What you describe is pretty much a defensive midrange deck. Contrary to what many people claim these days, midrange doesn't mean face-smashing with cards that cost more than 3 (like "midrange" Hunter or Paladin), but it means a playstyle that mostly wins by board control and tries to find a balance between pressuring the slow opponents and outlasting the fast ones, without excelling at either. Think of Elemental Shaman as an archetypical "a bit of everything" deck, with heals, taunts, board clears, strong tempo cards and Kalimos, Primal Lord as the ultimate jack of all trades.
Problem is, that many of these decks do rather poorly as of late, since aggressive decks are very fast and quickly get out of hand, while slow decks have many potent board clears, lots of armor gain/healing, and ridiculous win conditions in the late game. Most of the current decks tend to win by overwhelming the opponent as fast and as much as possible (like Paladin), ideally producing one threat after another, or by having specifically designed, extremly powerful win-conditions they build their entire deck around (like Priest or Warlock). On top of that, they perform extremely well due to a relatively high consistency. Among the few decks that try to be in the middle and do somewhat successfully, you find Spiteful Priest, although I personally see the strength of that deck in the many, many "cheated" cards. Random Discoveries, randomly summoned minions, all generating a bit of an extra advantage on top of a minion based playstyle. It is a midrange deck alright, but as you'll see, you will have a hard time copying the playstyle with any other class. Duskbreaker is certainly very important, but more than anything, Priest can count on many favorable discover-cards. Most of the utilized win conditions are either intended or anticipated by the developers, which means that you will rarely ever find a cool combo outside of what is relatively obvious from the start. It's not impossible though.
If you want to get to an original, unique strong deck, my advice would be to look out for cards with high but unused potential, but they generally are pretty rare. Not rare as in "legendary" (most of them are), but rare as in "a handful per expansion". But those with high potential always have the chance to shine. This is especially important as we move into another year of Hearthstone with a Standard rotation and a drastically changing meta and new cards incoming. Take a look at cards you think could perform really well if only there was something else. Try to think of the best case imaginable for a given card effect. For example, think of Y'Shaarj, Rage Unbound, that was completely rejected when WOG came out, branded as the worst of the old gods. Nowadays, it's arguably the strongest, because Barnes can cheat it out on turn 4, a few other good targets for both Barnes and Y'Shaarj were added, and a lot of resurrection tools and removal give the deck more consistency.
When you found something that has a lot of potential, the rest is up to how consistent you can make that deck to get that best case scenario as often as possible. And sadly, that is also up to the developers, because they may decide that you won't get that board clear you need or that draw engine that would really help you out. Because of that, Hunter is mostly a lost cause, since Team 5 thinks Hunter should never have good card draw, thus making any ambitious playstyle much harder to pull off. But you never know.
You want a clear idea on how your deck wants to win games and how your deck is positioned from a makro standpoint:
Usually decks fall into 3 general categories: Aggro, Tempo or Control
Aggro decks focus on the early game and usually care most about face damage, you want ways to damage your opponent quick and early and ways to close out the game when your opponent tries to stabilize. You care little for the board state as long as you can stay on the offensive.
Tempo decks are a bit slower than aggro decks and care more about the board, you want cards that are cost efficient and good at controlling the board. The big strength of Tempo decks is to be able to play both the control and aggro game when needed.
Control decks want to create more resources and win the late game, they usually trade off their life for more cards and the time to deploy them and they need ways to stabilize against all the more aggressive decks. It usually doesn't matter that much how you win here as you usually win against Tempo and Aggro anyway once you have stabilized.
Combo decks usually are control variants that employ a combo as a way to close out the game, which is usually kinda good against other control decks as your win option usually trumps theirs. But good combos are rare to non existant in HS
It's important to know what your deck wants to do, as a great control card is usually bad in aggro and vice versa.
I think questioning adventurere and neon gave good advice, i will just add to what they said.
Firstly if you are playing ranked unless you are one of THE top players you will go up and down the ladder and average something pretty close to 50% win rate. With this in mind you could get heads 100 times in a row from flipping a coin but it is very, very unlikely. But i think you are just saying you want a competitive deck.
From what you said it sounds like you like control, warlock and priest are the typical top control decks i would say.
Also, as rule of thumb aggro decks focus on their goal of killing fast whereas control just try to stay alive and then kill later. This makes control decks more responsive to what the opponent is doing rather than just focusing on themselves, this means you need to know the meta well to know how and respond.
Having cards that can be versatile sounds good in theory but sometimes you just need an ordinary knife, not a swiss army knife. I find adapting your play style to the situation is more effective than having adaptable cards. For example even if you are playing a mirror match depending if you are on the offensive or defensive will determine your play style.
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So i like messing around with decks, trying one day to create a off meta super deck that zooms me to legend 100 wins to 0.
And while i set here on the the throne of deep thought i've been wondering what makes a good deck.
for one i like good card draw, i like a deck that is adaptive to situations, good aoe and hard removal options seem like a must as well.
what about healing, or taunt.
any philosophical gems people would like to share?
It's a deck that either wins before your opponent can or stops your opponent from winning before you can. Or a balance of both.
What you describe is pretty much a defensive midrange deck. Contrary to what many people claim these days, midrange doesn't mean face-smashing with cards that cost more than 3 (like "midrange" Hunter or Paladin), but it means a playstyle that mostly wins by board control and tries to find a balance between pressuring the slow opponents and outlasting the fast ones, without excelling at either.
Think of Elemental Shaman as an archetypical "a bit of everything" deck, with heals, taunts, board clears, strong tempo cards and Kalimos, Primal Lord as the ultimate jack of all trades.
Problem is, that many of these decks do rather poorly as of late, since aggressive decks are very fast and quickly get out of hand, while slow decks have many potent board clears, lots of armor gain/healing, and ridiculous win conditions in the late game. Most of the current decks tend to win by overwhelming the opponent as fast and as much as possible (like Paladin), ideally producing one threat after another, or by having specifically designed, extremly powerful win-conditions they build their entire deck around (like Priest or Warlock). On top of that, they perform extremely well due to a relatively high consistency.
Among the few decks that try to be in the middle and do somewhat successfully, you find Spiteful Priest, although I personally see the strength of that deck in the many, many "cheated" cards. Random Discoveries, randomly summoned minions, all generating a bit of an extra advantage on top of a minion based playstyle. It is a midrange deck alright, but as you'll see, you will have a hard time copying the playstyle with any other class. Duskbreaker is certainly very important, but more than anything, Priest can count on many favorable discover-cards.
Most of the utilized win conditions are either intended or anticipated by the developers, which means that you will rarely ever find a cool combo outside of what is relatively obvious from the start. It's not impossible though.
If you want to get to an original, unique strong deck, my advice would be to look out for cards with high but unused potential, but they generally are pretty rare. Not rare as in "legendary" (most of them are), but rare as in "a handful per expansion". But those with high potential always have the chance to shine. This is especially important as we move into another year of Hearthstone with a Standard rotation and a drastically changing meta and new cards incoming. Take a look at cards you think could perform really well if only there was something else. Try to think of the best case imaginable for a given card effect. For example, think of Y'Shaarj, Rage Unbound, that was completely rejected when WOG came out, branded as the worst of the old gods. Nowadays, it's arguably the strongest, because Barnes can cheat it out on turn 4, a few other good targets for both Barnes and Y'Shaarj were added, and a lot of resurrection tools and removal give the deck more consistency.
When you found something that has a lot of potential, the rest is up to how consistent you can make that deck to get that best case scenario as often as possible. And sadly, that is also up to the developers, because they may decide that you won't get that board clear you need or that draw engine that would really help you out. Because of that, Hunter is mostly a lost cause, since Team 5 thinks Hunter should never have good card draw, thus making any ambitious playstyle much harder to pull off. But you never know.
A good deck is one you enjoy playing, and has around 45%+ winrate or better.
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
You want a clear idea on how your deck wants to win games and how your deck is positioned from a makro standpoint:
Usually decks fall into 3 general categories: Aggro, Tempo or Control
Aggro decks focus on the early game and usually care most about face damage, you want ways to damage your opponent quick and early and ways to close out the game when your opponent tries to stabilize. You care little for the board state as long as you can stay on the offensive.
Tempo decks are a bit slower than aggro decks and care more about the board, you want cards that are cost efficient and good at controlling the board. The big strength of Tempo decks is to be able to play both the control and aggro game when needed.
Control decks want to create more resources and win the late game, they usually trade off their life for more cards and the time to deploy them and they need ways to stabilize against all the more aggressive decks. It usually doesn't matter that much how you win here as you usually win against Tempo and Aggro anyway once you have stabilized.
Combo decks usually are control variants that employ a combo as a way to close out the game, which is usually kinda good against other control decks as your win option usually trumps theirs. But good combos are rare to non existant in HS
It's important to know what your deck wants to do, as a great control card is usually bad in aggro and vice versa.
I think questioning adventurere and neon gave good advice, i will just add to what they said.
Firstly if you are playing ranked unless you are one of THE top players you will go up and down the ladder and average something pretty close to 50% win rate. With this in mind you could get heads 100 times in a row from flipping a coin but it is very, very unlikely. But i think you are just saying you want a competitive deck.
From what you said it sounds like you like control, warlock and priest are the typical top control decks i would say.
Also, as rule of thumb aggro decks focus on their goal of killing fast whereas control just try to stay alive and then kill later. This makes control decks more responsive to what the opponent is doing rather than just focusing on themselves, this means you need to know the meta well to know how and respond.
Having cards that can be versatile sounds good in theory but sometimes you just need an ordinary knife, not a swiss army knife. I find adapting your play style to the situation is more effective than having adaptable cards. For example even if you are playing a mirror match depending if you are on the offensive or defensive will determine your play style.