I see no point in net decking at such low ranks. These ranks are so far away from legend so why bother playing a stale deck with no fun/skill?
First and foremost, fun is subjective, what you find fun is not necessarily what others find fun. A lot of people find winning fun. And the best way to win is to get the best deck
Second, there are a lot of competitive decks that all levels, if you want to win there is no sense hindering yourself.
Third, due to skill or missing certain cards that level may be the top of their game. That RAnk may as well be legend for them.
Fourth, aggro decks are the fastest way to win games and improve your rank. You want to get to legend quickly? Play the top competitive aggro deck.
Fifth, some people don't enjoy deck building, they just want to play. So they go get a competitive deck.
Sixth, a lot of people don't have the cards or money to build questionable or unknown decks. When you have limited resources you have to find a deck that works and then build that.
Thise are the reasons off the top of my head, and all are good reasons for do so. There are probably more reasons too.
I'ts not netdecking I mind so much, its just the repetitiveness of the decks you see on the ladder. Pirate warrior, jade shaman, jade druid, renolock, dragonpriest, reno mage and sometimes reno priest and zoo. Idc if you netdeck so much as people playing the exact same lists EVERY SINGLE GAME. Even original decks, if they're to be any good, have to use a lot of the core cards that make these other decks strong.
I play more wild now than standard because of lot of decks exist over there that don't currently in standard meta. I can play midrange paladin with an army of 2-3 drops, scale into my finja/belchers and have plenty of late game in boom, rag, tirion and a single anyfin can happen for surprise burst against control decks that have shut me down in the early/mid game. In standard things like that cant exist because paladin has no early game unless you're gonna try and buff a bunch of 2-3 drops while warrior just sm0rcs you and jade shaman has you down to 15 hp with an army of jades and a wrath of air + high roll lightning storm in their pocket to clear your board.
Standard will NEVER have a higher diversity than wild, because there are more cards in wild than in standard.
Not necessarily. If you get a few sufficiently broken cards or combos then the diversity will disappear pretty quickly. Just because there are more options doesn't mean they will be more used.
True, but wild decks are so powerful that nothing weird can work, yes you have wide diversity, but the wide diversity is all one subset of the wide range of the game. Standard is not much better there but you can do things that are not even archetypes with more success, currently less so but in general non-archetype decks have done better in standard than in wild, wild just has more viable archetypes, all fitting a reasonable mold. This is why I play lots of Faeria right now, because it has weird interesting archetypes all over the place, it has like three obvious ways to play any one of its four colors, then two obvious ways for any two, and then there is all this weird stuff with four colo decks control rush decks, just because it has two games in one, a well designed card game, and a complex turn based strategy board game. It has nothing I would call a combo deck but every deck benefits from combos, and good deck construction is harder because it has so much variety, that net decks have not been able to really take hold.
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Just fill your deck with one drops, that is creative deck design, right?
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True, but wild decks are so powerful that nothing weird can work, yes you have wide diversity, but the wide diversity is all one subset of the wide range of the game. Standard is not much better there but you can do things that are not even archetypes with more success, currently less so but in general non-archetype decks have done better in standard than in wild, wild just has more viable archetypes, all fitting a reasonable mold. This is why I play lots of Faeria right now, because it has weird interesting archetypes all over the place, it has like three obvious ways to play any one of its four colors, then two obvious ways for any two, and then there is all this weird stuff with four colo decks control rush decks, just because it has two games in one, a well designed card game, and a complex turn based strategy board game. It has nothing I would call a combo deck but every deck benefits from combos, and good deck construction is harder because it has so much variety, that net decks have not been able to really take hold.
Just fill your deck with one drops, that is creative deck design, right?