I say yes. Also, if that is the case, I assume the better decks consists of things which destroy libraries, hands, and cards in general, or capitalizes on the opponent's drawing.
1. They will depend on plenty draws.
2. Threaten them from drawing.
3. Punish them for drawing.
Example: Mill
Other example: Iron Juggernaut
Hybrid example: Juggernaut Mill.
Punish them for playing a lot of cards or punish them for playing few cards.
Well, from Tempo Storm, these are the tier 1 decks
Grim Patron Warrior - literally only cares about combo, so lots of draw cards
Demon Handlock - virtually no draw cards other than Mortal Coil, but draw hero power
Oil Rogue - tempo deck with combo finisher, prep sprint and azure drake, fan of knives -> lots of draw
Mid-Range Druid - mostly Ancient of Lore for draw, occasionally nourish
Mech Shaman - no draw
The 3 strategies are 1) Face race opponent 30 to 0, they die before you run out of cards 2) Draw lots of cards 3) Have high value cards so you don't need to draw much
I mean, you can go and look up all the pro decks over the last month and count how many of them had 25% or more card draw cards in deck. I don't know what consists of "high number". Any card with the text "Draw" on it is inately powerful. It's why the warlock power is considered the best. It's why minons like gnomish inventor see play. It's why Ancient of Lore is used more for draw 2 than the life gain.
Um, it really depends on what strategy you are going for. Tempo decks have very little draw (basically any druid or hunter deck). Mech decks almost no draw. FAST decks have to have no or little draw, because drawing slows you down, you would rather get the extra few stat points or charge ability.
Well, from Tempo Storm, these are the tier 1 decks
Grim Patron Warrior - literally only cares about combo, so lots of draw cards
Demon Handlock - virtually no draw cards other than Mortal Coil, but draw hero power
Oil Rogue - tempo deck with combo finisher, prep sprint and azure drake, fan of knives -> lots of draw
Mid-Range Druid - mostly Ancient of Lore for draw, occasionally nourish
Mech Shaman - no draw
The 3 strategies are 1) Face race opponent 30 to 0, they die before you run out of cards 2) Draw lots of cards 3) Have high value cards so you don't need to draw much
Teching in Mana Tide Totem has really helped me with Mech Shaman, especially since people sometimes have to decide whether to take it out or get rid of the Mechwarper/Whirling Zap-O-Matic. Mech Shaman doesn't need to draw that much to do well, and very often one or two cards is enough to give you that edge. Plus, it's removal/silence bait or a pseudo-Taunt. Definitely not for everyone depending on how they play the archetype, but I really like it.
I guess aside from Facehunter, decks need some kind of card draw, either to 1) replenish a depleted hand; 2) filter through the deck, or; 3) thinning the deck. So yes, card draws are everywhere. It's what purpose you want to achieve through card draw mechanics, and then picking the right card draw engine that truly matters.
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"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
In theory, yes, a mill deck would be the counter to a Combo deck (those 'draw all of my hand' decks you refer to).
The problem is that mill doesn't work here.
Unlike in other card games, there's no direct discard mechanic. There is 'burn', which is what happens when your hand is too large, but people put far too much stock on the use of that than it seems. Instead, what you are after is a fatigue style deck, which pushes an opponent to fatigue as fast as possible.
That has been tried. It's, so far, failed. The reason is that there's not enough ways to keep yourself alive. One of the biggest problems with Combo decks is trying to draw cards for your combo while making sure your opponent doesn't kill you, as it's not easy to draw while protecting yourself early on. A mill deck would provide no threats while giving the opponent all of the cards they need. Thus they'll just hold back their draw mechancis, dump their non-combo pieces, let you draw for them until their get their combo, then just kill you with it.
Mill deck would have to have more ways of disrupting an opponent at key points do avoid death while drawing out the rest of hte deck.More reliable milling would also be needed (so far, all good milling moves involve coldlight oracle, so if you don't get that card in time you aren't doing anything)
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One does not simply walk into Mordor,
unless they want to be the best they can be.
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I say yes. Also, if that is the case, I assume the better decks consists of things which destroy libraries, hands, and cards in general, or capitalizes on the opponent's drawing.
1. They will depend on plenty draws.
2. Threaten them from drawing.
3. Punish them for drawing.
Example: Mill
Other example: Iron Juggernaut
Hybrid example: Juggernaut Mill.
Punish them for playing a lot of cards or punish them for playing few cards.
Weblord, manawraith, loatheb, mill, brawl, doomsayer, aoe, nuke, deathlord, silence, steal.
Um, yea, card wars.
Well, from Tempo Storm, these are the tier 1 decks
The 3 strategies are
1) Face race opponent 30 to 0, they die before you run out of cards
2) Draw lots of cards
3) Have high value cards so you don't need to draw much
Have a great deck that's really, really cheap? Help the new players out
I mean, you can go and look up all the pro decks over the last month and count how many of them had 25% or more card draw cards in deck. I don't know what consists of "high number". Any card with the text "Draw" on it is inately powerful. It's why the warlock power is considered the best. It's why minons like gnomish inventor see play. It's why Ancient of Lore is used more for draw 2 than the life gain.
Combo decks are the only decks with lot of draw mechanics involved in them !
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Um, it really depends on what strategy you are going for. Tempo decks have very little draw (basically any druid or hunter deck). Mech decks almost no draw. FAST decks have to have no or little draw, because drawing slows you down, you would rather get the extra few stat points or charge ability.
shaman just got a 2 mana draw 2 cards now card.
i think it is really undevalued by people right now and will be one of the big winners of the expansion.
helps those aggro shaman variants alot and is also a great addition to any combo variants some players might want to try.
mech shaman was really strong lately but was lacking consistency.
THIS card gives such decks consistency.
Teching in Mana Tide Totem has really helped me with Mech Shaman, especially since people sometimes have to decide whether to take it out or get rid of the Mechwarper/Whirling Zap-O-Matic. Mech Shaman doesn't need to draw that much to do well, and very often one or two cards is enough to give you that edge. Plus, it's removal/silence bait or a pseudo-Taunt. Definitely not for everyone depending on how they play the archetype, but I really like it.
Did someone say "draw"?
I guess aside from Facehunter, decks need some kind of card draw, either to 1) replenish a depleted hand; 2) filter through the deck, or; 3) thinning the deck. So yes, card draws are everywhere. It's what purpose you want to achieve through card draw mechanics, and then picking the right card draw engine that truly matters.
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
In theory, yes, a mill deck would be the counter to a Combo deck (those 'draw all of my hand' decks you refer to).
The problem is that mill doesn't work here.
Unlike in other card games, there's no direct discard mechanic. There is 'burn', which is what happens when your hand is too large, but people put far too much stock on the use of that than it seems. Instead, what you are after is a fatigue style deck, which pushes an opponent to fatigue as fast as possible.
That has been tried. It's, so far, failed. The reason is that there's not enough ways to keep yourself alive. One of the biggest problems with Combo decks is trying to draw cards for your combo while making sure your opponent doesn't kill you, as it's not easy to draw while protecting yourself early on. A mill deck would provide no threats while giving the opponent all of the cards they need. Thus they'll just hold back their draw mechancis, dump their non-combo pieces, let you draw for them until their get their combo, then just kill you with it.
Mill deck would have to have more ways of disrupting an opponent at key points do avoid death while drawing out the rest of hte deck.More reliable milling would also be needed (so far, all good milling moves involve coldlight oracle, so if you don't get that card in time you aren't doing anything)
One does not simply walk into Mordor,
unless they want to be the best they can be.