I’ve been playing hearthstone for a decent amount of time but I’m still confused on what makes a class better at being a control deck. Here are my questions.
1. What makes a class more suited toward control then others?
2. What makes warrior such a great control class?
3. Why doesn’t control hunter work?
4. What classes do you think will be suited for control going into the new year?
I think that having "control" is what makes control decks control decks. You can control board by having a lot of removal and you can control your life total by having a lot of life gain cards. At least that's how I understand it. Hunter is not a good control class because of their lack of good board clears and life gain cards, so they basically have to flood the board and play aggro or midrange, because they can't control the board in any other way. Priest, warlock and warrior on the other hand have a lot of AOEs and life gain cards, so they are good at control and don't have to rely on being aggressive.
Also - one of the key aspects of a control class is its ability to draw. This is one of the major reasons hunter has only sniffed at control, because while it may have answers, it often lacks the ability to draw quickly into them.
It's pretty simple. If you play control, you prioritize the opponents minions to it's face. So basically, you need AoE-s and you need to trade smart. Pretty much this is Control.
Warrior is usually the best, because it is a defensive class, and Hunter is (maybe) the worst, because it's an aggressive class. Just look at the hero powers: gain armour vs deal damage to face. But also hunter really lacks the control cards, if you look in details...
We'll see if it's better withe the infinite value deathknight rotations, but RoS is printing a lot of tech cards for OTK decks so i think control will still be useless. But we'll see.
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Those who are given more in life, must not cling to it, but risk it all at every moment!
1. What makes a class more suited toward control then others?
The classes that are best for control have access to a tool kit of cards that enable them to stall the game, survive and run their opponents out of resources. These include healing/armor, board clears, Taunt Minions and single target threat removal. Sometimes these can be found outside of a classes own tool kit, like good taunt minions, but in some metas they cant be.
2. What makes warrior such a great control class?
Powerfull AOE effect (Brawl), Armor as a survival mechanic, good/flexible removal options (Shield Slam, Execute)
3. Why doesn’t control hunter work?
Poor AOE, traps can be played around, No healing, some of their control tools like Explosive trap, freezing trap, and the kill a random minion card are wonky at times. Hero power doesn't help survivability or controlling of the board.
4. What classes do you think will be suited for control going into the new year?
Priest and Warrior look like the best control classes. It's been so long since this game didn't have instant lose match ups for traditional control match ups that I will have to see how things like Academic Espionage Rogue hash out to see if it will even work again.
Aggro wants board control and domination, and does is by building a board early and dominating with it, or to push early damage and finish you off with burn or a combo/burst.
Control basically controls the board until the late game and wins with huge swing turns or fatigue.
Midrange is basically in between, wins by keeping tempo and controling the board, but doesn't run heavy removal.
Otk is usually just defence/removal and wins by bursting huge damage when they assemble their combo.
1. There are different win conditions and approaches. But generally, outvalue your opponent in late game, be Patient with your assets. Don't draw too much, often fatigue damage decides the game.
2. Warrior has more amor options and can cheat additional health. Plus it has lot removal options.
3. Hunter has an aggressive hero power and core cards, like companion (4 mana value) on turn 3, beast synergy to power up early game minions, Kill command. Then, there are few removals, almost no aoe. It needs board to win a game, which can be destroyed by aoes of control ckasses.
4. Hard to say. We will see... but I think warrior will still be controlish.
We'll see if it's better withe the infinite value deathknight rotations, but RoS is printing a lot of tech cards for OTK decks so i think control will still be useless. But we'll see.
That doesn't make sense. Tech cards against OTK decks will improve pure control's chances of having less unwinnable match ups. However, control still has a problem against rogue, which has the potential to out value a control deck.
So if I wanted to make a bomb control warrior deck, I should run AoE cards like warpath and brawl, several armor generating cards, and a couple of card draw minions like acolyte and loot horder? Is there anything else I should look at including?
1. Yes, run both warpath and brawl. Especially brawl because it's one of the only answers to Chef Nomi.
2. I'm not sure about this whole bomb control warrior thing. You don't need the bombs because with all the other death knights rotating, Dr. Boom, Mad Genius and Omega Assembly are probably the only win condition you need. The bombs are much more suited to a rush warrior style deck.
3. Control warrior traditionally always runs acolyte. Very, very rarely runs loot hoarder, if ever.
Control priest and warrior decks are still viable, control does indeed work.
OTK decks are also playing a control playstyle but with much more draw to assemble their combo.
I don't agree that control needs a swing turn, they can have many ways to win:
-Fatigue
-Value through a superior lategame.
-Slowly finding lethal damage with minions after removing any opposing threats.
-Winning vs faater decks not losing and healing out of their reach.
Control decks stack up heals, armor, aoe, removal and defensive minions in favor board preasure and dominance, but do not want to draw their entire deck to assemble an otk combo.
I’ve been playing hearthstone for a decent amount of time but I’m still confused on what makes a class better at being a control deck. Here are my questions.
1. What makes a class more suited toward control then others?
2. What makes warrior such a great control class?
3. Why doesn’t control hunter work?
4. What classes do you think will be suited for control going into the new year?
Control is about value and sustainability. Warrior is great for control because they have armor gain, excellent removal, a plenty of options for late game closers after running faster decks out of options earlier in the game.
Hunter's base hero power and (most played) class card designs give you a great reason why it's not great for control: the main focus of that class is face damage.
Hunter did have some excellent tools for control in Deathstalker Rexxar (infinite hero power value), and Zul'jin's battlecry of replaying spells like Deadly Shot and Crushing Walls alongside Lesser Emerald Spellstone to create massive, powerful swings on board after likely making the opponent use their resources to battle the original casts of these spells alongside minions and secrets, etc. Those are all going to wild, where the sheer volume of cards there waters down these effects. Even so, hunter doesn't have consistent access in our current (and soon departing) meta game to good card draw outside of midrange beast hunter, so it's not an ideal class for control, more like a meme or challenge deck in the hands of anyone not consistently ranking in mid- to high-tier legend every season.
This expansion looks to give warrior a real chance to run a strong control game again, no infinite mechanics to cheat in extra resources. Priest has some extremely good control cards coming in but everyone is more excited about continuing to run resurrect builds or even silence (which imo looks like a flash in the pan that will leave the main meta after a few weeks at best). Mage might surprise, but I don't expect much in the way of control. Warlock has some potential for control with Plot Hole plays with Augmented Elekk, but I'm sure there are better uses for the class.
Otherwise, I think from what I've seen there will be a handful of control decks and loads of aggro to start.
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I’ve been playing hearthstone for a decent amount of time but I’m still confused on what makes a class better at being a control deck. Here are my questions.
1. What makes a class more suited toward control then others?
2. What makes warrior such a great control class?
3. Why doesn’t control hunter work?
4. What classes do you think will be suited for control going into the new year?
More removal than aggression
I think that having "control" is what makes control decks control decks. You can control board by having a lot of removal and you can control your life total by having a lot of life gain cards. At least that's how I understand it. Hunter is not a good control class because of their lack of good board clears and life gain cards, so they basically have to flood the board and play aggro or midrange, because they can't control the board in any other way. Priest, warlock and warrior on the other hand have a lot of AOEs and life gain cards, so they are good at control and don't have to rely on being aggressive.
Also - one of the key aspects of a control class is its ability to draw. This is one of the major reasons hunter has only sniffed at control, because while it may have answers, it often lacks the ability to draw quickly into them.
It's pretty simple. If you play control, you prioritize the opponents minions to it's face. So basically, you need AoE-s and you need to trade smart. Pretty much this is Control.
Warrior is usually the best, because it is a defensive class, and Hunter is (maybe) the worst, because it's an aggressive class. Just look at the hero powers: gain armour vs deal damage to face. But also hunter really lacks the control cards, if you look in details...
Control doesn't work lately.
We'll see if it's better withe the infinite value deathknight rotations, but RoS is printing a lot of tech cards for OTK decks so i think control will still be useless. But we'll see.
Those who are given more in life, must not cling to it, but risk it all at every moment!
1. What makes a class more suited toward control then others?
The classes that are best for control have access to a tool kit of cards that enable them to stall the game, survive and run their opponents out of resources. These include healing/armor, board clears, Taunt Minions and single target threat removal. Sometimes these can be found outside of a classes own tool kit, like good taunt minions, but in some metas they cant be.
2. What makes warrior such a great control class?
Powerfull AOE effect (Brawl), Armor as a survival mechanic, good/flexible removal options (Shield Slam, Execute)
3. Why doesn’t control hunter work?
Poor AOE, traps can be played around, No healing, some of their control tools like Explosive trap, freezing trap, and the kill a random minion card are wonky at times. Hero power doesn't help survivability or controlling of the board.
4. What classes do you think will be suited for control going into the new year?
Priest and Warrior look like the best control classes. It's been so long since this game didn't have instant lose match ups for traditional control match ups that I will have to see how things like Academic Espionage Rogue hash out to see if it will even work again.
I always looked at it like this:
Aggro wants board control and domination, and does is by building a board early and dominating with it, or to push early damage and finish you off with burn or a combo/burst.
Control basically controls the board until the late game and wins with huge swing turns or fatigue.
Midrange is basically in between, wins by keeping tempo and controling the board, but doesn't run heavy removal.
Otk is usually just defence/removal and wins by bursting huge damage when they assemble their combo.
1. There are different win conditions and approaches. But generally, outvalue your opponent in late game, be Patient with your assets. Don't draw too much, often fatigue damage decides the game.
2. Warrior has more amor options and can cheat additional health. Plus it has lot removal options.
3. Hunter has an aggressive hero power and core cards, like companion (4 mana value) on turn 3, beast synergy to power up early game minions, Kill command. Then, there are few removals, almost no aoe. It needs board to win a game, which can be destroyed by aoes of control ckasses.
4. Hard to say. We will see... but I think warrior will still be controlish.
That doesn't make sense. Tech cards against OTK decks will improve pure control's chances of having less unwinnable match ups. However, control still has a problem against rogue, which has the potential to out value a control deck.
So if I wanted to make a bomb control warrior deck, I should run AoE cards like warpath and brawl, several armor generating cards, and a couple of card draw minions like acolyte and loot horder? Is there anything else I should look at including?
1. Yes, run both warpath and brawl. Especially brawl because it's one of the only answers to Chef Nomi.
2. I'm not sure about this whole bomb control warrior thing. You don't need the bombs because with all the other death knights rotating, Dr. Boom, Mad Genius and Omega Assembly are probably the only win condition you need. The bombs are much more suited to a rush warrior style deck.
3. Control warrior traditionally always runs acolyte. Very, very rarely runs loot hoarder, if ever.
4. Some good control warrior cards include Shield Block, Supercollider, Shield Slam, Execute, Dyn-o-matic, Execute, and Zilliax. I think every control warrior deck for the up coming expansion will have at least one of each of these.
Control is when you can swing the game in another direction in one turn. If not, you would loose to aggro all day.
Control priest and warrior decks are still viable, control does indeed work.
OTK decks are also playing a control playstyle but with much more draw to assemble their combo.
I don't agree that control needs a swing turn, they can have many ways to win:
-Fatigue
-Value through a superior lategame.
-Slowly finding lethal damage with minions after removing any opposing threats.
-Winning vs faater decks not losing and healing out of their reach.
Control decks stack up heals, armor, aoe, removal and defensive minions in favor board preasure and dominance, but do not want to draw their entire deck to assemble an otk combo.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Control is about value and sustainability. Warrior is great for control because they have armor gain, excellent removal, a plenty of options for late game closers after running faster decks out of options earlier in the game.
Hunter's base hero power and (most played) class card designs give you a great reason why it's not great for control: the main focus of that class is face damage.
Hunter did have some excellent tools for control in Deathstalker Rexxar (infinite hero power value), and Zul'jin's battlecry of replaying spells like Deadly Shot and Crushing Walls alongside Lesser Emerald Spellstone to create massive, powerful swings on board after likely making the opponent use their resources to battle the original casts of these spells alongside minions and secrets, etc. Those are all going to wild, where the sheer volume of cards there waters down these effects. Even so, hunter doesn't have consistent access in our current (and soon departing) meta game to good card draw outside of midrange beast hunter, so it's not an ideal class for control, more like a meme or challenge deck in the hands of anyone not consistently ranking in mid- to high-tier legend every season.
This expansion looks to give warrior a real chance to run a strong control game again, no infinite mechanics to cheat in extra resources. Priest has some extremely good control cards coming in but everyone is more excited about continuing to run resurrect builds or even silence (which imo looks like a flash in the pan that will leave the main meta after a few weeks at best). Mage might surprise, but I don't expect much in the way of control. Warlock has some potential for control with Plot Hole plays with Augmented Elekk, but I'm sure there are better uses for the class.
Otherwise, I think from what I've seen there will be a handful of control decks and loads of aggro to start.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.