I just wanted to get an idea of what people are thinking about the new spell school tags they will be releasing with this next expansion.
They mentioned they will be retroactive, and therefore a staple of the game going forward. I think that sounds really cool.
I believe that this will add a new layer to deckbuilding and it's quite exciting. I'm sure they will be announcing new spell school synergies cards and minions that interact with a type of spell, like Spirit Healer, for every class.
In the past, I've always thought it would be fun to build decks like a "fire mage" deck, but it would only be a meme, since there's basically no synergy between the fire spells aside from flavour.
Will be pure trash, too much to balance and too clumsy to play in a game without much interaction except ******** turns, ropes and more shit copy paste metas, but now, with cards without value at all. This is a total downgrade to the game, they are not even willing to refund anything that we spend along the years, more of this company greed criminal activities disguises as "changes". They are removing the value of cards collected by players and money spent on classic packs along the years. We were tricked in the end, new players also were tricked, many bought classic cards to keep up and now they worth shit. Videogame industry need to be regulated urgent, many criminal practices like this one has become normal now and it's infesting the ideals of many companies ruled by greed CEOS and investors, forgetting about the final consumer. I repeat, this is criminal, out value something after u bought is criminal, it's misuse of the final consumer money that paid to see maybe not in present but in future of the product access see what he paid off being used somehow. But no! They will legacy many cards that we paid to be seen played one day and putting our money and effort to the ground with it. If this was regulated, they would be sued by many players by this criminal activities but right now law can't find a way to pursue final consumer rights. Games like this and Cyberpunk2077 show how much they are willing to try and deceive gamers around the world in pursue of only profits without respect of the final consumer. We need to be compensated or refunded somehow, in Hearthstone neither will do it, this is why CYBER LAWS need to be ensued urgently.
Notes: Medical conditions can not be used as cuss words
I think it’s probably cool, but the existing spells were created in a different design space. I’m not so sure that interaction will be great.
Take the new shaman +3 nature minion and lightning bolt. Now it’s fireball for 1 mana. The question is therefore, whether the new shaman spells will be bad standalone because this boost exists.
I would like to see interactions between different types like “cast a holy spell, your next shadow spell does X. cast a shadow spell, your next holy spell does Y”.
Or a minion that has shifting ability depending on your last spell type, or potentially something like adapt tied to spells cast.
As I said elsewhere, I think this is has the potential to massively increase the complexity of the game and could very well increase the diversity of decks being played. But it's also likely to really complicate the game balance problems which constantly arise. The community is going to find some broken combo that Blizzard will miss in playtesting.
But definitely looking forward to seeing how this shakes out.
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
In this expansion aside from a few support cards with "X spell school have Y bonus or effect" I don't see any layer being added to deck building.
Like you, I always liked the idea of thematic decks for example mages that only play fire, frost or arcane cards, but we aren't there yet in my opinion, there's a lot of synergy that needs to happen if they want people to play such decks.
For instance, Lightning bolt is a nature spell, lava burst is a fire spell. The new shaman legendary buffs nature spells. So you might think it's a good idea to play a lot of nature spells and not lava burst, but the reality is, this is a spell damage oriented deck and you need your lava bursts.
But we are headed in that direction, I suspect in a few years we will get Reno type cards that say "If your deck has only fire spells, do that"
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
OTKs have been dwindling in STD, but will still be a thing in Wild, at least. Most standard OTKs have not been spell-based lately, though; Il'gy is, though it's unaffected by this kind of change and is odd (primarily it's the doubling at work, though there's sometimes one spell damage), but stuff like boar hunter wasn't. There's often a Maly druid esque thing, though never been a fan of those as they can't usually hit 30 in one turn from what i've seen, generally capping at 28. Malygos has been a thorn in Blizz' side for years, and was always going to get HoFed at some point anyway, with their dislike of combo.
Wild still keeps Maly 1.0, at least, which is good. Janky maly sham and even maly hunter won't die quite that easily, just slowly getting eroded as the meta drifts to 100% secret mage.
I agree that there probably isn't enough support yet to make a big splash in the coming meta, but I'm optimistic about it. And as mentioned, it sounds like this will be an ongoing thing for all future cards, so they will probably be more conscious of the spell tags and synergies going forward.
Not like how they print a new keyword for one expansion and drop it (and all support for it) in the following expansions. Though it was nice for them to dip back into dormant, spellburst and corrupt keywords for the DMR mini set.
Another interesting note is the difference between "nature spell damage +3" and "spell damage +3" as far as deckbuilding goes. Right now, there is no reason to limit the types of spells you can use by opting to go with only nature, but I imagine there will be more reasons as they reveal new cards.
Furthermore, if we look at the stats on the new shaman legendary, Bru'kan is a 4-mana 5/4, and +3 nature spell damage. To me, this is a rather large bundle of numbers for a 4 mana card. Perhaps future minions with a specific type of spell damage attached to them will be bulkier to compensate.
In this expansion aside from a few support cards with "X spell school have Y bonus or effect" I don't see any layer being added to deck building.
Like you, I always liked the idea of thematic decks for example mages that only play fire, frost or arcane cards, but we aren't there yet in my opinion, there's a lot of synergy that needs to happen if they want people to play such decks.
For instance, Lightning bolt is a nature spell, lava burst is a fire spell. The new shaman legendary buffs nature spells. So you might think it's a good idea to play a lot of nature spells and not lava burst, but the reality is, this is a spell damage oriented deck and you need your lava bursts.
But we are headed in that direction, I suspect in a few years we will get Reno type cards that say "If your deck has only fire spells, do that"
I think that "Lava" or "Molten" cards in their name are actually "Nature" and not "Fire" spells. Mage have Fire, Frost and Arcane spells, however when it comes to Shaman...Shaman have only "Nature" spells. That is why Lightning bolt is "Nature" and not "Lightning" category. It is natural phenomena and as such it is classified as "Nature", just like cards which have "Lava" or "Molten" in their name. I didn't play WoW, so i don't know for sure. However this was my interpretation of it.
I think that "Lava" or "Molten" cards in their name are actually "Nature" and not "Fire" spells. Mage have Fire, Frost and Arcane spells, however when it comes to Shaman...Shaman have only "Nature" spells. That is why Lightning bolt is "Nature" and not "Lightning" category. It is natural phenomena and as such it is classified as "Nature". I didn't play WoW, so i don't know for sure. However this was my interpretation of it.
The lava/magma themed spells in Shaman's kit are 100% Fire school in WoW.
"Nature" is a fairly broad school, encompassing effects like Lightning Bolt, Earth Shock and even poison/disease effects. For this reason, Rogues have access to Nature damage, though I don't expect to see this reflected too heavily in Hearthstone. Still, we might see a poison-specialist minion with some amount of +Nature Damage in Rogue -- this would buff poison effects without making things like Backstab or Eviscerate scale out of control.
Elemental Shaman use primarily Nature damage, with some Fire mixed in, and even a smattering of Frost (via Frost Shock and Icefury). Enhancement has a similar spread of schools, though several of their abilities deal Physical damage (which is fitting, as they're a melee spec).
One thing people are overlooking is that spell tribal synergies are probably only half the reason this mechanic is being introduced. The other half of the reason is so Blizzard can print cards that say "add a random Fire/Frost/Nature spell to your hand", fulfilling their stated goal of designing random generation cards to draw from narrower pools than they did in times past.
In this expansion aside from a few support cards with "X spell school have Y bonus or effect" I don't see any layer being added to deck building.
Like you, I always liked the idea of thematic decks for example mages that only play fire, frost or arcane cards, but we aren't there yet in my opinion, there's a lot of synergy that needs to happen if they want people to play such decks.
For instance, Lightning bolt is a nature spell, lava burst is a fire spell. The new shaman legendary buffs nature spells. So you might think it's a good idea to play a lot of nature spells and not lava burst, but the reality is, this is a spell damage oriented deck and you need your lava bursts.
But we are headed in that direction, I suspect in a few years we will get Reno type cards that say "If your deck has only fire spells, do that"
I think that "Lava" or "Molten" cards in their name are actually "Nature" and not "Fire" spells. Mage have Fire, Frost and Arcane spells, however when it comes to Shaman...Shaman have only "Nature" spells. That is why Lightning bolt is "Nature" and not "Lightning" category. It is natural phenomena and as such it is classified as "Nature", just like cards which have "Lava" or "Molten" in their name. I didn't play WoW, so i don't know for sure. However this was my interpretation of it.
That's how it works in WoW essentially. However all mage spells come from arcane magic, they just bend it into fire or frost at will, and all shaman spells come from elemental planes, so they are naturally air, earth, water and fire magic and don't need to be bent by the shaman.
But I don't think Fireball will be arcane school and Lava burst nature school in Hearthstone unfortunately. Would be too confusing for the non-wow playerbase.
"nature" in wow is a general term that represents all elemental magics, Life magic, poisons, diseases, etc. That's in the lore. Because in gameplay, fire damage and frost damage are still distinct from nature damage that contains air, earth, life and water.
"nature" in hearthstone is spells that look like they come from life magic and air/earth/water magic.
"fire" in Hearthstone is spells that look like red fire, no matter if they comes from elemental planes, demons or arcane magic.
I'd also love to see something like elemental immunity (and even vulnerability) for minions. (It always struck me as odd that water elementals could be frozen.) The creation of spell schools could open all that up: fire-based minions taking no damage from fire magic, but extra damage from water, etc.
Again, could get crazy complicated awfully quickly.
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
To start with I like the idea and the potential complexity it can bring also it appears that spells that are not magic such at those representing actions or items (assassinate, shield block, coin, etc..) will not have a school. They also specify in an interview that while in the expansion itself they will go light on it it will be more of a bigger part of the miniset(no idea future expansions).
I also keep seeing people thinking it will make things harder to balance while it looks like to me it can actually make it simpler especially for neutral minions. Just think old malegos for example if the spell damage was limited to specific type of spells it would have allowed blizzard to make more powerful spells of the other types without risking a too broken combo, the same can extend to cards that make spells cheaper or generate them, let say you want a neutral spell generator for utility spells you can make it only generate some type of spells or you can allow some classes to have access to only spells from other classes of a specific school( imagine a neutral minion that discover ANY arcane spell).
Put it simply it allows blizzard to more easily calibrate the power of some combos, or make entirely new ones.
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
You clearly do not understand combo decks. What cards you draw are generally a minimal impact compared to other archetypes (partly due to the sheer amount of draw in the decks); the two dominant factors are how you use spare parts of your combo to survive (combining knowing the burst your opp is likely to have and understanding which outs are best to play to) and the matchups; in part this is because of heavy draw. The matchups facet is something that impacts deckbuilding (tech for meta) and deck choice, but is a relatively uninteresting part. The main appeal is knowing how much damage you can afford to eat, reading if your opp has hate, if you can play around the hate, if it's worth playing around the hate, and similar.
ETA: Here's an example of different gameplans for MUs. Freezemage vs Renolock, as I'm an old fogey. Gameplan for freeze was to be aggressive with chip damage to the face, and either force the lock to burn burst healing or to allow for a burst of 20-23 for lethal. After the burst heal, then you drp Alex and they've probably only got 8ish burst healing, allowing for a combo. Against the mirror, your soul is destroyed because it's boring as F and you never poke face, usually defensive alex atfer a block. Against Zoolock, you laugh as you win as long as you note their damage on board and add in ~8-12 burst. Against CW, you are sad and almost certainly lose, though I got that up to 25% WR with techs. Against almost anything, Loatheb is a pain, so you have to work out if you can play around it without losing too much etc..
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
You clearly do not understand combo decks. What cards you draw are generally a minimal impact compared to other archetypes (partly due to the sheer amount of draw in the decks); the two dominant factors are how you use spare parts of your combo to survive (combining knowing the burst your opp is likely to have and understanding which outs are best to play to) and the matchups; in part this is because of heavy draw. The matchups facet is something that impacts deckbuilding (tech for meta) and deck choice, but is a relatively uninteresting part. The main appeal is knowing how much damage you can afford to eat, reading if your opp has hate, if you can play around the hate, if it's worth playing around the hate, and similar.
ETA: Here's an example of different gameplans for MUs. Freezemage vs Renolock, as I'm an old fogey. Gameplan for freeze was to be aggressive with chip damage to the face, and either force the lock to burn burst healing or to allow for a burst of 20-23 for lethal. After the burst heal, then you drp Alex and they've probably only got 8ish burst healing, allowing for a combo. Against the mirror, your soul is destroyed because it's boring as F and you never poke face, usually defensive alex atfer a block. Against Zoolock, you laugh as you win as long as you note their damage on board and add in ~8-12 burst. Against CW, you are sad and almost certainly lose, though I got that up to 25% WR with techs. Against almost anything, Loatheb is a pain, so you have to work out if you can play around it without losing too much etc..
What he said. ^^ Imagine thinking that a combo deck is non-interactive! Lol! Its the most interactive archetype there is. Haha!
One thing people are overlooking is that spell tribal synergies are probably only half the reason this mechanic is being introduced. The other half of the reason is so Blizzard can print cards that say "add a random Fire/Frost/Nature spell to your hand", fulfilling their stated goal of designing random generation cards to draw from narrower pools than they did in times past.
Oh this is true, and a very good point.
I'm pretty excited about spell schools. It means they can print better spell damage cards that are more consistent, and also introduce some more fun "when you cast a spell" style cards.
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Hey everyone,
I just wanted to get an idea of what people are thinking about the new spell school tags they will be releasing with this next expansion.
They mentioned they will be retroactive, and therefore a staple of the game going forward. I think that sounds really cool.
I believe that this will add a new layer to deckbuilding and it's quite exciting. I'm sure they will be announcing new spell school synergies cards and minions that interact with a type of spell, like Spirit Healer, for every class.
In the past, I've always thought it would be fun to build decks like a "fire mage" deck, but it would only be a meme, since there's basically no synergy between the fire spells aside from flavour.
Perhaps a meme no longer!
I’m sure there will be more cards with school spells synergy, I hope they make more diverse decks
Will be pure trash, too much to balance and too clumsy to play in a game without much interaction except ******** turns, ropes and more shit copy paste metas, but now, with cards without value at all.
This is a total downgrade to the game, they are not even willing to refund anything that we spend along the years, more of this company greed criminal activities disguises as "changes". They are removing the value of cards collected by players and money spent on classic packs along the years.
We were tricked in the end, new players also were tricked, many bought classic cards to keep up and now they worth shit.
Videogame industry need to be regulated urgent, many criminal practices like this one has become normal now and it's infesting the ideals of many companies ruled by greed CEOS and investors, forgetting about the final consumer.
I repeat, this is criminal, out value something after u bought is criminal, it's misuse of the final consumer money that paid to see maybe not in present but in future of the product access see what he paid off being used somehow. But no! They will legacy many cards that we paid to be seen played one day and putting our money and effort to the ground with it.
If this was regulated, they would be sued by many players by this criminal activities but right now law can't find a way to pursue final consumer rights.
Games like this and Cyberpunk2077 show how much they are willing to try and deceive gamers around the world in pursue of only profits without respect of the final consumer. We need to be compensated or refunded somehow, in Hearthstone neither will do it, this is why CYBER LAWS need to be ensued urgently.
I think it’s probably cool, but the existing spells were created in a different design space. I’m not so sure that interaction will be great.
Take the new shaman +3 nature minion and lightning bolt. Now it’s fireball for 1 mana. The question is therefore, whether the new shaman spells will be bad standalone because this boost exists.
I would like to see interactions between different types like “cast a holy spell, your next shadow spell does X. cast a shadow spell, your next holy spell does Y”.
Or a minion that has shifting ability depending on your last spell type, or potentially something like adapt tied to spells cast.
As I said elsewhere, I think this is has the potential to massively increase the complexity of the game and could very well increase the diversity of decks being played. But it's also likely to really complicate the game balance problems which constantly arise. The community is going to find some broken combo that Blizzard will miss in playtesting.
But definitely looking forward to seeing how this shakes out.
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore.
There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
Maybe in a couple of years.
In this expansion aside from a few support cards with "X spell school have Y bonus or effect" I don't see any layer being added to deck building.
Like you, I always liked the idea of thematic decks for example mages that only play fire, frost or arcane cards, but we aren't there yet in my opinion, there's a lot of synergy that needs to happen if they want people to play such decks.
For instance, Lightning bolt is a nature spell, lava burst is a fire spell. The new shaman legendary buffs nature spells. So you might think it's a good idea to play a lot of nature spells and not lava burst, but the reality is, this is a spell damage oriented deck and you need your lava bursts.
But we are headed in that direction, I suspect in a few years we will get Reno type cards that say "If your deck has only fire spells, do that"
OTKs have been dwindling in STD, but will still be a thing in Wild, at least. Most standard OTKs have not been spell-based lately, though; Il'gy is, though it's unaffected by this kind of change and is odd (primarily it's the doubling at work, though there's sometimes one spell damage), but stuff like boar hunter wasn't. There's often a Maly druid esque thing, though never been a fan of those as they can't usually hit 30 in one turn from what i've seen, generally capping at 28. Malygos has been a thorn in Blizz' side for years, and was always going to get HoFed at some point anyway, with their dislike of combo.
Wild still keeps Maly 1.0, at least, which is good. Janky maly sham and even maly hunter won't die quite that easily, just slowly getting eroded as the meta drifts to 100% secret mage.
Thanks for all the responses, everyone.
I agree that there probably isn't enough support yet to make a big splash in the coming meta, but I'm optimistic about it. And as mentioned, it sounds like this will be an ongoing thing for all future cards, so they will probably be more conscious of the spell tags and synergies going forward.
Not like how they print a new keyword for one expansion and drop it (and all support for it) in the following expansions. Though it was nice for them to dip back into dormant, spellburst and corrupt keywords for the DMR mini set.
Another interesting note is the difference between "nature spell damage +3" and "spell damage +3" as far as deckbuilding goes. Right now, there is no reason to limit the types of spells you can use by opting to go with only nature, but I imagine there will be more reasons as they reveal new cards.
Furthermore, if we look at the stats on the new shaman legendary, Bru'kan is a 4-mana 5/4, and +3 nature spell damage. To me, this is a rather large bundle of numbers for a 4 mana card. Perhaps future minions with a specific type of spell damage attached to them will be bulkier to compensate.
I expect great things from Spell schools and they are most exciting thing that was revealed on Blizzcon.
I think that "Lava" or "Molten" cards in their name are actually "Nature" and not "Fire" spells. Mage have Fire, Frost and Arcane spells, however when it comes to Shaman...Shaman have only "Nature" spells. That is why Lightning bolt is "Nature" and not "Lightning" category. It is natural phenomena and as such it is classified as "Nature", just like cards which have "Lava" or "Molten" in their name. I didn't play WoW, so i don't know for sure. However this was my interpretation of it.
The lava/magma themed spells in Shaman's kit are 100% Fire school in WoW.
"Nature" is a fairly broad school, encompassing effects like Lightning Bolt, Earth Shock and even poison/disease effects. For this reason, Rogues have access to Nature damage, though I don't expect to see this reflected too heavily in Hearthstone. Still, we might see a poison-specialist minion with some amount of +Nature Damage in Rogue -- this would buff poison effects without making things like Backstab or Eviscerate scale out of control.
Elemental Shaman use primarily Nature damage, with some Fire mixed in, and even a smattering of Frost (via Frost Shock and Icefury). Enhancement has a similar spread of schools, though several of their abilities deal Physical damage (which is fitting, as they're a melee spec).
One thing people are overlooking is that spell tribal synergies are probably only half the reason this mechanic is being introduced. The other half of the reason is so Blizzard can print cards that say "add a random Fire/Frost/Nature spell to your hand", fulfilling their stated goal of designing random generation cards to draw from narrower pools than they did in times past.
That's how it works in WoW essentially. However all mage spells come from arcane magic, they just bend it into fire or frost at will, and all shaman spells come from elemental planes, so they are naturally air, earth, water and fire magic and don't need to be bent by the shaman.
But I don't think Fireball will be arcane school and Lava burst nature school in Hearthstone unfortunately. Would be too confusing for the non-wow playerbase.
"nature" in wow is a general term that represents all elemental magics, Life magic, poisons, diseases, etc. That's in the lore. Because in gameplay, fire damage and frost damage are still distinct from nature damage that contains air, earth, life and water.
"nature" in hearthstone is spells that look like they come from life magic and air/earth/water magic.
"fire" in Hearthstone is spells that look like red fire, no matter if they comes from elemental planes, demons or arcane magic.
I'd also love to see something like elemental immunity (and even vulnerability) for minions. (It always struck me as odd that water elementals could be frozen.) The creation of spell schools could open all that up: fire-based minions taking no damage from fire magic, but extra damage from water, etc.
Again, could get crazy complicated awfully quickly.
So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
To start with I like the idea and the potential complexity it can bring also it appears that spells that are not magic such at those representing actions or items (assassinate, shield block, coin, etc..) will not have a school. They also specify in an interview that while in the expansion itself they will go light on it it will be more of a bigger part of the miniset(no idea future expansions).
I also keep seeing people thinking it will make things harder to balance while it looks like to me it can actually make it simpler especially for neutral minions. Just think old malegos for example if the spell damage was limited to specific type of spells it would have allowed blizzard to make more powerful spells of the other types without risking a too broken combo, the same can extend to cards that make spells cheaper or generate them, let say you want a neutral spell generator for utility spells you can make it only generate some type of spells or you can allow some classes to have access to only spells from other classes of a specific school( imagine a neutral minion that discover ANY arcane spell).
Put it simply it allows blizzard to more easily calibrate the power of some combos, or make entirely new ones.
You clearly do not understand combo decks. What cards you draw are generally a minimal impact compared to other archetypes (partly due to the sheer amount of draw in the decks); the two dominant factors are how you use spare parts of your combo to survive (combining knowing the burst your opp is likely to have and understanding which outs are best to play to) and the matchups; in part this is because of heavy draw. The matchups facet is something that impacts deckbuilding (tech for meta) and deck choice, but is a relatively uninteresting part. The main appeal is knowing how much damage you can afford to eat, reading if your opp has hate, if you can play around the hate, if it's worth playing around the hate, and similar.
ETA: Here's an example of different gameplans for MUs. Freezemage vs Renolock, as I'm an old fogey. Gameplan for freeze was to be aggressive with chip damage to the face, and either force the lock to burn burst healing or to allow for a burst of 20-23 for lethal. After the burst heal, then you drp Alex and they've probably only got 8ish burst healing, allowing for a combo. Against the mirror, your soul is destroyed because it's boring as F and you never poke face, usually defensive alex atfer a block. Against Zoolock, you laugh as you win as long as you note their damage on board and add in ~8-12 burst. Against CW, you are sad and almost certainly lose, though I got that up to 25% WR with techs. Against almost anything, Loatheb is a pain, so you have to work out if you can play around it without losing too much etc..
What he said. ^^
Imagine thinking that a combo deck is non-interactive! Lol!
Its the most interactive archetype there is. Haha!
Oh this is true, and a very good point.
I'm pretty excited about spell schools. It means they can print better spell damage cards that are more consistent, and also introduce some more fun "when you cast a spell" style cards.