Blizzard added a lot of powerful control cards with KaC. And tbh I really like it. I always wanted a control meta. Missplays will hurt much more, games will last longer and contain more value rather than a turn 4 smurc concede. There will be multiple ways to win a game and the course won't be always the same. Unlike every single aggro opener. (Yeah you got it. Pirat warrior meta was my most painful experience in HS so far)
But if we look closer there are some issues with a control meta. Building and more important holding a board will be nearly impossible. Bco that midrange decks will probably die. Matchups will last too long and fatigue endings will be more common. Priest, Mage and WL wich are the classes with the most powerfull boardcleans will dominate the meta.
Am I just awfulizing things or could this possibly happen?
Fatigue never is win condition (only in mill decks) , if you play control must have a good game plan to fishish the game and in this moment priest have the best win condition in a control style
You aren't entirely wrong, but it's yet to be seen. Cards like Psychic Scream will hurt even scariest midrange decks.
But probably there would still exist midrange decks with consistent 50%+ winrate against control. Some value-greedy, lategame-tempo-oriented midrange, like Quest Druid.
Fatigue never is win condition (only in mill decks) , if you play control must have a good game plan to fishish the game and in this moment priest have the best win condition in a control style
Uhhhh, you definitely didn't play in tank up fatigue warrior meta, aren't you? He didn't even mill, just killed everything and obtained 40+ armor.
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
It will be difficult to play decks that are mid-range, but not impossible. Think of Saronite Chain Gang and/or Dopplegangster, and also cards with Deathrattle "revive" options (Skelemancer?)
If you get wiped out, you have to be able to recover quickly. Maybe multiple times.
I will be curious to see if decks evolve to meet these new challenges.
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
I really disagree with this statement. Aggro decks are made for "face is the place" strategy and good enough opener to win turn 5. If bad card draw and no win condition turn <5, concede, next game. That is what I call braindead and unhealthy for the game.
Yes, and the most part of are free wins because i play priest in that moments, but in that match up the win condition was elise i dont remember that the fatigue damage was important
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
I really disagree with this statement. Aggro decks are made for "face is the place" strategy and good enough opener to win turn 5. If bad card draw and no win condition turn <5, concede, next game. That is what I call braindead and unhealthy for the game.
Looking at this interaction reminds me of the phrase "two sides of the same coin".
Aggro doesn't care too much about AOE, midrange does.So if we get a control meta the answer it's going to be aggro, if an aggro deck its fast enough to punish greed then that's going to be the new "cancer".Enjoy your "control meta".
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
I really disagree with this statement. Aggro decks are made for "face is the place" strategy and good enough opener to win turn 5. If bad card draw and no win condition turn <5, concede, next game. That is what I call braindead and unhealthy for the game.
Yeah, but you do not seem to know how to play aggro or aggressive midrange decks.The scenario when you just snowball a game surely happens. But also the opposite, when the beatdown player fills up the board and every threat gets removed until control drops the big minions and the beatdown gets outvalued.
The amount of decisions over the playtime is probably very similar to control decks. Just that the decisions are distributed over more games for aggro. In control vs aggro, the roles are pretty clear for both sides and not many decisions are made. There are some decisions concerning overextending/baiting out more minions (depends from which side you're looking at it), but generally the aggressive deck has to close the game out rather sooner than later or it will lose.
The most skill is aggro vs. aggro or control vs. control since in these matchups the role can change. In aggro vs aggro (or midrange vs midrange as presently there is only one good aggro deck on ladder anyways) a single wrong trade or non-trade can cost you the game. You need to seize your chance to win as soon as it pops up, but be aware of the damage the opponent can do as well. In control, the early game is super boring. Noone does anything and the decisions come towards the mid and lategame which cards do throw away, whether this game is going to fatigue or whether one side can outtempo the opponent. Except of course in control vs. combo/control. Exodia mage is basically the control role against every other deck. If they get the time, they will win so there the roles are also pretty defined.
The believe that aggro is just stupid face smashing is pretty famous in Hearthpwn, but as wrong as saying control is just remove, remove, remove and drop the big guys. There are a lot of strategies in heartstone from hyper aggressive over ramp to attrition and pure combo or combo oriented control. And some matchups are simply straightforward, others demand hard decisions.
The whole point of midrange is to apply slow, constant pressure that a control deck will eventually be unable to keep up with. Control is meant to clear early-game threats and finish you off with its win condition, but it has trouble doing that if it must constantly deal with your pressure.
It's aggro that loses to control because once control clears aggro's threats, aggro is out of gas. Midrange just keeps piling it on.
(If you think you see an aggro deck that does keep piling it on, you're actually looking at midrange.)
So if you are predicting more control decks in the new meta, midrange would be well-positioned to prey upon them.
Control meta? What are you talking about? As long as Jade Druid, raza priest, and quest Mage exist there is no such thing. Slow meta = OTK decks and jades. Not control decks.
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
I really disagree with this statement. Aggro decks are made for "face is the place" strategy and good enough opener to win turn 5. If bad card draw and no win condition turn <5, concede, next game. That is what I call braindead and unhealthy for the game.
Yeah, but you do not seem to know how to play aggro or aggressive midrange decks.The scenario when you just snowball a game surely happens. But also the opposite, when the beatdown player fills up the board and every threat gets removed until control drops the big minions and the beatdown gets outvalued.
The amount of decisions over the playtime is probably very similar to control decks. Just that the decisions are distributed over more games for aggro. In control vs aggro, the roles are pretty clear for both sides and not many decisions are made. There are some decisions concerning overextending/baiting out more minions (depends from which side you're looking at it), but generally the aggressive deck has to close the game out rather sooner than later or it will lose.
The most skill is aggro vs. aggro or control vs. control since in these matchups the role can change. In aggro vs aggro (or midrange vs midrange as presently there is only one good aggro deck on ladder anyways) a single wrong trade or non-trade can cost you the game. You need to seize your chance to win as soon as it pops up, but be aware of the damage the opponent can do as well. In control, the early game is super boring. Noone does anything and the decisions come towards the mid and lategame which cards do throw away, whether this game is going to fatigue or whether one side can outtempo the opponent. Except of course in control vs. combo/control. Exodia mage is basically the control role against every other deck. If they get the time, they will win so there the roles are also pretty defined.
The believe that aggro is just stupid face smashing is pretty famous in Hearthpwn, but as wrong as saying control is just remove, remove, remove and drop the big guys. There are a lot of strategies in heartstone from hyper aggressive over ramp to attrition and pure combo or combo oriented control. And some matchups are simply straightforward, others demand hard decisions.
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
I really disagree with this statement. Aggro decks are made for "face is the place" strategy and good enough opener to win turn 5. If bad card draw and no win condition turn <5, concede, next game. That is what I call braindead and unhealthy for the game.
LoL at people calling what they don't understand "braindead" again. there is a lot more to aggro and tempo then just"smorc". Yeah there are true smorc decks, but that's pretty much just specialised hunter decks, and that's pretty much down to the hunter hero power being the least versatile of the bunch.
Zoo, tempo rogue, murloc pally all take careful consideration. yeah you can get games where you steamroll the opponent, but the same applies to all well built decks.
Also token shaman requires perfect RNG and a ton of pre planning as well. you only steam roll if the opponent plays bad or gets terrible RNG. it's really easy to ruin that decks day if you don't get your minions to stick and then draw buffs in time. Also control decks will just board clear you so you loose. you have to play around all these clears and tech for things like doomsayer... definitely not "braindead" just powerful when played well and paired with good RNG.
Blizzard added a lot of powerful control cards with KaC. And tbh I really like it.
I always wanted a control meta. Missplays will hurt much more, games will last longer and contain more value rather than a turn 4 smurc concede. There will be multiple ways to win a game and the course won't be always the same. Unlike every single aggro opener.
(Yeah you got it. Pirat warrior meta was my most painful experience in HS so far)
But if we look closer there are some issues with a control meta. Building and more important holding a board will be nearly impossible. Bco that midrange decks will probably die. Matchups will last too long and fatigue endings will be more common. Priest, Mage and WL wich are the classes with the most powerfull boardcleans will dominate the meta.
Am I just awfulizing things or could this possibly happen?
Fatigue never is win condition (only in mill decks) , if you play control must have a good game plan to fishish the game and in this moment priest have the best win condition in a control style
You aren't entirely wrong, but it's yet to be seen. Cards like Psychic Scream will hurt even scariest midrange decks.
But probably there would still exist midrange decks with consistent 50%+ winrate against control. Some value-greedy, lategame-tempo-oriented midrange, like Quest Druid.
aggro decks is where missplays matter cuz your resources are limited. With control you just wait until full clear and then blame bad rng when opponent outvalues. (after 20 minutes of a game)
It will be difficult to play decks that are mid-range, but not impossible. Think of Saronite Chain Gang and/or Dopplegangster, and also cards with Deathrattle "revive" options (Skelemancer?)
If you get wiped out, you have to be able to recover quickly. Maybe multiple times.
I will be curious to see if decks evolve to meet these new challenges.
Like I am currently only playing midrange.... getting really good result...
Yes, and the most part of are free wins because i play priest in that moments, but in that match up the win condition was elise i dont remember that the fatigue damage was important
i wrote the same comment by mistake :d
Probably.
Aggro doesn't care too much about AOE, midrange does.So if we get a control meta the answer it's going to be aggro, if an aggro deck its fast enough to punish greed then that's going to be the new "cancer".Enjoy your "control meta".
You are totally right. That's another concern...
The whole point of midrange is to apply slow, constant pressure that a control deck will eventually be unable to keep up with. Control is meant to clear early-game threats and finish you off with its win condition, but it has trouble doing that if it must constantly deal with your pressure.
It's aggro that loses to control because once control clears aggro's threats, aggro is out of gas. Midrange just keeps piling it on.
(If you think you see an aggro deck that does keep piling it on, you're actually looking at midrange.)
So if you are predicting more control decks in the new meta, midrange would be well-positioned to prey upon them.
https://hearthstone.gamepedia.com/Deck_type#Rock.2C_paper.2C_scissors
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Control meta? What are you talking about? As long as Jade Druid, raza priest, and quest Mage exist there is no such thing. Slow meta = OTK decks and jades. Not control decks.
Zoo, tempo rogue, murloc pally all take careful consideration. yeah you can get games where you steamroll the opponent, but the same applies to all well built decks.
Also token shaman requires perfect RNG and a ton of pre planning as well. you only steam roll if the opponent plays bad or gets terrible RNG. it's really easy to ruin that decks day if you don't get your minions to stick and then draw buffs in time. Also control decks will just board clear you so you loose. you have to play around all these clears and tech for things like doomsayer... definitely not "braindead" just powerful when played well and paired with good RNG.