I... still don't understand what you're asking. Do you mean what are the other styles of decks? Aggressive and control are two examples of different deck styles. Or do you actually mean win conditions? Because the only win condition in this game is to reduce your opponent's health to 0.
As Scoops pointed out, control and aggro are deck styles, not win conditions. A deck style is the general way that a deck wins. Control (unsurprisingly) controls the board and keeps their health high to outlast the opponent and aggro tries to reduce the opponent's health to 0 as fast as possible. Another deck style includes midrange, which is in between control and aggro. It wins by getting value out of its early game cards so it can push for damage in the mid- to late game. Then there is tempo, which forces the opponent to play defensively so that they're too busy dealing with your minions to deal damage to you. Finally there is combo, which has a lot of draw and high survivability to get a specific combination of cards for devastating amounts of damage in one or two turns.
From my limited understanding on card games, "Win Condition" (a.k.a. Win Con) is being referred in a few different ways.
If we are talking about game rules, "Win Condition" is the condition where the rules says "You win this game". Like in chess, if your opponent's king gets killed, you win. Or in Hearthstone, reducing your enemy's health to zero is "You win".
But "Win Condition" can also be about deck types. We have the usual Aggro, Midrange, Control, Combo, etc. For aggro, the win condition is obviously to use cheap, efficient minions and spells to reduce your opponent's life to zero before he/she finds a way to stabilize and deal with all your threats. In addition, it can also be specified to a certain deck type. For example, we have the infamous mill deck (some of us love, some of us hate), with the win condition that aims towards drawing your opponent's whole library while staying alive, and slowly watch your opponent goes into an agonizing death by drawing fatigue cards after fatigue cards. So the win condition here is "mill your oponent's library".
Furthermore, "Win Condition" can also refers to a single card. In this case, it usually means a card that "gets you to the finishing line". For example, in Control Priest deck, Ysera has long been used as a "Win condition". This specific deck packs a lot of cards that stalls and seizes control, such as Shadow Word: Death and Lightbomb. These cards can't win games but can help the priest to stay alive. When the dust is settled, the priest will pull out Ysera to lock his/her opponent out of the game.
So, which case are we talking about? :-)
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"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
Face decks: Usually attacking the opponent's hero, but sometimes require trading. Notable decks: face hunter. Face shaman.
Zoo decks: It's win condition is semi "face" semi board control. You're looking to gain board control with favourable trades with dark iron dwarf or abusive sergeant, so to let your sticky minions deal damage to opponent hero. Notable decks: Secret pally. Zoolock.
Midrange decks: A bit of a more agro type control deck. Usually runs less area of effect cards and focuses more on minions and favourable weapon-minion trades. It's win condition is by having a strong mid game (turns 3-6) and then overpowering your opponent due to his tempo loss in the mid game. Almost every class can have a midrange deck.
control deck: Many area of effect cards and removal cards. Early to mid game usually consists of card draw and healing, in order to get to the late game stage prepared and with a higher chance to win then. Notable decks: Control warrior. Any dragons deck. Control priest. Control mage.
Combo decks: Their win condition is simple, but they're quite hard to manoeuvre. The win condition is to set up lethal with one high damage blow. Notable decks: Oil rogue. Freeze mage. Combo druid.
Fatigue decks: Their win condition is to mill the opponent's deck in a fast and precise manner, that will cause them to reach fatigue and die from the damage taken then. Notable decks: Fatigue druid. Mill rogue. Mill mage. Mill warrior.
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"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
Was typing up a long and detailed post but computer crashed. so not doing that . . .
I'll just give you the TLDR version:
A win condition is the way to defeat your opponent. This comes in the form of Burst Damage, Cards that if not killed will generate so much value that they will single handedly win the game, and cards that prevent other decks from doing either of those things.
If you ask nicely I might be convinced to write a detailed explanation with examples again but whatever.
When people talk about Hearthstone win conditions, they usually are referring to the card or combo that sets up and is integral to your winning plays. You may not have to play it to win, but playing it on schedule for your strategy leads to wins more often than not.
Examples include Alex in freeze mage, Tony in more or less any mage deck, MC in secret, FoN + Roar in every druid deck except egg, Maly in burst decks, Doomhammer + rockbiter in aggro shammy, Gromm for CW and Patron, Elise in some fatigue decks, and Boom for basically everything else.
Some decks have primary and secondary win cons. The clearest example is probably freeze, where Alex is the primary win con since it puts the opponent in striking distance for a spell damage burst finisher. Tony, Maly, and Rhonin may ask be secondary win conditions, able to push to a victory on their own but almost certainly spelling the end of the game played off the primary. I personally really enjoy Maly as a surprise second win con in freeze since it can catch the opponent totally unaware if you haven't played Alex but have one or more ET ticks on your frost bolts and ice lances.
For some decks, it's a bit less cut and dry. Face hunter, for example, doesn't really have a singular win con - it steadily wears you down with minion damage and burst. As a general comment, combo decks have the most defined win cons while zoo, aggro, and midrange will all rely more on the totality of their deck builds than on any one card.
What Types of the win conditions are there? I know some of them like control and aggro but what are the other Types win conditions?
what?
I usually win by being way more wasted than my opponent but then beating them anyway.
I... still don't understand what you're asking. Do you mean what are the other styles of decks? Aggressive and control are two examples of different deck styles.
Or do you actually mean win conditions? Because the only win condition in this game is to reduce your opponent's health to 0.
Aggro (hitting face each turn)
Ctrl (Stopping The Above Win Condition With Taunt + Heal)
Fatigue/Mill (Opponent dies to fatigue damage)
Combo (Worgen, Freeze Mage, FON + Savage Roar etc...)
As Scoops pointed out, control and aggro are deck styles, not win conditions. A deck style is the general way that a deck wins. Control (unsurprisingly) controls the board and keeps their health high to outlast the opponent and aggro tries to reduce the opponent's health to 0 as fast as possible. Another deck style includes midrange, which is in between control and aggro. It wins by getting value out of its early game cards so it can push for damage in the mid- to late game. Then there is tempo, which forces the opponent to play defensively so that they're too busy dealing with your minions to deal damage to you. Finally there is combo, which has a lot of draw and high survivability to get a specific combination of cards for devastating amounts of damage in one or two turns.
From my limited understanding on card games, "Win Condition" (a.k.a. Win Con) is being referred in a few different ways.
If we are talking about game rules, "Win Condition" is the condition where the rules says "You win this game". Like in chess, if your opponent's king gets killed, you win. Or in Hearthstone, reducing your enemy's health to zero is "You win".
But "Win Condition" can also be about deck types. We have the usual Aggro, Midrange, Control, Combo, etc. For aggro, the win condition is obviously to use cheap, efficient minions and spells to reduce your opponent's life to zero before he/she finds a way to stabilize and deal with all your threats. In addition, it can also be specified to a certain deck type. For example, we have the infamous mill deck (some of us love, some of us hate), with the win condition that aims towards drawing your opponent's whole library while staying alive, and slowly watch your opponent goes into an agonizing death by drawing fatigue cards after fatigue cards. So the win condition here is "mill your oponent's library".
Furthermore, "Win Condition" can also refers to a single card. In this case, it usually means a card that "gets you to the finishing line". For example, in Control Priest deck, Ysera has long been used as a "Win condition". This specific deck packs a lot of cards that stalls and seizes control, such as Shadow Word: Death and Lightbomb. These cards can't win games but can help the priest to stay alive. When the dust is settled, the priest will pull out Ysera to lock his/her opponent out of the game.
So, which case are we talking about? :-)
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
If you BM well enough, you can get your opponent to concede.
Face decks: Usually attacking the opponent's hero, but sometimes require trading. Notable decks: face hunter. Face shaman.
Zoo decks: It's win condition is semi "face" semi board control. You're looking to gain board control with favourable trades with dark iron dwarf or abusive sergeant, so to let your sticky minions deal damage to opponent hero. Notable decks: Secret pally. Zoolock.
Midrange decks: A bit of a more agro type control deck. Usually runs less area of effect cards and focuses more on minions and favourable weapon-minion trades. It's win condition is by having a strong mid game (turns 3-6) and then overpowering your opponent due to his tempo loss in the mid game. Almost every class can have a midrange deck.
control deck: Many area of effect cards and removal cards. Early to mid game usually consists of card draw and healing, in order to get to the late game stage prepared and with a higher chance to win then. Notable decks: Control warrior. Any dragons deck. Control priest. Control mage.
Combo decks: Their win condition is simple, but they're quite hard to manoeuvre. The win condition is to set up lethal with one high damage blow. Notable decks: Oil rogue. Freeze mage. Combo druid.
Fatigue decks: Their win condition is to mill the opponent's deck in a fast and precise manner, that will cause them to reach fatigue and die from the damage taken then. Notable decks: Fatigue druid. Mill rogue. Mill mage. Mill warrior.
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
A deck archetype isn't a win condition... Can't even tell what you;re trying to ask ~_~
Was typing up a long and detailed post but computer crashed. so not doing that . . .
I'll just give you the TLDR version:
A win condition is the way to defeat your opponent. This comes in the form of Burst Damage, Cards that if not killed will generate so much value that they will single handedly win the game, and cards that prevent other decks from doing either of those things.
If you ask nicely I might be convinced to write a detailed explanation with examples again but whatever.
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
When people talk about Hearthstone win conditions, they usually are referring to the card or combo that sets up and is integral to your winning plays. You may not have to play it to win, but playing it on schedule for your strategy leads to wins more often than not.
Examples include Alex in freeze mage, Tony in more or less any mage deck, MC in secret, FoN + Roar in every druid deck except egg, Maly in burst decks, Doomhammer + rockbiter in aggro shammy, Gromm for CW and Patron, Elise in some fatigue decks, and Boom for basically everything else.
Some decks have primary and secondary win cons. The clearest example is probably freeze, where Alex is the primary win con since it puts the opponent in striking distance for a spell damage burst finisher. Tony, Maly, and Rhonin may ask be secondary win conditions, able to push to a victory on their own but almost certainly spelling the end of the game played off the primary. I personally really enjoy Maly as a surprise second win con in freeze since it can catch the opponent totally unaware if you haven't played Alex but have one or more ET ticks on your frost bolts and ice lances.
For some decks, it's a bit less cut and dry. Face hunter, for example, doesn't really have a singular win con - it steadily wears you down with minion damage and burst. As a general comment, combo decks have the most defined win cons while zoo, aggro, and midrange will all rely more on the totality of their deck builds than on any one card.
Aggro and Control win conditions are the most reliable, Combo win conditions are the most fun. Who didn't enjoy the 40 damage turn with Patron?
Shaku, the Collector gave me the Plague