I don't encounter them often, but Bloodlust Shaman is a tough matchup. They can just shit so many minions on the board that eventually I run out of removal.
- Draco_Occisor
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Wizrobe1810 posted a message on Top 1 SilverName`s control warrior 20/10/2015Posted in: Top 1 SilverName`s control warrior 20/10/2015 -
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Control Paladin has been a pet deck of mine for the last year and a half. I've taken it to about rank 5ish before I couldn't progress anymore. It has a ton of great tools for a heavy late-game deck, but the early game has not been there. If there is some early game love this expansion, my pet deck might actually become a real thing. Paladin cards are amazing but most of the good ones start at turn 4. We need 1-3 drops that can help stabilise board state. Something like a Bash for Paladin, because Hammer of Wrath is the most criminally overcosted card in Paladin, if not the game. If it cost 3, it would see so much more play.
I'm super excited for this card, but I hope it doesn't fall flat with a lack of 1-3 drop creatures/removal/weapons.
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Do me next!
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Also, I read nocontrol1111's reply, but it has nothing to do with that I was saying, so I don't think I need to respond.
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I don't hate combo. I don't even hate OTKs. I hate playing a hard control list and having no interaction with them. There are no counterspells (Counterspell doesn't count...erspell), no instant speed removals, no effects like Lich's Tomb (Ice Block maybe), and bad sweepers.
Combo is absolutely healthy for the game. Not being able to interact with OTKs isn't. As long as we can't have any control over our opponent's turn, OTKs need to not exist. Other combos are fine, like Grim Patron decks are now. It's strong, but it's not a one turn kill, and some decks are weak to it. Dreadsteed decks are another good example of healthy combos. I'm not kidding when I say that I've lost to several Dreadsteed decks when playing Control Warrior and Fatigue Mage. Also, the Djinni of Zephyrs decks in Priest are another good example.
If we're going to have Raging Worgen 32 damage combos, Force of Nature + Savage Roar 22 damage combos, Anyfin Can Happen30-40 damage combos, etc etc, then we need a way to do something about them, whether it's a counterspell, creatures that have prison/lockdown effects, or targeted discard.
Just my two cents, but it seems more than fair to me.
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I know that there's also the argument that making Control stronger makes the game P2W, or that people like me who call for a stronger Control game are P2Wers who whine because we paid for our decks and still can't win with them. This is sometimes the case, sure, but we can all come to a majority agreement that Control gets punished more than any other archetype due to creature power creep and underwhelming spells. I am all for a balanced Rock-Paper-Scissors metagame of 20/20/20/20/20 (Tempo, Control, Midrange, Combo, Aggro), but as it stands, playing Control puts you immediately at a disadvantage. I am a long time player of CCGs, and I like to be able to edge out my opponent with experience and knowledge and playskill (which is usually where Control shines), but with the way things are now, that's virtually impossible.
I don't want a Control-only metagame, but I'd like it to be a viable choice on the ladder so I can be even moderately successful playing the archetype I enjoy most.
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After browsing the forum since the Standard/Wild announcement, I've noticed that many people are focusing solely on Standard, with people asking what they should dust, talking about cards becoming classics, etc. There's a ton of Standard deck ideas and theories about what Standard is going to look like when the dust settles (no pun intended), and very few (if any) about Wild. With 12ish Classic cards changing and an entirely new set being introduced, why is there no Wild format talk here?
It's going to be like MtG's Legacy, which people want to play but is too expensive. At least here, many of us already have Wild decks that would work. What's up with the lack of Wild love?
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If the combo decks were like MTGs, then yeah, you'd have a point. We have counterspells, permanents that affect opponents' turns (Grand Abolisher, Humility, Trinisphere, etc), targeted discard, and other disruptions. But HS doesn't have that. Your taunts get exhausted and silenced, your Counterspell gets popped with Living Roots (or worse, The Coin), your careful attention to keeping your HP in a safe range is destroyed by Alexstrasza.
Sure, you can break apart my examples with very specific counterplays, but really consider how specific the counterplays have to be in order to really affect your opponent's combo, what decks can even support those plays and strategies, and how that relates to the overall health of the game.