C'Thun decks are boring, even after just one day of play. Basically people play a set group of C'Thun class minions combined with a set group of C'Thun neutral minions. Then they attempt to buff C'Thun while stalling the game long enough for him to appear and kick ass. It's a really dull idea and offers little variety of play.
Blizzard is obsessed with the idea of attracting new players and making them feel strong right from the beginning. C'Thun reminds me of the recent WoW expansions that include an immediate character boost to max level. It's a gift to new players so they can make an easy to play and powerful deck right away. Unfortunately it also makes Hearthstone less engaging and stimulating than it should be.
C'Thun are the first hearthstone decks that can be actually called Control.
Anything we had previously was either Midrange or Combo.[/card]
Old Control pally, taunt/ramp druid Fatigue warrior and Control Priest do not have many combos in them... and the difference from true midrange is pretty big....
I agree with you. It seems that I'm playing the same person over and over, nothing different, just portraits and "well played" voice that changes. I was excited that the game was going to change but I'm not too excited right now.
I really expect that new deck ideas are viable to play. I like unique decks but ladder experience seems to be only RNG. Who gets the best cards faster will win, because everything is the same, cards and play style. Actually this C'thun decks makes the game flat with no creativity and simply boring.
At least I'm enjoying not seeing the same cards (Piloted S., Doom, and Combo Druids). The day was great after all, I will keep my eyes open for ideas and concepts since more ppl will be able to test all cards. I really think that good things are coming, but it's me, I still have high hopes...
Cthun is fun, nice seeing that head pop out giving sinister messages, and its fresh. Like the new shaman too. Overall, looks like a really good expansion.
Plenty of good non-aggro decks that aren't Cthun I've seen people play so far. Deathrattle N'zoth rogue. Evolve shaman. Midrange deathrattle hunter.. okay maybe that's it but it's only the first day of standard.
In my perspective, the decks are doing what they were designed to do: provide an immediately accessible archetype that is straightforward and can at least feel competitive against larger collection decks. The decks are strong and easy to make, but will be completely outclassed once optimal builds are developed for new decks in the coming weeks. The best one or two C'Thun decks might hover near the high end of tier 2.
I started a new server account to get a taste of what the experience is like these days for new players. It feels insanely overwhelming, especially with this new set and so many different card interactions and play styles possible. New players needed a deck like this to feel like they could push passed rank 19 without months of grinding for cards.
My impressions might be wrong, and these decks might just own the meta for months. But at present their popularity both makes sense and causes me no concern at all.
Seriously, then have you never heard of control warrior or priest.
Even during Vanilla hearthstone, control pally was quite popular. And those decks are really the definition of a classic control deck.
A control deck is a deck that plays early removal and big finishers, C'thun is a minion based deck, it's more like a new version of ramp but I wouldn't describe it as a control deck.
Control Warrior just dumps a lot of minions on you. Those minions are generally bigger than yours and thus provide card advantage for the Warrior. This is Midrange gameplay.
Priest is a bit closer because on average it has more spells and fewer minions.
A Control deck has a win condition upon reaching which it wins.
C'Thun are the first hearthstone decks that can be actually called Control.
Anything we had previously was either Midrange or Combo.[/card]
Old Control pally, taunt/ramp druid Fatigue warrior and Control Priest do not have many combos in them... and the difference from true midrange is pretty big....
C'thun is more combo than those imo.
Which exact list of Control Pally are you refering to? The one with Humility+Kodo and Molten+LoH or something even older? Or do you mean Healadin?
Iirc it had Tirion, Rag and Sylvanas as its win condition. The gameplay was very close to a Control deck but the win condition wasn't there. In Control matchups you generally won because Pally's heropower is OP in fatigue.
Fatigue Warrior can't be a Control deck by definition because it has no win condition.
Monkey Priest kinda qualifies. Still rolling a dice for a new hand and deck as a win condition is very unreliable.
The win condition is decking your opponent out, if you talk about Monkey as unreliable, well often you don't even need it because you just remove all their minions, therefore you win by default unless they are a Fatigue deck themselves or playing a burst Combo.
Also Monkey Priest relies on card advantage to get a more consistent set of threats from Monkey, considering most legendaries are fairly good beat sticks it's unlikely to get a useless spread of them.
I'm not sure why it's bad there exists a deck archetype specifically for new players? It's not like you have to play it, and the cards it takes up in the set are still leagues better than the joust and inspire cards of TGT. And while a lot of people are playing it now, sure, once the novelty wears of you'll probably only see it at lower ranks.
I've been enjoying playing (and playing around) C'thun decks because the cultists are actually pretty interesting cards. I had to make a few of my decks include bigger statted minions to deal with threats like Vek'lor before C'thun even came out. Also interesting to dictate when to use taunts and removal in a game where you know a big threat is approaching.
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C'Thun decks are boring, even after just one day of play. Basically people play a set group of C'Thun class minions combined with a set group of C'Thun neutral minions. Then they attempt to buff C'Thun while stalling the game long enough for him to appear and kick ass. It's a really dull idea and offers little variety of play.
Blizzard is obsessed with the idea of attracting new players and making them feel strong right from the beginning. C'Thun reminds me of the recent WoW expansions that include an immediate character boost to max level. It's a gift to new players so they can make an easy to play and powerful deck right away. Unfortunately it also makes Hearthstone less engaging and stimulating than it should be.
reminds me of playin malygos decks. the best part sometimes you dont find maly and die, or ini this case C-T-H-U-N
C'Thun are the first hearthstone decks that can be actually called Control.
Anything we had previously was either Midrange or Combo.
strangely enough, winning with c'thun is the less often thing i do so far.... sometimes i just use c'thun as a threat after board wiping.....
theres other options i m using on top of c'thun.... however, in warrior cthun's case, i find my win condition usually involves an alex.
[Quote]
C'Thun are the first hearthstone decks that can be actually called Control.
Anything we had previously was either Midrange or Combo.[/card]
Old Control pally, taunt/ramp druid Fatigue warrior and Control Priest do not have many combos in them... and the difference from true midrange is pretty big....
C'thun is more combo than those imo.
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I'm enjoying it and I bet I'm not the only one. You want to play non-C'thun decks? Go play Wild.
I agree with you. It seems that I'm playing the same person over and over, nothing different, just portraits and "well played" voice that changes. I was excited that the game was going to change but I'm not too excited right now.
I really expect that new deck ideas are viable to play. I like unique decks but ladder experience seems to be only RNG. Who gets the best cards faster will win, because everything is the same, cards and play style. Actually this C'thun decks makes the game flat with no creativity and simply boring.
At least I'm enjoying not seeing the same cards (Piloted S., Doom, and Combo Druids). The day was great after all, I will keep my eyes open for ideas and concepts since more ppl will be able to test all cards. I really think that good things are coming, but it's me, I still have high hopes...
"We're gonna be rich!" Reno Jackson
Cthun is fun, nice seeing that head pop out giving sinister messages, and its fresh. Like the new shaman too. Overall, looks like a really good expansion.
I was watching a friend play today and he got owned by a rogue C'thun deck, guy played him with 33 damage, we both laughed at the silliness.
You do not truly know someone, until you fight them.....
From what I have seen so far, C'thun decks suffer from consistency issues.
Plenty of good non-aggro decks that aren't Cthun I've seen people play so far. Deathrattle N'zoth rogue. Evolve shaman. Midrange deathrattle hunter.. okay maybe that's it but it's only the first day of standard.
In my perspective, the decks are doing what they were designed to do: provide an immediately accessible archetype that is straightforward and can at least feel competitive against larger collection decks. The decks are strong and easy to make, but will be completely outclassed once optimal builds are developed for new decks in the coming weeks. The best one or two C'Thun decks might hover near the high end of tier 2.
I started a new server account to get a taste of what the experience is like these days for new players. It feels insanely overwhelming, especially with this new set and so many different card interactions and play styles possible. New players needed a deck like this to feel like they could push passed rank 19 without months of grinding for cards.
My impressions might be wrong, and these decks might just own the meta for months. But at present their popularity both makes sense and causes me no concern at all.
I am a bit confused by your definition of control. It is like a combo deck but with a single card win condition or?
I'm not sure why it's bad there exists a deck archetype specifically for new players? It's not like you have to play it, and the cards it takes up in the set are still leagues better than the joust and inspire cards of TGT. And while a lot of people are playing it now, sure, once the novelty wears of you'll probably only see it at lower ranks.
Control has a certain win condition towards which it works for the entirety of the game. Upon reaching it - the game is won.
Combo is trying to assemble pieces of a certain combination of cards that will win the game outright.
Midrange is a minion centric deck that is playing 1-2 minions at a time each turn.
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Everyone has their own definitions and that brings confusion to the arguement.
Fatigue deck has NO win condition. Waiting until your opponent dies of old age isn't really a win condition.
Anyfin Pally actually was a COntrol deck.
In my definition when you're playing a combo deck you use all the combo pieces at once to kill the opponent.
I've been enjoying playing (and playing around) C'thun decks because the cultists are actually pretty interesting cards. I had to make a few of my decks include bigger statted minions to deal with threats like Vek'lor before C'thun even came out. Also interesting to dictate when to use taunts and removal in a game where you know a big threat is approaching.