I've found midrange decks to be very efficient in the new meta. That being said my favorite deck suddenly took a turn for the drastic. A solid tempo deck that had a 32-13 record in the previous meta has so far had a 3-10 record in this one. I'm hoping to keep the same idea but alter it slightly to make it fit into a more midrange style of play. I am wondering the major differences between tempo and midrange decks in a simplified manner. Explaining specific cards and their roles would be super helpful as well, thanks to anyone who can help.
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tempo cards: Edwin VanCleefFlamewaker or [card]SI:7 Agent[/card]. tempo isnt a definitive thing which is prob why you are asking about it. tempo in hearthstone specifically is just using mana efficiently while forcing your opponent to make inefficient use of their own mana. Like when they play a rag and you answer it with a sap. or they play a dr boom and you play a bgh.
different decks that arent "tempo" decks still have tempo in them. for instance in warlock control a tempo play can be double mountain giants into defender of argus for only 4 mana. or a midrange hunter deck can use unleash the hounds with knife juggler. Midrange decks are just what you are thinking a lot of cards 3-7 mana controlling the board but not "carrying" as hard as a "control" deck whereas tempo decks dont really aim to control the board but just look to remove efficiently then burst. The deck youre showing could be considered either a midrange or a tempo deck depending on whatever you wanted to name it.
So then, a tempo deck would be considered a value deck. Something I'm thinking is my Deathrattle synergy with Unearthed Raptor or the dragon synergy in a Dragon Priest? Midrange refers to the curve and when the pressure is applied? To aim for more midrange would I look for more minions around that cost than valuable plays, and should I aim for a curve centered around 4 because right now it is more like 2 or 3?
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yea essentially tempo deck is a value deck but also has burst and is capable of swinging the game in your favor quickly like when sap on a 9 mana minion. if you wanted to switch it from a tempo to more of a midrange just add in something like Piloted Shredder instead of s7 agents. the deathrattle idea is always good for midrange decks like mid hunter or demon zoo. yea the meta is secret pally so anything that is good against that will make you climb
A tempo deck will try to sprint right from the start, using their full force whenever they can, hoping that the race will be over before they run out of energy to keep running. They will use mana-efficient - but thus usually not card-efficient - cards to have amazing turns, but only few before they run out of steam ( A typical example is rogue ; Combos gives tremendous mana efficiency, but needing at least 2 cards/turn, rather low card efficiency ).
A midrange deck will maintain a steady pace throughout the entire race, keeping their forces in check to outrun their opponents later. They will use a combination of mana and card efficiency ( Lower card efficiency than true control but higher mana efficiency too ; The other way around when compared to more aggro decks ) to ideally be able to bear theirs arms right about before control decks would turn the game around and aggro would be able to finish them, stabilizing their steady way to victory.
Midrange should be seen as an "earlier control" whereas tempo would be another kind of deck entirely, mostly relying on synergy to increase mana value ( Mage spell costs are balanced around being played alone ; Add the flamewaker effect on top of it and it's a steal ) and gain significant instantaneous advantage to the detriment of the ability to keep going over long periods of time ( Again, because they usually rely on playing several cards a turn and because drawing is usually a poor tempo play ).
As some people have mentionned, a tempo strategy also is to force the opponent into poor tempo plays ; A typical example is the Violet Teacher that allows rogues to add value to their spells ( Hence adding to their own tempo ) but also disseminates their board between tokens ( Needing AOE to be removed efficiently ) and bigger minions ( Requiring single target damage to be removed efficiently ), preventing their opponents from ever clearing their board easily because it is both single-target and AOE damage resistant.
I've found midrange decks to be very efficient in the new meta. That being said my favorite deck suddenly took a turn for the drastic. A solid tempo deck that had a 32-13 record in the previous meta has so far had a 3-10 record in this one. I'm hoping to keep the same idea but alter it slightly to make it fit into a more midrange style of play. I am wondering the major differences between tempo and midrange decks in a simplified manner. Explaining specific cards and their roles would be super helpful as well, thanks to anyone who can help.
Decklist? "Solid tempo deck" could be anything. Tempo Murloc Priest?
Basically any deck can play for tempo, as it just means gaining some advantage that you surf on. Typically in HS it is used for board advantage, and the most classic example is a tempo mage vomiting cheap spells with flamewaker... gaining a quick'n'dirty board / damage advantage at the expense of card count, then hopefully having drawing enough value to make it to the win from there.
A mid-range deck typically is designed to gain the upper hand in the middle part of the game, gaining a strong upper hand into turn 4,5,6 that locks down the win. They'd typically play control versus aggro and tempo versus control.
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I've found midrange decks to be very efficient in the new meta. That being said my favorite deck suddenly took a turn for the drastic. A solid tempo deck that had a 32-13 record in the previous meta has so far had a 3-10 record in this one. I'm hoping to keep the same idea but alter it slightly to make it fit into a more midrange style of play. I am wondering the major differences between tempo and midrange decks in a simplified manner. Explaining specific cards and their roles would be super helpful as well, thanks to anyone who can help.
When you taunt your opponent and spam emotes, RNJesus get's angry:
RNJesus' Wrath!!!
tempo cards: Edwin VanCleef Flamewaker or [card]SI:7 Agent[/card]. tempo isnt a definitive thing which is prob why you are asking about it. tempo in hearthstone specifically is just using mana efficiently while forcing your opponent to make inefficient use of their own mana. Like when they play a rag and you answer it with a sap. or they play a dr boom and you play a bgh.
different decks that arent "tempo" decks still have tempo in them. for instance in warlock control a tempo play can be double mountain giants into defender of argus for only 4 mana. or a midrange hunter deck can use unleash the hounds with knife juggler. Midrange decks are just what you are thinking a lot of cards 3-7 mana controlling the board but not "carrying" as hard as a "control" deck whereas tempo decks dont really aim to control the board but just look to remove efficiently then burst. The deck youre showing could be considered either a midrange or a tempo deck depending on whatever you wanted to name it.
So then, a tempo deck would be considered a value deck. Something I'm thinking is my Deathrattle synergy with Unearthed Raptor or the dragon synergy in a Dragon Priest? Midrange refers to the curve and when the pressure is applied? To aim for more midrange would I look for more minions around that cost than valuable plays, and should I aim for a curve centered around 4 because right now it is more like 2 or 3?
When you taunt your opponent and spam emotes, RNJesus get's angry:
RNJesus' Wrath!!!
Tempo vs Value
Aggro vs Control vs Combo vs Midrange
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yea essentially tempo deck is a value deck but also has burst and is capable of swinging the game in your favor quickly like when sap on a 9 mana minion. if you wanted to switch it from a tempo to more of a midrange just add in something like Piloted Shredder instead of s7 agents. the deathrattle idea is always good for midrange decks like mid hunter or demon zoo. yea the meta is secret pally so anything that is good against that will make you climb
Let's take the example of a race :
A tempo deck will try to sprint right from the start, using their full force whenever they can, hoping that the race will be over before they run out of energy to keep running. They will use mana-efficient - but thus usually not card-efficient - cards to have amazing turns, but only few before they run out of steam ( A typical example is rogue ; Combos gives tremendous mana efficiency, but needing at least 2 cards/turn, rather low card efficiency ).
A midrange deck will maintain a steady pace throughout the entire race, keeping their forces in check to outrun their opponents later. They will use a combination of mana and card efficiency ( Lower card efficiency than true control but higher mana efficiency too ; The other way around when compared to more aggro decks ) to ideally be able to bear theirs arms right about before control decks would turn the game around and aggro would be able to finish them, stabilizing their steady way to victory.
Midrange should be seen as an "earlier control" whereas tempo would be another kind of deck entirely, mostly relying on synergy to increase mana value ( Mage spell costs are balanced around being played alone ; Add the flamewaker effect on top of it and it's a steal ) and gain significant instantaneous advantage to the detriment of the ability to keep going over long periods of time ( Again, because they usually rely on playing several cards a turn and because drawing is usually a poor tempo play ).
As some people have mentionned, a tempo strategy also is to force the opponent into poor tempo plays ; A typical example is the Violet Teacher that allows rogues to add value to their spells ( Hence adding to their own tempo ) but also disseminates their board between tokens ( Needing AOE to be removed efficiently ) and bigger minions ( Requiring single target damage to be removed efficiently ), preventing their opponents from ever clearing their board easily because it is both single-target and AOE damage resistant.
When you taunt your opponent and spam emotes, RNJesus get's angry:
RNJesus' Wrath!!!
Mhh. I was hoping to see Murloc Priest.
Basically any deck can play for tempo, as it just means gaining some advantage that you surf on. Typically in HS it is used for board advantage, and the most classic example is a tempo mage vomiting cheap spells with flamewaker... gaining a quick'n'dirty board / damage advantage at the expense of card count, then hopefully having drawing enough value to make it to the win from there.
A mid-range deck typically is designed to gain the upper hand in the middle part of the game, gaining a strong upper hand into turn 4,5,6 that locks down the win. They'd typically play control versus aggro and tempo versus control.