on the topic. My best story so far is getting Skull from the pack couple of months ago... I was able to craft cubelock because all I was missing was a second mountain giant and cubes (I even had prince 3 and umbra is a tech card so I don’t run him). If you prefer more control decks but can’t afford control warlock, just craft cubes, only DK and skull are core legendaries there, though there are quite a few core epics, but you don’t need N’Zoth or Rin because Doomguards are your win condition and Prince 3 and/or Umbra are nice to have but ultimately they are tech cards that enable OTK, but you don’t have to do OTK...
I love control matches, but I would want to gouge my eyes out with a spoon if every game were like these. Faster aggro matches have their place in the game.
What is needed is better balance in the matchmaking. Whatever Blizz does, they need to detune it a bit. 15 games with a control deck, only 2 of those were against Paladin. The result, 56% Win rate, but games lasting 15 minutes or longer.
9 games with Exodia Mage (which gets rekt by aggro in most cases), and 8 of 9 were Paladin, Hunter, and 1 aggro Druid. The result, 33% Win Rate. Managed to win 1 game against aggro Paladin thanks to crazy RNG for additional freeze effects. Otherwise lost every game.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
Always a relevant vid in these topics - in short aggro can often beat control because control relies on having the right answer to address a threat; so while you may sometimes have the wrong answer to a threat, for the aggro player there is no such thing as a wrong threat. People can play aggro decks without much decision making, but the pros know how to maximize the threat generated while minimizing your opponent to needing specific answers to counter that threat.
"Fun" decks: "BOW DOWN BEFORE THE GOD OF DEATH! *instantly loses*"
Aggro is fine, I just don't like when I have no control over the outcome of a game. Pirate warrior was bad because they could deal <8 damage every turn starting turn 2. Mill Rogue can be fun to play against, because you either play cards and beat them, or they use vanish. There's something wrong with every deck, so I just play the one that I have the most fun with.
As for midrange decks, it all depends on how you handle them from any perspective. Kill turn 1 mana wyrm, you have a chance. Dodge hunter's early face damage, maybe you can kill him. Priest... is priest. But at least there's no Raza anymore for 26-damage combos every turn.
Control: "I'm superior to aggro players because unlike them, I actually have to think about my plays and make real decisions."
Aggro: "It's still decision making because I'm playing around a control player's win condition by just going face. Also aggro mirrors take LOADS of decision making!"
Midrange: "I'm a control deck, but with actually good minions. No wait. I'm an aggro deck, but with removal. No wait, I'm the best of both!"
My first deck I ever made was Control Priest. I've always loved long patient games with a lot of decisions affecting the outcome.
OP says he dislikes playing aggro style himself, not that he hates aggro players
It's a lighthearted joke. Just trying to have some fun is all.
You forgot how aggro players say "But it's not aggro, it's tempo" haha. As far as Hearthstone I still think they're essentially the same thing, though lots of people would probably disagree with me lol.
I enjoy high roll random decks. Played evolve shaman a while back, now playing Spiteful priest (I know, lots of people probably hate me). I do hate when I simply don't get my aggro answer early on, even if I mulligan hard for it. Some games are just unwinnable, no matter what haha.
Hearthstone would be a hell hole without aggro, every game lasting 20 minutes, the greediest decks would win, all decks would include a n'zoth. I dont play aggro but i know the importance of balance in the ladder. besides aggro decks are easy to beat just include heals and board clears