Sorry but I still disagree, the "setup" for Rogue isn't anywhere near "considerable" nor restricting. Invokes are GOOD and beneficial to her gameplan, and playing a bunch by turn 7 is absolutely trivial. They're not paying any opportunity-cost for that Galakrond, which is exactly why the deck is so strong. And Stunner is just a 2-cards combo, they're running 2 Stunners and 6 secrets in their deck (not counting generated ones...) so it's hardly difficult to pull off too. Especially considering that often the only way to play around Ambush / Bamboozle is just NOT activating them for a while, which means they stay in play, which means you don't even have to play Stunner on the same turn...
As for Hunter well, having a dragon in hand (Rotnest) or in play (Stormhammer) for Dragon Hunter is... well... not exactly difficult either...
I'll give you the Warrior one being a multi-card combo, but I gotta tell you... I hardly remember a recent game against Warrior where they did NOT pull off some sort of ridiculous combo. Again, 1) the main piece is double-tutorable (Corsair Cache into Ancharr into Skipper), 2) they're drawing a crapload of cards with Battle Rage anyways and 3) the combos are very flexible and have different purposes. A lot of pieces can be used for other combos (ie Korkron - Inner Rage - Mercenary) or curve plays that are still really strong (ie Rampage > Mercenary on a Warmaul Challenger that stuck) or at the very least cheating out a ridiculously discounted Bloodboil Brute. The current Warrior lists have so many reliable, interconnected combos and card synergies (and the draws to go along with them) that it's starting to give me Patron Warrior vibes...
I'm not saying rogue can't get away with playing their invoke cards - they definitely can, and Galakrond is played in pretty much all rogue decks for that reason. But c'mon, none of the invoke cards are "GOOD" in any isolated sense. They are only good in that they set up a more powerful Galakrond, on their own (stats and effect) they are considerably below average for their mana cost.
But yeah, I'm wasn't saying those things you mentioned aren't powerful when they come together. I'm just saying they aren't without their requirements. Card draw effects for DH on the other hand, with outcast being mostly negligible in tempo DH, are.
This is where I think we're not understanding each other, the thing is, imho Tempo DH negates the Outcast restriction exactly like Rogue negates the drawbacks of those "bad" invoke cards (by her invoke being so good and synergistic with the rest of her gameplan and by the payoff being outrageous). Outcast is actually a pretty restricting condition in itself, if you ever try building a midrange / controll-ish / Big Demon DH, or played the pre-nerf OTK deck, you'll see just how easily a card like Skull gets stuck in your hand in between an Inner Demon and a Priestess. And keep in mind that non-Outcasted Skull is garbage, no deck would play 6-mana draw-3. This is exactly why any other DH archetype is bad right now.
Basically all the strong decks for any class right now work that way, pick some outrageous build-around cards with a condition that seems restrictive (but guess what it actually isn't) and completely negate it in some way. In that regard, DH is just like the others (except that at least to me DH is actually less infuriating because at least he crushes you with cards that he actually put in his f-ing deck, contrary to Rogue)
I too had that experience with Skull when i tried out Big DH, that it could get "stuck in the middle" with more expensive cards. That isn't the case with tempo DH, though. And while rogue certainly has its issues as well, it has more bad matchups/counters. And my core problem with the deck is still:
Aggro decks should run out of steam at some point, if they can't close the game out somewhere in the early- or mid game.
That's their essential weakness as an archetype, as far as I see it. And it doesn't apply to tempo DH.
I too had that experience with Skull when i tried out Big DH, that it could get "stuck in the middle" with more expensive cards. That isn't the case with tempo DH, though. And while rogue certainly has its issues as well, it has more bad matchups/counters. And my core problem with the deck is still:
Aggro decks should run out of steam at some point, if they can't close the game out somewhere in the early- or mid game.
That's their essential weakness as an archetype, as far as I see it. And it doesn't apply to tempo DH.
They do have another essential weakness tho, literally anything they can play up to turn 4 (and sometimes even 5) has just 2 HPs. The Frenzied Felwing nerf helped a lot in that regard.
If you take away their card drawing strength, literally drawing a 2-dmg AOE on time + being able to cleanly deal with Glaivebound or Priestess later would completely ensure victory every time. It's exactly what happens with Murloc Pala if they don't find Coldlight Seer, and the reason why that deck mostly sucks right now.
My days are happier now that i made a dragon priest deck that almost everytime beat their ass up..defeating DH is now my dream.... but still, damn rogues
Murloc paladin doesn't have Glavebound or Priestess, though. Or Kayn. Or Altruis. Or Metamorphosis. Or Warglaives. Or a 1-mana hero power that deals face damage. You see my point? Murloc pala needs to snowball early to win. Tempo DH doesn't. Which is why it's doubly absurd that paladin seemingly isn't allowed to draw cards at all anymore - and DH can basically have as many cards as it wants.
Murloc paladin doesn't have Glavebound or Priestess, though. Or Kayn. Or Altruis. Or Metamorphosis. Or Warglaives. Or a 1-mana hero power that deals face damage. You see my point? Murloc pala needs to snowball early to win. Tempo DH doesn't. Which is why it's doubly absurd that paladin seemingly isn't allowed to draw cards at all anymore - and DH can basically have as many cards as it wants.
Murloc Paladin is pretty powerful and seems oppressive when it snowballs but they just run out of gas so fast. Kill their initial wave of murlocs and they really have nothing. They just run out of resources really fast since paladin card draw is horrible. They have to play a 3 mana 3/1 just to get some cards lol.
Sorry but I still disagree, the "setup" for Rogue isn't anywhere near "considerable" nor restricting. Invokes are GOOD and beneficial to her gameplan, and playing a bunch by turn 7 is absolutely trivial. They're not paying any opportunity-cost for that Galakrond, which is exactly why the deck is so strong. And Stunner is just a 2-cards combo, they're running 2 Stunners and 6 secrets in their deck (not counting generated ones...) so it's hardly difficult to pull off too. Especially considering that often the only way to play around Ambush / Bamboozle is just NOT activating them for a while, which means they stay in play, which means you don't even have to play Stunner on the same turn...
As for Hunter well, having a dragon in hand (Rotnest) or in play (Stormhammer) for Dragon Hunter is... well... not exactly difficult either...
I'll give you the Warrior one being a multi-card combo, but I gotta tell you... I hardly remember a recent game against Warrior where they did NOT pull off some sort of ridiculous combo. Again, 1) the main piece is double-tutorable (Corsair Cache into Ancharr into Skipper), 2) they're drawing a crapload of cards with Battle Rage anyways and 3) the combos are very flexible and have different purposes. A lot of pieces can be used for other combos (ie Korkron - Inner Rage - Mercenary) or curve plays that are still really strong (ie Rampage > Mercenary on a Warmaul Challenger that stuck) or at the very least cheating out a ridiculously discounted Bloodboil Brute. The current Warrior lists have so many reliable, interconnected combos and card synergies (and the draws to go along with them) that it's starting to give me Patron Warrior vibes...
I'm not saying rogue can't get away with playing their invoke cards - they definitely can, and Galakrond is played in pretty much all rogue decks for that reason. But c'mon, none of the invoke cards are "GOOD" in any isolated sense. They are only good in that they set up a more powerful Galakrond, on their own (stats and effect) they are considerably below average for their mana cost.
But yeah, I'm wasn't saying those things you mentioned aren't powerful when they come together. I'm just saying they aren't without their requirements. Card draw effects for DH on the other hand, with outcast being mostly negligible in tempo DH, are.
This is where I think we're not understanding each other, the thing is, imho Tempo DH negates the Outcast restriction exactly like Rogue negates the drawbacks of those "bad" invoke cards (by her invoke being so good and synergistic with the rest of her gameplan and by the payoff being outrageous). Outcast is actually a pretty restricting condition in itself, if you ever try building a midrange / controll-ish / Big Demon DH, or played the pre-nerf OTK deck, you'll see just how easily a card like Skull gets stuck in your hand in between an Inner Demon and a Priestess. And keep in mind that non-Outcasted Skull is garbage, no deck would play 6-mana draw-3. This is exactly why any other DH archetype is bad right now.
Basically all the strong decks for any class right now work that way, pick some outrageous build-around cards with a condition that seems restrictive (but guess what it actually isn't) and completely negate it in some way. In that regard, DH is just like the others (except that at least to me DH is actually less infuriating because at least he crushes you with cards that he actually put in his f-ing deck, contrary to Rogue)
I too had that experience with Skull when i tried out Big DH, that it could get "stuck in the middle" with more expensive cards. That isn't the case with tempo DH, though. And while rogue certainly has its issues as well, it has more bad matchups/counters. And my core problem with the deck is still:
Aggro decks should run out of steam at some point, if they can't close the game out somewhere in the early- or mid game.
That's their essential weakness as an archetype, as far as I see it. And it doesn't apply to tempo DH.
They do have another essential weakness tho, literally anything they can play up to turn 4 (and sometimes even 5) has just 2 HPs. The Frenzied Felwing nerf helped a lot in that regard.
If you take away their card drawing strength, literally drawing a 2-dmg AOE on time + being able to cleanly deal with Glaivebound or Priestess later would completely ensure victory every time. It's exactly what happens with Murloc Pala if they don't find Coldlight Seer, and the reason why that deck mostly sucks right now.
My days are happier now that i made a dragon priest deck that almost everytime beat their ass up..defeating DH is now my dream.... but still, damn rogues
Murloc paladin doesn't have Glavebound or Priestess, though. Or Kayn. Or Altruis. Or Metamorphosis. Or Warglaives. Or a 1-mana hero power that deals face damage. You see my point? Murloc pala needs to snowball early to win. Tempo DH doesn't. Which is why it's doubly absurd that paladin seemingly isn't allowed to draw cards at all anymore - and DH can basically have as many cards as it wants.
Murloc Paladin is pretty powerful and seems oppressive when it snowballs but they just run out of gas so fast. Kill their initial wave of murlocs and they really have nothing. They just run out of resources really fast since paladin card draw is horrible. They have to play a 3 mana 3/1 just to get some cards lol.
I want Lich King as the 11th new class. More control oriented.