play then.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
@OP: First off i love these threads sooo funny. Secondly I just want to quickly explain the nature of HS.
Its a game designed to be really interesting to watch and play. It focuses more on being interesting than being fair. So to clarify my point, a single match means nothing in HS. They designed the game so that the deck crafting phase was one of the most skill intensive parts of the game. Basically the goal of HS isnt to win a single match but rather play with a deck that will consistently draw and play through each shuffle better than the decks you are matched with.
So in conclusion, what is left is an RNG face slam every match with 2-3 netdecks running the entire meta and not allowing any other decks to be played if the player plays with the intention to win the match. Its pathetic and really not the designers fault that players are so lazy but they should have expected it to turn out this way and they should have designed their game with a much much higher skill cap to help differentiate players and to off set the complete loss of the deck crafting phase.
I hope im strike home to you with my comment. This is basically a game where only the netdeckers will ever be good and even they will only be good 60% of the time... So join the dark side and netdeck or get used to losing a whole crap ton...
NOTE: Just read the bold if the post is too long...
If you can't beat them, join them
It's more like paper-rock-scissors, and if you don't know how to use scissors correctly then paper will crush you.
https://www.twitch.tv/paulm80/profile
The Political Things, Night School, and f2p with HSThompson M-W-F after 10pm EST
Most good decks are made to limit RNG and make it consistent
Face Hunter = Allmost all cards do direct/fast damage so every topdeck will push damage towards lethal.
Patron Warrior = Combo deck, very reliant on RNG but countered by the massive amout of card draw cards in the deck.
Still every deck have some degree of RNG involved like topdecking unleash the hounds after a 4 dmg implosion instaid of wolfrider, or as in an unwinable game with patron warrior where the bottom 8 cards are 2 frothing, 2 patron, 2 accolyte, 1 battle rage and some card i forgot. With all key combo cards and a big portion of the card draw all stacked in the bottom there is simply no chance to win.
Of course u need to draw the right cards, this is a card game. It is like you are asking whether you can get blackjack without being dealt an ace.
"Put your face in the light!" - Tirion Fordring
Hey i see you're fairly new, welcome! If you don't mind, please be aware of the dates on these posts and do not bump suuuuper old ones like this. Thanks!