I like all decks, the more types and styles the better as it makes the meta more diverse. I hate it when one deck catches on and everyone starts crafting it just because it's good.
like cubelock at the moment.. one of the coolest warlock decks in ages. as a warlock main I watched the deck start to take form on day one with a lowly DG+CC+DP combo, using skull to pull in the DG and negate the disco (this was before people refined the lackeys to just pull in the demons you want as well, we were just tinkering with doomguards, cubes and skulls at this point). Then spiritsinger was added and so on and so forth. A few versions cropping up now, people scrambling to pilot the new hot thing... just like any other deck of this nature though, the skill of the player will shine through. It's actually cool to play a good cubelock player IMO, there is definitely a thrill to be had from playing a such a deck.
I guess what I'm saying is, I don't hate any style of deck, I just hate it when everyone jumps on a deck and then ruins it for the people who were actually invested in it to begin with. Not all players of a certain deck type, play it for the same reasons.
I guess now I make a cubelock-killer. probably "Doomcube mk2, cube-killer"... ha ha.
An aggro deck is easy.Because they forgive a lot of mistakes.I don't understand people who play on aggro deck.It's very boring.rDo remember pirate warrior? just play on mana curve and go to legend.
Anyone who says aggro requires no skill is someone with a very narrow range of experience.
I guess it's easy to mistake "a different set of skills" for "lack of skill" when you don't even know what you're looking for. I suppose a control-only player, who thinks he understands everything about the game but really only understands how to play control well, might look at a skilled aggro player and have no idea decisions are being made at all. In reality, it's just a completely different set of decisions.
It's kind of like the new player who always chalks up his losses to bad luck. In fact, he had many opportunities to win those games, but he just didn't understand the game well enough to see his own mistakes.
I've been playing for 3 years now, I've tried all kinds of decks and went to higher ranks with many-many deck types, and since last september, I only use my own homemade built decks to ladder below rank 5 each month, even went to top 100 legend with my deck. And I have to say, playing a control or combo deck requires a lot more thinking, or skill (so you lose a lot more matches due to misplaying, compared to aggro where you lose due to bad rng almost every time).
I have my personal experiences which prove that aggro decks have lower skillcap. I remember my renolock vs aggro matches where I could stall the game into turn 10-12, but it could have still gone either way. And the longer the match lasted, the more mistakes my opponents made with their aggro (pirate warrior / face shaman) decks. They started playing like idiots, started trading badly, made terrible misplays, missed damage, overextended, didnt start to push face dmg / or started pushing face dmg the wrong time, etc... And a loooooot of this below rank 4-5.
Did these opponents with their aggro decks get there by skillful gameplay? No... They got there cuz aggro decks require less thinking... Almost every time the correct play is to keep playing on curve and go face.
I remember the times when aggro zoo lock was one of the most difficult decks to pilot below rank 5 and I was proud of that. But these now are not those times... Aggro decks got more inconsistant, relying more on rng, and less on skillful gameplay.
I played, on curve, Babbling Book, Raven Familiar, Acoylte of Pain, Tar Creeper, Dragon's Fury, Polymorph.
The only time he traded was when I cheated (ie.. played a filthy taunt), simply insta clicked cards and went face otherwise.
I was dead turn 6. This is the only card game I've ever played where you can have a decent constructed deck, play nearly an optimal curve, and die so early. Period.
I have my personal experiences which prove that aggro decks have lower skillcap. I remember my renolock vs aggro matches where I could stall the game into turn 10-12, but it could have still gone either way. And the longer the match lasted, the more mistakes my opponents made with their aggro (pirate warrior / face shaman) decks. They started playing like idiots, started trading badly, made terrible misplays, missed damage, overextended, didnt start to push face dmg / or started pushing face dmg the wrong time, etc... And a loooooot of this below rank 4-5.
Do you not realize that you've just proved my point? If that guy lost by making bad decisions, then it follows that good decisions and skillful gameplay are needed to succeed with an aggro deck, especially near legend.
Plus you have NO idea what deck(s) he used to get to his rank, so whatever assumptions you make about that are totally groundless.
And then you come out and say you once had an aggro deck that was very difficult to pilot. You aren't scoring a lot of points here.
It is true that some decks are easier to use than others -- that's the case all across the speed spectrum, and it always has been. There have been plenty of control and midrange decks that were (or are) total autopilot decks, but aggro haters act like that's not the case. They'd prefer to highlight only the parts of the truth that make them feel superior.
because it is, and it is. current cards allow you to break the rules of card games, such as minions that SHOULD be vulnerable to aoe and you arent even punished with a card disadvantage anymore.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
Usually when I play an aggro deck I tend to not play around anything but the most obvious things .
And that is often the correct strategy . Playing around things that aren't likely or that can't be played around efficiently actually decreases win rate .
So in a way Aggro decks are very INTUITIVE . Also aggro decks have the exact same plan vs any other deck while control might have different win conditions .
That's why people say they require less skill .
But a counter argument is that playing as a control deck vs an aggro deck is actually Easier . All you have to do i's try to survive . You know exactly what the opponent is trying to do and often can guess what cards he is holding so it's a matter of playing your cards and hope you get good RNG .
stop talking about this game that there is some skill involved , there is non. When they print something like secret mage and agro paladin. U know they have no intention of having any skils in this game. If i play against secret mage or more or less any agro . Its 100% up to blizzard what card they gave me at my first turns. You can see if you have lost or not on turn 2 . I mean , you play vs raza or jade. Its again up to what cards blizzard gave them or you. He have raza on turn 5 ? Ive hit legend 3 times, and i dont even think 1 turn ahead. Ive beaten 3 "pro" players in legend , is it skils ? Nope , i just got better draws and my deck is good against their decks. Stop talking about skils in this game , christ they even made the deck for us . Its so obviously how to build your deck .
Team5 spend 7 hrs a day with this game, they know exactly how the meta will be . And they make sure everydeck counters another deck , so when you pick a top tier deck . Like everyone else , you will have a win rate above 50% . And you will think that you are good, but your not better then anyone else playing that deck.
Aggro is fairly boring on hearthstone. Using aggro on hearthstone, you create a bunch of vanilla minions for cheap, which isn't fun to those who don't play aggro.
The issue is Aggro isn't unique to each class. Every deck is Patches, two Seahand Captains, Prince Kelseth, Corridor Creeper, Bonemare, then just slam other cards and it's Aggro. The deck shouldn't be called Aggro. It's telling just looking at the name. What the game needs to be is put a patches, or a kelseth, in each class instead of neutral. That would allow for a much more creative environment, which is why aggro is lacking.
Going back to the original point. The reason people who don't play aggro are the way they are is likely because aggro is boring due to having no variance. We don't necessarily care about playing a deck just to have the deck that is winning the most, which isn't to be confused with being a good deck, just the most common, or, basic.
My favorite deck is by far Miracle Rogue and before that it was old Freeze Mage when Ice Lance was in Standard. This expansion I mainly play aggro/tempo decks because I am not investing the huge amount of dust control Warlock or Raza priest require. Having said that, I think it's very ignorant to say that aggro is brainded. However I do agree that control/combo decks are more difficult to pilote than an aggro decks, but anyone who claims aggro doesn't require thinking is flat out lying or doesn't know what they are talking about honestly. I've lost games because I tried to fight for the board when I had to go face, but that's because I was not comfortable playing aggro, now I always keep in mind the reach of my cards left to know whether to go face or fight for the board.
In my opinion, the hardest deck to play at the moment is Raza priest as you only have one card of, it is easy to make mistakes with this deck.
Speaking of Freeze/quest Mage... that’s also pretty auto pilot if you draw correctly. If you keep getting freezes in the correct order it nearly can’t be beat. And it’s a deck where commonly you know with 100% certainty you will win 3-5 turns ahead. Chain freezes and Ice blocks. Nothing gets through. With so much removal being aoe, it’s hugely dependent on getting the correct draws (just like Aggro)
Also, the power of Razakus priest varies massively if you curve out Raza on 5 and Anduin on 8. Certainly beatable but just about any deck is incredibly powerful if it curves out it’s most powerful cards.
Control vs Control: The only thing that matters is who will find his key card first (aya, raza, combo pieces)
Aggro vs Aggro: The only thing that matters is who starts first.
While playing aggro vs Control you always have to think if you can afford not making trades and how not to lose your tempo with minimal cost.
Minions are low cost so they can always be on curve, its not lucky draws or something . Also, It's a fact that you can play every single card of your hand but not your whole hand. So you have to choose those cards that can give you the best tempo on each mana cost. A small tempo loss can cost wins, even at the lowest ranks and remember that in aggro there are no single comeback cards (except for living mana) like brawl, flamestrike or UI to forgive your misplays.
While playing control vs aggro, you just have to survive the first turns. Survival is more of a passive role. You follow your opponents tempo and you pray for tempo loss due to misplays or bad draw. You don't take decisions because you have very limited options to play (due to high cost cards, combo cards, etc). A well timed single card removal can give you back the lost tempo and win you the game.
Now let me ask you something: What's the fun playing justicar, gain 4 armor per turn forever and just sit back and wait? Don't you feel like cheating when you play a weapon with 7 charges (gorehammer)? Do you feel that you have some skill when you win by playing a deck with 20-25 removals (let's say razakus) ? The fact is that only a fool could lose such a game. Even consuming a wrong removal may not be so decisive.
At the end, you play for 20 turns but only 3-4 turns may require any decision making. Most of the time you have won even before the mulligan. (example: you face a hunter)
The decks that require skill are not just those who last longer but those that are not tier 1, can lose from both control and aggro and may require very different approach to every game (I don't mean only the mulligan!) . That's not the case for decks like old control warrior, razakus, aggro shaman, pirate warrior, renolock, jade druid, etc which had almost 100% winrate against the vast majority of ladder decks.
Control vs Control: The only thing that matters is who will find his key card first (aya, raza, combo pieces)
Aggro vs Aggro: The only thing that matters is who starts first.
While playing aggro vs Control you always have to think if you can afford not making trades and how not to lose your tempo with minimal cost.
Minions are low cost so they can always be on curve, its not lucky draws or something . Also, It's a fact that you can play every single card of your hand but not your whole hand. So you have to choose those cards that can give you the best tempo on each mana cost. A small tempo loss can cost wins, even at the lowest ranks and remember that in aggro there are no single comeback cards (except for living mana) like brawl, flamestrike or UI to forgive your misplays.
While playing control vs aggro, you just have to survive the first turns. Survival is more of a passive role. You follow your opponents tempo and you pray for tempo loss due to misplays or bad draw. You don't take decisions because you have very limited options to play (due to high cost cards, combo cards, etc). A well timed single card removal can give you back the lost tempo and win you the game.
Now let me ask you something: What's the fun playing justicar, gain 4 armor per turn forever and just sit back and wait? Don't you feel like cheating when you play a weapon with 7 charges (gorehammer)? Do you feel that you have some skill when you win by playing a deck with 20-25 removals (let's say razakus) ? The fact is that only a fool could lose such a game. Even consuming a wrong removal may not be so decisive.
At the end, you play for 20 turns but only 3-4 turns may require any decision making. Most of the time you have won even before the mulligan. (example: you face a hunter)
The decks that require skill are not just those who last longer but those that are not tier 1, can lose from both control and aggro and may require very different approach to every game (I don't mean only the mulligan!) . That's not the case for decks like old control warrior, razakus, aggro shaman, pirate warrior, renolock, jade druid, etc which had almost 100% winrate against the vast majority of ladder decks.
Hero power pass isn't a "no decisions required" turn. Also, are you completely ignoring single target removal? Or the fact that a lot of control decks play a minion before turn 5?
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
The bullshit the smorc players claim is surreal lol.
One question,why do you care about our opinion so much?Blizzard allows aggro in game so just play whatever you wish.Yet again and again you try to convice us that you don't take the easy route,that you are good players and deserve your success(if you have any).
But you don't derserve anything do you know why?Because good players are content with themselves and don't give a fuck about what the others say about thier decks.All those ''leeave the aggro alone'' players are terrible or average dudes who try to convice themselves first then the rest of us.
I also argued this with a friend of mine. He told me aggro decks are easy, which I didn't agree with. People probably are having nightmares from Pirate Warrior a year ago where you can just hit face with every thing you have and get away with it. Literally Pirate Warrior killed the 'aggro' term. Aggro decks are related to face decks, but they are a bit different. You can go all face with face decks and win games because that's how that deck works. If you do the same with aggro, you'll end up with no board at turn 6 and 10 damage off lethal.
Now anyway, now comes the part why aggro isn't that easy as people think.
As an aggro player, you have to play around boardclears and common removal stuff. That doesn't seem hard at first, but if you have to realize you need to play around it every turn. If it's turn 8 for you as a Tempo Rogue versus a Highlander Pirest, you still need to remember which spells he played already in the whole game and which not. Not only that, you have to respect all the other removal he still might have after those turns. If you need to think about it every turn, I don't feel like it's an easy deck at all. So what about Control Decks?
As a control played, you have to play your boardclears/removal as efficient as possible. It's not about 'looks like a good move here', it's about what to do if you're facing the next wave of minions. Personally, I think that you need to play around stuff as well in Control Decks. Whatever you do, you need to think about what card might counter your card every turn. Control doesn't differ from Aggro that much. You just play the most efficient card in the situation. The only big difference is that one deck is more early game orientated, the other more late game.
My point here is, Control and Aggro don't differ much skillwise, they need to do the same thing every turn. If you think Aggro are easy decks, what is Jade Druid then? Super easy? Skillwise, Aggro and Control decks are kinda mid-term. Combo decks require a lot of skill, and there are a couple decks that I can't fit in 1 name (Jade Druid, Face Hunter/other Face decks, Big Priest (don't hate me but I think Big Priest is pretty easy to play)).
I'm also sure almost nobody will read this but have a nice day and enjoy the Christmas sphere :)
Aggressive decks play on a different axis than other decks, but every Hearthstone deck is playing to win the game in some form or fashion. Aggro decks are built to maximize damage as quickly as possible before the opponent can mount ample resistance. It doesn't make them necessarily easier to play, it just makes them different to play as your choices each game are more narrow. At a basic level the decisions an aggro player faces are the same as any other style: "how can I execute my game plan in the most efficient way possible?". Still, there are core concepts of Hearthstone that apply to all games, regardless of deck type and those concepts do require skill. It is here where the best players can gain an edge over others. Things like how to best maximize your resources each turn, how to anticipate future turns, and how to correctly read a board state, are all skills that dramatically effect the outcome of almost every game (there are some games where your draw can be so bad that there is not much you could have done, but for well built decks that is a very small fraction of games) even if they are more general in nature.
I can see how the mulligan decisions for an aggro deck are easier since regardless of your opponent your game plan is the same, whereas a mid-range or control deck might need different tools early vs different classes. Overall though, assuming your opponent is an inferior player or somehow less skilled just because of their deck choice can hinder your own growth as a player. Lastly, aggro is here to stay and will never go away as long as players are incentivized to win and win quickly (that's just how Ranked mode works right now, although who knows if that may change in the future). It's not a binary system of good players play control and bad players play aggro. Plenty of amazing players will play aggro because it maximizes their time investment.
I honestly like all kinds of decks. I prefer what I guess would be called "meme" decks the most, then combo and control decks, but I do love a good tempo deck if it is cool to play and has a lot of little cool things going on (like K&C big spell priest or some of the more inventive tempo paladin decks at the minute, some of these boarder on aggro though)
I think aggro is probably my least preferred play-style, but they are often the cheapest decks. Meaning Blizz needs a way for players who can't afford to play big shiny decks, something to play that is affordable and also competitive.
I really think this is the main reason these kinds of decks exist. they are to give those players without much resources a fighting chance, and also easier to pilot for newcomers also.
I personally get a lot more from playing decks with great synergy and able to do exciting things, but I also see the use in fast decks as it means you can play a lot of games over a short period of time. so they are not just for low skilled players or new players or players with no resources. Fast and aggro decks can be used just to climb fast or squeeze lots of games into a more busy schedule.
I know that I like to play lots of styles of decks just depending on what I feel like and what I have the time for.
so again, you can't just say that 1 type of person plays 1 kind of deck, there are definitely exceptions in a lot of cases.
Even a monkey can pilot an aggro deck to the legend. This is Blizzard's fault to print extremely strong early game cards like patches, druid of the swarm, vicious fledgeling, righteous protector, corridor creeper, call to arms... Although their strenght is seen one week into the meta, the nerfs take place after 2-3 months and the nerfed cards are the wrong ones (most probably basic and standard) which happen to be in a top tier deck some months ago.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I like all decks, the more types and styles the better as it makes the meta more diverse. I hate it when one deck catches on and everyone starts crafting it just because it's good.
like cubelock at the moment.. one of the coolest warlock decks in ages. as a warlock main I watched the deck start to take form on day one with a lowly DG+CC+DP combo, using skull to pull in the DG and negate the disco (this was before people refined the lackeys to just pull in the demons you want as well, we were just tinkering with doomguards, cubes and skulls at this point). Then spiritsinger was added and so on and so forth. A few versions cropping up now, people scrambling to pilot the new hot thing... just like any other deck of this nature though, the skill of the player will shine through. It's actually cool to play a good cubelock player IMO, there is definitely a thrill to be had from playing a such a deck.
I guess what I'm saying is, I don't hate any style of deck, I just hate it when everyone jumps on a deck and then ruins it for the people who were actually invested in it to begin with. Not all players of a certain deck type, play it for the same reasons.
I guess now I make a cubelock-killer. probably "Doomcube mk2, cube-killer"... ha ha.
An aggro deck is easy.Because they forgive a lot of mistakes.I don't understand people who play on aggro deck.It's very boring.rDo remember pirate warrior? just play on mana curve and go to legend.
Great example.
Had a game today against Smorc Paladin.
I played, on curve, Babbling Book, Raven Familiar, Acoylte of Pain, Tar Creeper, Dragon's Fury, Polymorph.
The only time he traded was when I cheated (ie.. played a filthy taunt), simply insta clicked cards and went face otherwise.
I was dead turn 6. This is the only card game I've ever played where you can have a decent constructed deck, play nearly an optimal curve, and die so early. Period.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
because it is, and it is. current cards allow you to break the rules of card games, such as minions that SHOULD be vulnerable to aoe and you arent even punished with a card disadvantage anymore.
Kaladin's RoS Set Review
Join me at Out of Cards!
Usually when I play an aggro deck I tend to not play around anything but the most obvious things .
And that is often the correct strategy . Playing around things that aren't likely or that can't be played around efficiently actually decreases win rate .
So in a way Aggro decks are very INTUITIVE . Also aggro decks have the exact same plan vs any other deck while control might have different win conditions .
That's why people say they require less skill .
But a counter argument is that playing as a control deck vs an aggro deck is actually Easier . All you have to do i's try to survive . You know exactly what the opponent is trying to do and often can guess what cards he is holding so it's a matter of playing your cards and hope you get good RNG .
stop talking about this game that there is some skill involved , there is non. When they print something like secret mage and agro paladin. U know they have no intention of having any skils in this game. If i play against secret mage or more or less any agro . Its 100% up to blizzard what card they gave me at my first turns. You can see if you have lost or not on turn 2 . I mean , you play vs raza or jade. Its again up to what cards blizzard gave them or you. He have raza on turn 5 ? Ive hit legend 3 times, and i dont even think 1 turn ahead. Ive beaten 3 "pro" players in legend , is it skils ? Nope , i just got better draws and my deck is good against their decks. Stop talking about skils in this game , christ they even made the deck for us . Its so obviously how to build your deck .
Team5 spend 7 hrs a day with this game, they know exactly how the meta will be . And they make sure everydeck counters another deck , so when you pick a top tier deck . Like everyone else , you will have a win rate above 50% . And you will think that you are good, but your not better then anyone else playing that deck.
Aggro is fairly boring on hearthstone. Using aggro on hearthstone, you create a bunch of vanilla minions for cheap, which isn't fun to those who don't play aggro.
The issue is Aggro isn't unique to each class. Every deck is Patches, two Seahand Captains, Prince Kelseth, Corridor Creeper, Bonemare, then just slam other cards and it's Aggro. The deck shouldn't be called Aggro. It's telling just looking at the name. What the game needs to be is put a patches, or a kelseth, in each class instead of neutral. That would allow for a much more creative environment, which is why aggro is lacking.
Going back to the original point. The reason people who don't play aggro are the way they are is likely because aggro is boring due to having no variance. We don't necessarily care about playing a deck just to have the deck that is winning the most, which isn't to be confused with being a good deck, just the most common, or, basic.
It's not necessarily easy but it is pretty brainless most of the time, think we all can agree on that.
My favorite deck is by far Miracle Rogue and before that it was old Freeze Mage when Ice Lance was in Standard. This expansion I mainly play aggro/tempo decks because I am not investing the huge amount of dust control Warlock or Raza priest require. Having said that, I think it's very ignorant to say that aggro is brainded. However I do agree that control/combo decks are more difficult to pilote than an aggro decks, but anyone who claims aggro doesn't require thinking is flat out lying or doesn't know what they are talking about honestly. I've lost games because I tried to fight for the board when I had to go face, but that's because I was not comfortable playing aggro, now I always keep in mind the reach of my cards left to know whether to go face or fight for the board.
In my opinion, the hardest deck to play at the moment is Raza priest as you only have one card of, it is easy to make mistakes with this deck.
Speaking of Freeze/quest Mage... that’s also pretty auto pilot if you draw correctly. If you keep getting freezes in the correct order it nearly can’t be beat. And it’s a deck where commonly you know with 100% certainty you will win 3-5 turns ahead. Chain freezes and Ice blocks. Nothing gets through. With so much removal being aoe, it’s hugely dependent on getting the correct draws (just like Aggro)
Also, the power of Razakus priest varies massively if you curve out Raza on 5 and Anduin on 8. Certainly beatable but just about any deck is incredibly powerful if it curves out it’s most powerful cards.
Control vs Control: The only thing that matters is who will find his key card first (aya, raza, combo pieces)
Aggro vs Aggro: The only thing that matters is who starts first.
While playing aggro vs Control you always have to think if you can afford not making trades and how not to lose your tempo with minimal cost.
Minions are low cost so they can always be on curve, its not lucky draws or something . Also, It's a fact that you can play every single card of your hand but not your whole hand. So you have to choose those cards that can give you the best tempo on each mana cost. A small tempo loss can cost wins, even at the lowest ranks and remember that in aggro there are no single comeback cards (except for living mana) like brawl, flamestrike or UI to forgive your misplays.
While playing control vs aggro, you just have to survive the first turns. Survival is more of a passive role. You follow your opponents tempo and you pray for tempo loss due to misplays or bad draw. You don't take decisions because you have very limited options to play (due to high cost cards, combo cards, etc). A well timed single card removal can give you back the lost tempo and win you the game.
Now let me ask you something: What's the fun playing justicar, gain 4 armor per turn forever and just sit back and wait? Don't you feel like cheating when you play a weapon with 7 charges (gorehammer)? Do you feel that you have some skill when you win by playing a deck with 20-25 removals (let's say razakus) ? The fact is that only a fool could lose such a game. Even consuming a wrong removal may not be so decisive.
At the end, you play for 20 turns but only 3-4 turns may require any decision making. Most of the time you have won even before the mulligan. (example: you face a hunter)
The decks that require skill are not just those who last longer but those that are not tier 1, can lose from both control and aggro and may require very different approach to every game (I don't mean only the mulligan!) . That's not the case for decks like old control warrior, razakus, aggro shaman, pirate warrior, renolock, jade druid, etc which had almost 100% winrate against the vast majority of ladder decks.
Kaladin's RoS Set Review
Join me at Out of Cards!
The bullshit the smorc players claim is surreal lol.
One question,why do you care about our opinion so much?Blizzard allows aggro in game so just play whatever you wish.Yet again and again you try to convice us that you don't take the easy route,that you are good players and deserve your success(if you have any).
But you don't derserve anything do you know why?Because good players are content with themselves and don't give a fuck about what the others say about thier decks.All those ''leeave the aggro alone'' players are terrible or average dudes who try to convice themselves first then the rest of us.
I also argued this with a friend of mine. He told me aggro decks are easy, which I didn't agree with. People probably are having nightmares from Pirate Warrior a year ago where you can just hit face with every thing you have and get away with it. Literally Pirate Warrior killed the 'aggro' term. Aggro decks are related to face decks, but they are a bit different. You can go all face with face decks and win games because that's how that deck works. If you do the same with aggro, you'll end up with no board at turn 6 and 10 damage off lethal.
Now anyway, now comes the part why aggro isn't that easy as people think.
As an aggro player, you have to play around boardclears and common removal stuff. That doesn't seem hard at first, but if you have to realize you need to play around it every turn. If it's turn 8 for you as a Tempo Rogue versus a Highlander Pirest, you still need to remember which spells he played already in the whole game and which not. Not only that, you have to respect all the other removal he still might have after those turns. If you need to think about it every turn, I don't feel like it's an easy deck at all. So what about Control Decks?
As a control played, you have to play your boardclears/removal as efficient as possible. It's not about 'looks like a good move here', it's about what to do if you're facing the next wave of minions. Personally, I think that you need to play around stuff as well in Control Decks. Whatever you do, you need to think about what card might counter your card every turn. Control doesn't differ from Aggro that much. You just play the most efficient card in the situation. The only big difference is that one deck is more early game orientated, the other more late game.
My point here is, Control and Aggro don't differ much skillwise, they need to do the same thing every turn. If you think Aggro are easy decks, what is Jade Druid then? Super easy? Skillwise, Aggro and Control decks are kinda mid-term. Combo decks require a lot of skill, and there are a couple decks that I can't fit in 1 name (Jade Druid, Face Hunter/other Face decks, Big Priest (don't hate me but I think Big Priest is pretty easy to play)).
I'm also sure almost nobody will read this but have a nice day and enjoy the Christmas sphere :)
Aggressive decks play on a different axis than other decks, but every Hearthstone deck is playing to win the game in some form or fashion. Aggro decks are built to maximize damage as quickly as possible before the opponent can mount ample resistance. It doesn't make them necessarily easier to play, it just makes them different to play as your choices each game are more narrow. At a basic level the decisions an aggro player faces are the same as any other style: "how can I execute my game plan in the most efficient way possible?". Still, there are core concepts of Hearthstone that apply to all games, regardless of deck type and those concepts do require skill. It is here where the best players can gain an edge over others. Things like how to best maximize your resources each turn, how to anticipate future turns, and how to correctly read a board state, are all skills that dramatically effect the outcome of almost every game (there are some games where your draw can be so bad that there is not much you could have done, but for well built decks that is a very small fraction of games) even if they are more general in nature.
I can see how the mulligan decisions for an aggro deck are easier since regardless of your opponent your game plan is the same, whereas a mid-range or control deck might need different tools early vs different classes. Overall though, assuming your opponent is an inferior player or somehow less skilled just because of their deck choice can hinder your own growth as a player. Lastly, aggro is here to stay and will never go away as long as players are incentivized to win and win quickly (that's just how Ranked mode works right now, although who knows if that may change in the future). It's not a binary system of good players play control and bad players play aggro. Plenty of amazing players will play aggro because it maximizes their time investment.
I honestly like all kinds of decks. I prefer what I guess would be called "meme" decks the most, then combo and control decks, but I do love a good tempo deck if it is cool to play and has a lot of little cool things going on (like K&C big spell priest or some of the more inventive tempo paladin decks at the minute, some of these boarder on aggro though)
I think aggro is probably my least preferred play-style, but they are often the cheapest decks. Meaning Blizz needs a way for players who can't afford to play big shiny decks, something to play that is affordable and also competitive.
I really think this is the main reason these kinds of decks exist. they are to give those players without much resources a fighting chance, and also easier to pilot for newcomers also.
I personally get a lot more from playing decks with great synergy and able to do exciting things, but I also see the use in fast decks as it means you can play a lot of games over a short period of time. so they are not just for low skilled players or new players or players with no resources. Fast and aggro decks can be used just to climb fast or squeeze lots of games into a more busy schedule.
I know that I like to play lots of styles of decks just depending on what I feel like and what I have the time for.
so again, you can't just say that 1 type of person plays 1 kind of deck, there are definitely exceptions in a lot of cases.
People can and do make AI bots that can play aggro decks all the way to legend. They can’t do that with combo decks.
Even a monkey can pilot an aggro deck to the legend. This is Blizzard's fault to print extremely strong early game cards like patches, druid of the swarm, vicious fledgeling, righteous protector, corridor creeper, call to arms... Although their strenght is seen one week into the meta, the nerfs take place after 2-3 months and the nerfed cards are the wrong ones (most probably basic and standard) which happen to be in a top tier deck some months ago.