Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
Midrange focuses on a burst styled damage from half way in the field. It CAN fight for the board early but it's mostly to stall and doesn't mind losing it if it can clear/burst you later. Deathrattle Hunter is a good example of this.
Tempo focuses on grabbing the board and never EVER letting go of it. It WILL kill you early game if you let it but it doesn't have to as it has staying power. What it lacks is recovery: the second it loses the board it's dead. Even Shaman and Beast Hunter are examples of such a deck (if you ignore hunter DK, but that's why that card is a mess as it is now).
Aggro focuses purely on the burst. It tries to kill you in the early game but falls apart FAST if it can't. If it did do damage in the early game, it can try to scrounge up a final desperate burst to kill you, but it REQUIRES that early game aggression to pull it off. Odd Rogue is pretty much the only example we have of aggro nowadays.
To put it another way:
Aggro is like a midget with a rocket aimed at your face. The best also have a self-destruct button if it can hit but don't kill you.
Tempo is a fencer always looking for that opening to dive for the kill, but with a frail weapon that breaks if you can catch it.
Midrange is a bomb with a fuse. Useless early on but once the fuse is lit...
Combo is that guy with the bag going "it's around here somewhere" flinging random crap at you with his head in the bag. Inside the bag..somewhere, is the Infinity Gauntlet. In MTG, he mostly runs while pulling out things. In HS the item IS at the bottom of the bag but the bag is full of random hammers that keep bonking you on the head.
Control is that guy in the castle that just locks the gates and yells insults at you from his castle.
If you deem Aggro/Midrange/Tempo as all the same deck, then that means all four hunter decks will seem the same to you, which makes talking about counters VERY confusing. You aren't going to get anywhere if you try to fight Odd Rogue(aggro) the same way you do Even Paladin(Tempo) and the same way you do Deathrattle Hunter (midrange). Which is WHY they get different archetypes.
sidenote: having lots of archetypes including new ones, is normal. MTG started with 3 (Aggro, Combo, Control) then eventually expanded to..what.. I thought I saw 10+ last time I saw a list.
>>The deck does not auto win if you draw all the right cards. The burst is generally 16, sometimes 19 and rarely 22. Again compare this with Mecha'thun decks or Topsy Priest where you actually win if you draw all right cards.
Fair enough, I would call control priest "OTK-light." It's quite a strong counter to the mid-range decks that I like to play, though. I am always at a complete loss as to how to beat control priest - I either get too much stuff screamed or hold back too much and he draws his full burst; can never find that right balance.
Which midrange decks ? You don't get to complain if your playing Midrange Hunter lol.
Jokes aside, I don't disagree that Control Priest is good against midrange decks especially Midrange Hunter, Even Shaman and Even Paladin. Even Warlock is 50/50 depending upon who get their DK first.
Other control decks like Odd Warrior and BSM also completely destroying midrange decks. If nerf combo decks, like you are advocating in your posts, these control decks would only get better and probably have a field day beating your favorite midrange deck.
In my opinion, now is the right time for playing midrange decks, just spam some Midrange Hunter on ladder it is aggressive enough that you should win against most combo decks, if played properly. Meta will only get worse for midrange if combo decks get nerfed.
why do I need to worry if my opponent is having fun or not as long as I am?
I guess I was thinking it was Blizzard who should care that both players have fun most of the time, for the sake of business.
Some people want the game to be mostly just control centered. You are never going to make these types of players happy because they want both OTKs and aggro completely gutted or just removed from the game.
You can't please everyone, nor should you try, unless you want to risk ruining your business.
>>The deck does not auto win if you draw all the right cards. The burst is generally 16, sometimes 19 and rarely 22. Again compare this with Mecha'thun decks or Topsy Priest where you actually win if you draw all right cards.
Fair enough, I would call control priest "OTK-light." It's quite a strong counter to the mid-range decks that I like to play, though. I am always at a complete loss as to how to beat control priest - I either get too much stuff screamed or hold back too much and he draws his full burst; can never find that right balance.
I laddered with control priest this season and theoretically even shaman is an easy win, but i lost quite a few matches when I didn't draw dusk breakers or the mass hysteria was not effective. Same with midrange hunter, it's not a hopeless matchup for midrange. Often the match was over by the time I could play scream. The deck has very little draw, most versions don't even run acolyte of pain, although Northshire can often take the game away from you. It it can do lots of burst finishing but it has plenty in common with a midrange deck and elements of control. Lots of times I won straight up with minions rather than just mind blast.
1. Highlander Priest (Combo version ofc) meta. As much as I like the deck now, it was pretty fucking annoying back in the day, you don't pull Raza the Chained with Dirty Rat or rush them down with Aggro (which was always pretty hard against Priest decks), you pretty much lose.
2. Star Aligner Druid meta (in Wild). Probably the most bullshit meta ever, they could high-roll you more than Big Priest except they don't need board control to win. Sadly Aviana got nerfed which was never really the problem, Juicy Psychmelon should have got nuked instead imo.
There is more stuff that I could mention, but these decks were never really "meta" and they were really match specific, Quest Rogue and Mill Kingsbane come to mind first.
Quest rogue, instant concede if control. I've always disliked most of the rogue archetypes, mill, kingsbane, quest, all really annoying to play against.
Quest rogue, instant concede if control. I've always disliked most of the rogue archetypes, mill, kingsbane, quest, all really annoying to play against.
Because they don't care what you play. (which is the subject of this thread)
I used to play a lot of Chess so the idea of spamming a bunch of moves without even paying any mind to the other half the board simply makes it no longer a "game" to me. If I wanted to watch a video, I'd open up youtube. Hell, I might as solo adventures.
Aggro is like a midget with a rocket aimed at your face. The best also have a self-destruct button if it can hit but don't kill you.
Tempo is a fencer always looking for that opening to dive for the kill, but with a frail weapon that breaks if you can catch it.
Midrange is a bomb with a fuse. Useless early on but once the fuse is lit...
This made me chuckle, but I don't agree that midrange decks need to have combo finishers.
IMO: Tempo: Main focus is on reactive plays to keep the opponent's board clear while snowballing their own board, often via buffs or tribe synergy. Always run turn 1 plays and overlaps with aggro. Key tempo cards: Flamewaker, Fungalmancer, Vilespine Slayer, burn spells and and weapons.
Midrange: Main focus on proactive plays, dumping the best possible minion on curve, especially turns 4-6, aiming to outvalue faster decks or exhaust slower decks of answers by the time they dump their biggest threats. Often rely on AOE to come back vs. faster decks. Overlaps with control if the curve is high enough. Key midrange cards: Spiteful Summoner, Oondasta, Drakonid Operative, C'Thun, Aya Blackpaw.
It is some times hard to say what is what because so many cards overlap, and you can't play midrange without any spells/weapons or tempo without any standalone threats... Cards like Loatheb, Piloted Shredder and Dr. Boom would typically fit equally well in both while Ragnaros the Firelord leans more towards midrange and Patches the Pirate is for aggro or tempo.
I hate OTK decks that you can't avoid like Mecha thun or Paladin Hero Power...You can't play around them at all,at least with control decks you know you've lost from the start...
Malygos decks can get outplayed by armor generation and stuff...
But hey what do i know,i was screaming for an ice block removal to HoF for 3 years..
Aggro is like a midget with a rocket aimed at your face. The best also have a self-destruct button if it can hit but don't kill you.
Tempo is a fencer always looking for that opening to dive for the kill, but with a frail weapon that breaks if you can catch it.
Midrange is a bomb with a fuse. Useless early on but once the fuse is lit...
This made me chuckle, but I don't agree that midrange decks need to have combo finishers.
IMO: Tempo: Main focus is on reactive plays to keep the opponent's board clear while snowballing their own board, often via buffs or tribe synergy. Always run turn 1 plays and overlaps with aggro. Key tempo cards: Flamewaker, Fungalmancer, Vilespine Slayer, burn spells and and weapons.
Tempo doesn't have to snowball their own board. For example, pre-nerf Odd Paladin typically has their board wiped over and over and will continuously refill the board until the board holds.
But that's nitpicking. We both got the cord of the deck: win the board early, hold the board, use the board to win once the opponent can't remove you or is forced to slow down (to draw cards, setup their combo, ext.)
Midrange: Main focus on proactive plays, dumping the best possible minion on curve, especially turns 4-6, aiming to outvalue faster decks or exhaust slower decks of answers by the time they dump their biggest threats. Often rely on AOE to come back vs. faster decks. Overlaps with control if the curve is high enough. Key midrange cards: Spiteful Summoner, Oondasta, Drakonid Operative, C'Thun, Aya Blackpaw.
Note that I didn't say a combo finish, just a burst. This includes going from an empty board to Katherna+Oondasta+7/7 into Ooze + two more 7/7 chargers. It's nt that you have to WIN or it has ot be a combo. Just that thier big value plays happen around the mid-game.
They are also not always proactive. They don't play the best minion in the early game. A 0/3 egg at turn 3 is poor Tempo. It's the turn 4 5/5s that come soon after that make the move powerful.
Last note C'thun isn't midrange. It's a 10 mana card that you almost never play on turn 10 as you want more followers to power it up. Furthermore, most decks that actually made good use of him (no Druid C'thun didn't really work :P) were control in mindset using C'thun as a major swing turn or a game ender like Shudderwock.
It is some times hard to say what is what because so many cards overlap, and you can't play midrange without any spells/weapons or tempo without any standalone threats... Cards like Loatheb, Piloted Shredder and Dr. Boom would typically fit equally well in both while Ragnaros the Firelord leans more towards midrange and Patches the Pirate is for aggro or tempo.
The key is to not look at the cards, but to look at the win condition and strategy of the deck. Loatheb used at turn 5 after you spent 4 turns flinging cheap minions in order to stop the AOE that would normally wipe them is an aggro strategy. Loatheb used to stall the game and keep the board clean while you recover your health is a Control strategy.
When you look at how the deck WANTS to win (if RNG/mistakes don't screw it up) and you'll start seeing the trends that make the archetypes. You can double check your findings by looking at the matchups they win/lose to. If you laugh at deathrattle hunter decks, you probably have a lot of cheap minions since you made an aggro deck.. or at most a really fast tempo deck. That sort of thing.
I hate OTK decks that you can't avoid like Mecha thun or Paladin Hero Power...You can't play around them at all,at least with control decks you know you've lost from the start...
Malygos decks can get outplayed by armor generation and stuff...
But hey what do i know,i was screaming for an ice block removal to HoF for 3 years..
Mojomaster turn before combo and insta win against Mecha'Thun Priest & Druid (and a high chance against Mecha'Thun Lock).
Cornered Sentry & Brawl turn before combo for 75% chance of insta win against Mecha'Thin Priest & Druid.
Mana Wraith turn before combo to force the Mecha'Thun Priest & Druid to attempt to hobble together an awkward attempt at a win while taking fatigue damage.
Demonic Project turn before combo for insta win against Mecha'Thun Druid, cripple Mecha'Thun Priest, & potentially insta win against Mecha'Thun lock if it hits.
^ Exact same scenario with Dirty Rat.
Explosive Runes turn before combo to cripple Mecha'Thun Priest.
Play Polymorph Sheep turn before combo to insta win against Mecha'Thun Druid, cripple Mecha'Thun Priest, & potentially win against Mecha'Thun Lock if they are an idiot.
Howlfiend + Treachery + any form of damage turn before combo to potentially insta win against all forms of Mecha'Thun.
Skulking Geist turn before combo to cripple Mecha'Thun Druid.
Play that 1 mana minion that spawns a taunt for opponent + any form of friendly minion removal turn before combo to insta win against Mecha'Thun druid.
Treachery + ANY 0 attack or non-attacking minion to insta win against Mecha'Thun Druid.
Yep, no way to play around Mecha'Thun in both standard and wild at all.
I haven't even shown my final form yet (aka Welcome to Meme town!). Treachery + Venture Co Mercenary! Huzzah!
Anyway, I digress.
To the actual topic of the OP I have to agree with DiamondDM13. You can't argue a state of solitaire. You can argue the degree of interaction (although contrary to popular belief there is no such thing as no interaction because unlike Yu-Gi-Oh HS has never had a first turn kill deck in its history, outside of brawls, solo adventures, & Millhouse Manastorm of course).
This is. There has never before been a meta where there are so many viable decks whose entire point is to try to avoid actually having to play the game.
Go through all T1-T4 decks and add up how many stall decks there are. It's disgusting. For not liking non-interactive decks, Blizzard have surely created plenty.
This is. There has never before been a meta where there are so many viable decks whose entire point is to try to avoid actually having to play the game.
Go through all T1-T4 decks and add up how many stall decks there are. It's disgusting. For not liking non-interactive decks, Blizzard have surely created plenty.
I'm curious. What is considered "actually having to play the game"?
This meta is as solitary as the previous ones. I stopped ranting about it...useless. I don't like the meta right now...so I play less HS and try some new games...problem solved.
This meta is as solitary as the previous ones. I stopped ranting about it...useless. I don't like the meta right now...so I play less HS and try some new games...problem solved.
It didnt start until jade druid. I played a lot during whispers time period.
Can we stop calling OTK decks uninteractive? They interact with the board just as much as control decks and aggro decks do.
Control decks sit on their ass, wipes the board and eventually tries to outvalue the opponent. Aggro decks dominates the board, value trades and eventually kills the opponent with board damage or burst.
OTK decks draw a lot, clears, value trades here and there and tries to stay alive. It's just as interactive as control and aggro. Then we have control players who whine because they eventually die because they can't win by clicking "Tank Up" each turn with their 'interactive deck'.
Accept different playstyles. I play it all and I agree it sucks to face counter decks but then you got to adapt your playstyle try something else if you keep getting killed by horsemen.
This is. There has never before been a meta where there are so many viable decks whose entire point is to try to avoid actually having to play the game.
Go through all T1-T4 decks and add up how many stall decks there are. It's disgusting. For not liking non-interactive decks, Blizzard have surely created plenty.
I'm curious. What is considered "actually having to play the game"?
Well I guess for everybody complaining here the game should just be curving out minions and/or spamming hero power until one of the players is dead. Everything else is "unfair, boring and uninteractive" in their opionion and should therefor be forbidden.
Luckily team5 seems to think that the game should offer more than one playstyle, so that different people can enjoy different ways of playing the game.
Aggro is like a midget with a rocket aimed at your face. The best also have a self-destruct button if it can hit but don't kill you.
Tempo is a fencer always looking for that opening to dive for the kill, but with a frail weapon that breaks if you can catch it.
Midrange is a bomb with a fuse. Useless early on but once the fuse is lit...
This made me chuckle, but I don't agree that midrange decks need to have combo finishers.
IMO: Tempo: Main focus is on reactive plays to keep the opponent's board clear while snowballing their own board, often via buffs or tribe synergy. Always run turn 1 plays and overlaps with aggro. Key tempo cards: Flamewaker, Fungalmancer, Vilespine Slayer, burn spells and and weapons.
Tempo doesn't have to snowball their own board. For example, pre-nerf Odd Paladin typically has their board wiped over and over and will continuously refill the board until the board holds.
That is contradicting. Odd paladin is in a special among tempo decks because of the refill ability, but the goal is to snowball eventually thorugh buffs like old Level Up! or Fungalmancer. On a sidenote, Tirion Fordring was cut from older dudedin decks as they made the leap from midrange to tempo.
Last note C'thun isn't midrange. It's a 10 mana card that you almost never play on turn 10 as you want more followers to power it up. Furthermore, most decks that actually made good use of him (no Druid C'thun didn't really work :P) were control in mindset using C'thun as a major swing turn or a game ender like Shudderwock.
At least one thing we agree about is that a key difference is that tempo decks rely much more on earlygame minions and typically don't run any aoe.
C'Thun is a special case, but IMO, midrange decks can absolutely run 10-drops, Varian Wrynn could be run in tempo warrior and N'Zoth, the Corruptor could find its way into secret paladin. Some C'Thun play like control or combo decks, but if you look at cards like C'Thun's Chosen, Dark Arakkoa, Twin Emperor Vek'lor and Klaxxi Amber-Weaver, they are often midrange decks. Especially since they have decent 2-3 drops curving into their strong midgame, which is not typical for combo or control decks. C'Thun himself is played a as a finisher, preferably finding lethal on turn 10 (or earlier with ramp.)
Some even have even called C'Thun decks "tempo" but I think that is wrong because the only real reactive C'Thun related tempo card is Disciple of C'Thun (Blade of C'Thun is far too slow.)
Midrange focuses on a burst styled damage from half way in the field. It CAN fight for the board early but it's mostly to stall and doesn't mind losing it if it can clear/burst you later. Deathrattle Hunter is a good example of this.
Tempo focuses on grabbing the board and never EVER letting go of it. It WILL kill you early game if you let it but it doesn't have to as it has staying power. What it lacks is recovery: the second it loses the board it's dead. Even Shaman and Beast Hunter are examples of such a deck (if you ignore hunter DK, but that's why that card is a mess as it is now).
Aggro focuses purely on the burst. It tries to kill you in the early game but falls apart FAST if it can't. If it did do damage in the early game, it can try to scrounge up a final desperate burst to kill you, but it REQUIRES that early game aggression to pull it off. Odd Rogue is pretty much the only example we have of aggro nowadays.
To put it another way:
Aggro is like a midget with a rocket aimed at your face. The best also have a self-destruct button if it can hit but don't kill you.
Tempo is a fencer always looking for that opening to dive for the kill, but with a frail weapon that breaks if you can catch it.
Midrange is a bomb with a fuse. Useless early on but once the fuse is lit...
Combo is that guy with the bag going "it's around here somewhere" flinging random crap at you with his head in the bag. Inside the bag..somewhere, is the Infinity Gauntlet. In MTG, he mostly runs while pulling out things. In HS the item IS at the bottom of the bag but the bag is full of random hammers that keep bonking you on the head.
Control is that guy in the castle that just locks the gates and yells insults at you from his castle.
If you deem Aggro/Midrange/Tempo as all the same deck, then that means all four hunter decks will seem the same to you, which makes talking about counters VERY confusing. You aren't going to get anywhere if you try to fight Odd Rogue(aggro) the same way you do Even Paladin(Tempo) and the same way you do Deathrattle Hunter (midrange). Which is WHY they get different archetypes.
sidenote: having lots of archetypes including new ones, is normal. MTG started with 3 (Aggro, Combo, Control) then eventually expanded to..what.. I thought I saw 10+ last time I saw a list.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Which midrange decks ? You don't get to complain if your playing Midrange Hunter lol.
Jokes aside, I don't disagree that Control Priest is good against midrange decks especially Midrange Hunter, Even Shaman and Even Paladin. Even Warlock is 50/50 depending upon who get their DK first.
Other control decks like Odd Warrior and BSM also completely destroying midrange decks. If nerf combo decks, like you are advocating in your posts, these control decks would only get better and probably have a field day beating your favorite midrange deck.
In my opinion, now is the right time for playing midrange decks, just spam some Midrange Hunter on ladder it is aggressive enough that you should win against most combo decks, if played properly. Meta will only get worse for midrange if combo decks get nerfed.
Some people want the game to be mostly just control centered. You are never going to make these types of players happy because they want both OTKs and aggro completely gutted or just removed from the game.
You can't please everyone, nor should you try, unless you want to risk ruining your business.
I laddered with control priest this season and theoretically even shaman is an easy win, but i lost quite a few matches when I didn't draw dusk breakers or the mass hysteria was not effective. Same with midrange hunter, it's not a hopeless matchup for midrange. Often the match was over by the time I could play scream. The deck has very little draw, most versions don't even run acolyte of pain, although Northshire can often take the game away from you. It it can do lots of burst finishing but it has plenty in common with a midrange deck and elements of control. Lots of times I won straight up with minions rather than just mind blast.
People should stop using the word "skill".
*mindblasted someone would actually post this*
Fun > Meta
Naxx face hunter, easy. Concede to warrior and go straight face.
A few metas come to mind:
1. Highlander Priest (Combo version ofc) meta. As much as I like the deck now, it was pretty fucking annoying back in the day, you don't pull Raza the Chained with Dirty Rat or rush them down with Aggro (which was always pretty hard against Priest decks), you pretty much lose.
2. Star Aligner Druid meta (in Wild). Probably the most bullshit meta ever, they could high-roll you more than Big Priest except they don't need board control to win. Sadly Aviana got nerfed which was never really the problem, Juicy Psychmelon should have got nuked instead imo.
There is more stuff that I could mention, but these decks were never really "meta" and they were really match specific, Quest Rogue and Mill Kingsbane come to mind first.
Quest rogue, instant concede if control. I've always disliked most of the rogue archetypes, mill, kingsbane, quest, all really annoying to play against.
Because they don't care what you play. (which is the subject of this thread)
I used to play a lot of Chess so the idea of spamming a bunch of moves without even paying any mind to the other half the board simply makes it no longer a "game" to me. If I wanted to watch a video, I'd open up youtube. Hell, I might as solo adventures.
Fun > Meta
This made me chuckle, but I don't agree that midrange decks need to have combo finishers.
IMO:
Tempo: Main focus is on reactive plays to keep the opponent's board clear while snowballing their own board, often via buffs or tribe synergy. Always run turn 1 plays and overlaps with aggro. Key tempo cards: Flamewaker, Fungalmancer, Vilespine Slayer, burn spells and and weapons.
Midrange: Main focus on proactive plays, dumping the best possible minion on curve, especially turns 4-6, aiming to outvalue faster decks or exhaust slower decks of answers by the time they dump their biggest threats. Often rely on AOE to come back vs. faster decks. Overlaps with control if the curve is high enough. Key midrange cards: Spiteful Summoner, Oondasta, Drakonid Operative, C'Thun, Aya Blackpaw.
It is some times hard to say what is what because so many cards overlap, and you can't play midrange without any spells/weapons or tempo without any standalone threats... Cards like Loatheb, Piloted Shredder and Dr. Boom would typically fit equally well in both while Ragnaros the Firelord leans more towards midrange and Patches the Pirate is for aggro or tempo.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I hate OTK decks that you can't avoid like Mecha thun or Paladin Hero Power...You can't play around them at all,at least with control decks you know you've lost from the start...
Malygos decks can get outplayed by armor generation and stuff...
But hey what do i know,i was screaming for an ice block removal to HoF for 3 years..
Just Another Legend Player#Kappa
Tempo doesn't have to snowball their own board. For example, pre-nerf Odd Paladin typically has their board wiped over and over and will continuously refill the board until the board holds.
But that's nitpicking. We both got the cord of the deck: win the board early, hold the board, use the board to win once the opponent can't remove you or is forced to slow down (to draw cards, setup their combo, ext.)
Note that I didn't say a combo finish, just a burst. This includes going from an empty board to Katherna+Oondasta+7/7 into Ooze + two more 7/7 chargers. It's nt that you have to WIN or it has ot be a combo. Just that thier big value plays happen around the mid-game.
They are also not always proactive. They don't play the best minion in the early game. A 0/3 egg at turn 3 is poor Tempo. It's the turn 4 5/5s that come soon after that make the move powerful.
Last note C'thun isn't midrange. It's a 10 mana card that you almost never play on turn 10 as you want more followers to power it up. Furthermore, most decks that actually made good use of him (no Druid C'thun didn't really work :P) were control in mindset using C'thun as a major swing turn or a game ender like Shudderwock.
The key is to not look at the cards, but to look at the win condition and strategy of the deck. Loatheb used at turn 5 after you spent 4 turns flinging cheap minions in order to stop the AOE that would normally wipe them is an aggro strategy. Loatheb used to stall the game and keep the board clean while you recover your health is a Control strategy.
When you look at how the deck WANTS to win (if RNG/mistakes don't screw it up) and you'll start seeing the trends that make the archetypes. You can double check your findings by looking at the matchups they win/lose to. If you laugh at deathrattle hunter decks, you probably have a lot of cheap minions since you made an aggro deck.. or at most a really fast tempo deck. That sort of thing.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Mojomaster turn before combo and insta win against Mecha'Thun Priest & Druid (and a high chance against Mecha'Thun Lock).
Cornered Sentry & Brawl turn before combo for 75% chance of insta win against Mecha'Thin Priest & Druid.
Mana Wraith turn before combo to force the Mecha'Thun Priest & Druid to attempt to hobble together an awkward attempt at a win while taking fatigue damage.
Demonic Project turn before combo for insta win against Mecha'Thun Druid, cripple Mecha'Thun Priest, & potentially insta win against Mecha'Thun lock if it hits.
^ Exact same scenario with Dirty Rat.
Explosive Runes turn before combo to cripple Mecha'Thun Priest.
Play Polymorph Sheep turn before combo to insta win against Mecha'Thun Druid, cripple Mecha'Thun Priest, & potentially win against Mecha'Thun Lock if they are an idiot.
Howlfiend + Treachery + any form of damage turn before combo to potentially insta win against all forms of Mecha'Thun.
Skulking Geist turn before combo to cripple Mecha'Thun Druid.
Play that 1 mana minion that spawns a taunt for opponent + any form of friendly minion removal turn before combo to insta win against Mecha'Thun druid.
Treachery + ANY 0 attack or non-attacking minion to insta win against Mecha'Thun Druid.
Yep, no way to play around Mecha'Thun in both standard and wild at all.
I haven't even shown my final form yet (aka Welcome to Meme town!). Treachery + Venture Co Mercenary! Huzzah!
Anyway, I digress.
To the actual topic of the OP I have to agree with DiamondDM13. You can't argue a state of solitaire. You can argue the degree of interaction (although contrary to popular belief there is no such thing as no interaction because unlike Yu-Gi-Oh HS has never had a first turn kill deck in its history, outside of brawls, solo adventures, & Millhouse Manastorm of course).
This is. There has never before been a meta where there are so many viable decks whose entire point is to try to avoid actually having to play the game.
Go through all T1-T4 decks and add up how many stall decks there are. It's disgusting. For not liking non-interactive decks, Blizzard have surely created plenty.
I'm curious. What is considered "actually having to play the game"?
This meta is as solitary as the previous ones. I stopped ranting about it...useless. I don't like the meta right now...so I play less HS and try some new games...problem solved.
It didnt start until jade druid. I played a lot during whispers time period.
Fun > Meta
Can we stop calling OTK decks uninteractive? They interact with the board just as much as control decks and aggro decks do.
Control decks sit on their ass, wipes the board and eventually tries to outvalue the opponent. Aggro decks dominates the board, value trades and eventually kills the opponent with board damage or burst.
OTK decks draw a lot, clears, value trades here and there and tries to stay alive. It's just as interactive as control and aggro. Then we have control players who whine because they eventually die because they can't win by clicking "Tank Up" each turn with their 'interactive deck'.
Accept different playstyles. I play it all and I agree it sucks to face counter decks but then you got to adapt your playstyle try something else if you keep getting killed by horsemen.
Well I guess for everybody complaining here the game should just be curving out minions and/or spamming hero power until one of the players is dead. Everything else is "unfair, boring and uninteractive" in their opionion and should therefor be forbidden.
Luckily team5 seems to think that the game should offer more than one playstyle, so that different people can enjoy different ways of playing the game.
That is contradicting. Odd paladin is in a special among tempo decks because of the refill ability, but the goal is to snowball eventually thorugh buffs like old Level Up! or Fungalmancer. On a sidenote, Tirion Fordring was cut from older dudedin decks as they made the leap from midrange to tempo.
At least one thing we agree about is that a key difference is that tempo decks rely much more on earlygame minions and typically don't run any aoe.
C'Thun is a special case, but IMO, midrange decks can absolutely run 10-drops, Varian Wrynn could be run in tempo warrior and N'Zoth, the Corruptor could find its way into secret paladin. Some C'Thun play like control or combo decks, but if you look at cards like C'Thun's Chosen, Dark Arakkoa, Twin Emperor Vek'lor and Klaxxi Amber-Weaver, they are often midrange decks. Especially since they have decent 2-3 drops curving into their strong midgame, which is not typical for combo or control decks. C'Thun himself is played a as a finisher, preferably finding lethal on turn 10 (or earlier with ramp.)
Some even have even called C'Thun decks "tempo" but I think that is wrong because the only real reactive C'Thun related tempo card is Disciple of C'Thun (Blade of C'Thun is far too slow.)
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