As the title suggests, I would like to hear your opinion about this.
I have been constantly landing on posts and threads, which talk about how adding more cards to your deck would ruin its consistency. If you are diluting it with unnecessary cards, then the chances of you drawing a bad card and losing because of it get bigger. If we imagine, that this restriction is removed from the game, I'm sure, that control decks would either cut or add a bit more cards to their deck depending how the meta looks like (fast or slow and greedy), some combo decks would only run their combo pieces and removals, so that they stall as much as they can etc etc.
But my question is - how EXACTLY would an aggro deck look like? Which cards would you want to cut and how big would your deck be, in order to run optimally? I would welcome anyone, who has good ideas and even posts plausible deck lists.
[edit] Feel free to use some pre-nerfed cards, if you think, that the "ideal" aggro deck will feel even more flawless, but don't go too far with some cliche examples (Undertaker, Corridor Creeper, Small-Time Buccaneer maybe?)
Quest hunter would be pretty good. You put quest, 2 fireflys, 4 1-drop of your choice, and that's it.
Turn 1 quest ,turn 2 2 1-drops, turn 3 3 1-drops, turn 4 (you have drawn your whole deck) 2 1-drops including fire elementals + hero power, turn 5 queen carnassa. Then you just hero power + flood the board with 1-mana 3/2 draw a card.
Other possibly OP deck (not aggro though) : Jade druid with 2 idols, 2 jade blossom, 1 nourish and 1 gadgetzan auctioneer (or something like that).
Ideal aggro would be the same as we have it now. Damn It would have even more than 30 cards so it can push damage to face even more. A top Aggro decks are Aluneth Mage and Aggro Paladin. Why are they top ones? Because of the insane amount of carddraw. Back in good old Hearthstone, when you exhausted your aggro opponents hand on turn 6 and you still had more than 10 health, you basically won. Nowadays, you are exhausting aggro decks literally by exhausting their whole deck. You literally won the game if you have board control and more than 20 health or your aggro opponent is in fatiqwue with no threats left. There is no other option. And Im not even talking about Wild, in wild these decks could have like 50 cards and still be consistent enough to kill anything.
Ideal aggro would be the same as we have it now. Damn It would have even more than 30 cards so it can push damage to face even more. A top Aggro decks are Aluneth Mage and Aggro Paladin. Why are they top ones? Because of the insane amount of carddraw. Back in good old Hearthstone, when you exhausted your aggro opponents hand on turn 6 and you still had more than 10 health, you basically won. Nowadays, you are exhausting aggro decks literally by exhausting their whole deck. You literally won the game if you have board control and more than 20 health or your aggro opponent is in fatiqwue with no threats left. There is no other option. And Im not even talking about Wild, in wild these decks could have like 50 cards and still be consistent enough to kill anything.
Trouble is, assuming you still can only have 2 of each card and one of each legendary, the bigger you made the deck the harder it would be to find your cards like divine favour and aluneth.
Of course we are not talking here about more minions or damage spells only. Additional carddraw would be played too.
Ideal aggro would be the same as we have it now. Damn It would have even more than 30 cards so it can push damage to face even more. A top Aggro decks are Aluneth Mage and Aggro Paladin. Why are they top ones? Because of the insane amount of carddraw. Back in good old Hearthstone, when you exhausted your aggro opponents hand on turn 6 and you still had more than 10 health, you basically won. Nowadays, you are exhausting aggro decks literally by exhausting their whole deck. You literally won the game if you have board control and more than 20 health or your aggro opponent is in fatiqwue with no threats left. There is no other option. And Im not even talking about Wild, in wild these decks could have like 50 cards and still be consistent enough to kill anything.
*Blizzard releases Mage cards that let the class become an aggro class*
As the title suggests, I would like to hear your opinion about this.
I have been constantly landing on posts and threads, which talk about how adding more cards to your deck would ruin its consistency. If you are diluting it with unnecessary cards, then the chances of you drawing a bad card and losing because of it get bigger. If we imagine, that this restriction is removed from the game, I'm sure, that control decks would either cut or add a bit more cards to their deck depending how the meta looks like (fast or slow and greedy), some combo decks would only run their combo pieces and removals, so that they stall as much as they can etc etc.
But my question is - how EXACTLY would an aggro deck look like? Which cards would you want to cut and how big would your deck be, in order to run optimally? I would welcome anyone, who has good ideas and even posts plausible deck lists.
[edit] Feel free to use some pre-nerfed cards, if you think, that the "ideal" aggro deck will feel even more flawless, but don't go too far with some cliche examples (Undertaker, Corridor Creeper, Small-Time Buccaneer maybe?)
Quest hunter would be pretty good. You put quest, 2 fireflys, 4 1-drop of your choice, and that's it.
Turn 1 quest ,turn 2 2 1-drops, turn 3 3 1-drops, turn 4 (you have drawn your whole deck) 2 1-drops including fire elementals + hero power, turn 5 queen carnassa. Then you just hero power + flood the board with 1-mana 3/2 draw a card.
Other possibly OP deck (not aggro though) : Jade druid with 2 idols, 2 jade blossom, 1 nourish and 1 gadgetzan auctioneer (or something like that).
Perfect draw would be : starting hand = 2 idol + 1 blossom. T1 [draw blossom] idol->shuffle. T2 [draw idol] idol+idol (1/1+2/2), T3 [draw idol] blossom (3/3), T4 [draw idol] blossom+idol+idol (4/4+5/5+shuffle), T5 [draw nourish] nourish (draw idol + idol + idol) + idol + idol (6/6 + shuffle), T6 [draw gadgetzan] gadgetzan + idol + idol (shuffle + 7/7, draw 2).
Ideal aggro would be the same as we have it now. Damn It would have even more than 30 cards so it can push damage to face even more. A top Aggro decks are Aluneth Mage and Aggro Paladin. Why are they top ones? Because of the insane amount of carddraw. Back in good old Hearthstone, when you exhausted your aggro opponents hand on turn 6 and you still had more than 10 health, you basically won. Nowadays, you are exhausting aggro decks literally by exhausting their whole deck. You literally won the game if you have board control and more than 20 health or your aggro opponent is in fatiqwue with no threats left. There is no other option. And Im not even talking about Wild, in wild these decks could have like 50 cards and still be consistent enough to kill anything.
Moving into https://outof.cards/members/firepaladinhs/decks
Moving into https://outof.cards/members/firepaladinhs/decks
i think 20 cards will be insane, since some aggro decks include mediocre cards, 20 cards will make aggro decks much stronger.