The amount of control player lost their lives to aggro makes these cards needed in the game. Sorry, I like all kinds of archetypes, except ramp which was always broken as shit, to be fun but all need counters
It’s always funny because people have this unwarranted notion that “control takes skill because it plays more expensive cards. Aggro does not because it floods the board.”
It’s the complete opposite, and anyone of worth knows it. Aggro/tempo decks need to be mindful of how much to commit to the board. You can’t commit so much that one removal blows you out, while committing enough that you threaten the win.
Control has no decisions to make against the Aggro player whatsoever. You either have the answer to their threats a few turns in a row and win, or don’t and lose. There’s no skill in “hmm, my opponent played a wide board, and I have brawl, should I brawl.” This is a broad example, it makes the point.
I am a control player, but I hate other control players with this kind of mindset. Playing expensive cards and wanting to play more turns doesn’t mean those turns take more skill. Having more cards in hand does not equate more skill.
I know a lot of people disagree, but I think the most fun match up is control v control. Meaning I enjoyed the 40 minute Priest vs Warrior we had back in descent of dragons.
Aggro players will say that when control is powerful, they feel like nothing they do matters, but honesty control players feel the same way when then game ends on turn 6 OR when they lose from full health in one turn.
It’s always funny because people have this unwarranted notion that “control takes skill because it plays more expensive cards. Aggro does not because it floods the board.”
It’s the complete opposite, and anyone of worth knows it.
Here's an idea... both take skill and thought to play properly.
Probably not at our skill level, because we're bad. But for people who know what they're doing, they both take skill.
i play in Diamond/Legend and i have never seen a face hunter hesitate from throwing every single card they have into the board as fast as possible. There is no trading or interaction with minions unless it’s from a Piercing Shot or a Trampling Rhino for more face damage. Shadow Priests are just as bad
I know a lot of people disagree, but I think the most fun match up is control v control. Meaning I enjoyed the 40 minute Priest vs Warrior we had back in descent of dragons.
Aggro players will say that when control is powerful, they feel like nothing they do matters, but honesty control players feel the same way when then game ends on turn 6 OR when they lose from full health in one turn.
Read the reply above you. Also, generating infinite random things is not control.
I know a lot of people disagree, but I think the most fun match up is control v control. Meaning I enjoyed the 40 minute Priest vs Warrior we had back in descent of dragons.
Aggro players will say that when control is powerful, they feel like nothing they do matters, but honesty control players feel the same way when then game ends on turn 6 OR when they lose from full health in one turn.
Read the reply above you. Also, generating infinite random things is not control.
I wasn't really even talking about skill, more about what is fun for a player that enjoys longer games. And besides if Galakrond Priest isn't a control deck, then I am not sure what you'd call it. (But I am sure it wouldn't be polite, so I'm not actually asking.) I enjoy focusing on reactive plays. I enjoy figuring out what threats my opponent has coming and assigning answers to them. I especially enjoyed generating value, but apparently that is not control. Back during clown druid, I loved the game of "discovery and draw a removal" for each incoming wave of clowns. Sometimes times it would be a few extra soul mirrors, if you were lucky, other times it meant a grave rune on an inflitrater and hope for the best.
Besides, hard disagree about early game control decision making. Can't tell you how many games are decided by holding back removal.
Destroy cards in your opponents deck is pretty lame and very unfun. But good ole' board clear is an important part of the game's balance. I think we could use a little more of that for some classes.
It could be fun if there were proper answers to it. Or if ways to punish it were more common. Although it seems like the class with most means of detruding the opponent deck and hand is also the class who is the best at benefitting at that being done to it
Destroy cards in your opponents deck is pretty lame and very unfun. But good ole' board clear is an important part of the game's balance. I think we could use a little more of that for some classes.
Even more! That will be the day I stop playing for sure...
With The aggro that can be built right now, where you can easily build decks that defeat opponent constantly turns 4-6. you are in fact destroying people card collection. Which is far worse then killing minions and milling cards. because it’s so pervasive and all over the ladder you can’t even build decks with a 40%+ win rate with cards that cost 6-10 cause there is almost no chance you can play them. And you are claiming that is better then the idea of board clears and removals. aggro barely more interaction then OTK decks. Everything is face 99% of the time. You can play like shit and clime ladder quickly cause its either the opponent has very strong turn 2/3 answers and you lose or they don’t and you win.
With The aggro that can be built right now, where you can easily build decks that defeat opponent constantly turns 4-6. you are in fact destroying people card collection. Which is far worse then killing minions and milling cards. because it’s so pervasive and all over the ladder you can’t even build decks with a 40%+ win rate with cards that cost 6-10 cause there is almost no chance you can play them. And you are claiming that is better then the idea of board clears and removals. aggro barely more interaction then OTK decks. Everything is face 99% of the time. You can play like shit and clime ladder quickly cause its either the opponent has very strong turn 2/3 answers and you lose or they don’t and you win.
So if aggro makes a lot of more expensive or meme cards unplayable it's a good thing, no? Because you can disenchant those cards. Don't tell people what decks to play because nobody is telling you what to play, that's the whole point of a deck building game. Different people have different degrees of competitiveness.
Also aggro 100% has interaction. Your control deck loses to aggro? Maybe it's time to remove Mutanus, Rattlegore, Vipers and add some sustain, board clears, single removal. If your deck is greedy it hurts the matchups it is meant to win, while having a small shot of stopping combos.
Also decks nowadays are very complex and cannot always be labeled. Some are controlly but with a lot of proactive plays, while others do nothing all game and expect to exhaust the enemy resources. If you want to play control, fine by me, but look at why you are losing within the deck. Your control warrior with combo finisher has drawn a lot of combo pieces early and no removal? Maybe you don't need your second Faceless Manipulator.
The meta is in a constant change. I cannot recommend HSReplay enough. And this meta sees a lot of variety, and open cups feel very fresh too. I don't know where I am going with this actually, so I will leave a quote from a really good player:
But making opponent concede after demolishing all puny aggro minions or ruining big combo by mutanus etc., now that is simply awesome.
Also rubbing some salt on the wounds, by not making lethal even you could. Showing the other how bad that stupid deck was. No change against me because I can toy with ya, loser.
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Are cards that "destroy all minions" and "destroy cards in your opponent's deck" destroying also the enjoyment of the game?
They suck the life out of me...
The amount of control player lost their lives to aggro makes these cards needed in the game. Sorry, I like all kinds of archetypes, except ramp which was always broken as shit, to be fun but all need counters
No they absolutely do not
Control > Aggro/Face decks everyday!
You only use control? I like a fast paced style, not always effective but never boring...
It’s always funny because people have this unwarranted notion that “control takes skill because it plays more expensive cards. Aggro does not because it floods the board.”
It’s the complete opposite, and anyone of worth knows it. Aggro/tempo decks need to be mindful of how much to commit to the board. You can’t commit so much that one removal blows you out, while committing enough that you threaten the win.
Control has no decisions to make against the Aggro player whatsoever. You either have the answer to their threats a few turns in a row and win, or don’t and lose. There’s no skill in “hmm, my opponent played a wide board, and I have brawl, should I brawl.” This is a broad example, it makes the point.
I am a control player, but I hate other control players with this kind of mindset. Playing expensive cards and wanting to play more turns doesn’t mean those turns take more skill. Having more cards in hand does not equate more skill.
Damn, beat me to it.
I know a lot of people disagree, but I think the most fun match up is control v control. Meaning I enjoyed the 40 minute Priest vs Warrior we had back in descent of dragons.
Aggro players will say that when control is powerful, they feel like nothing they do matters, but honesty control players feel the same way when then game ends on turn 6 OR when they lose from full health in one turn.
Here's an idea... both take skill and thought to play properly.
Probably not at our skill level, because we're bad.
But for people who know what they're doing, they both take skill.
Except face hunter.
i play in Diamond/Legend and i have never seen a face hunter hesitate from throwing every single card they have into the board as fast as possible. There is no trading or interaction with minions unless it’s from a Piercing Shot or a Trampling Rhino for more face damage. Shadow Priests are just as bad
Read the reply above you. Also, generating infinite random things is not control.
I wasn't really even talking about skill, more about what is fun for a player that enjoys longer games. And besides if Galakrond Priest isn't a control deck, then I am not sure what you'd call it. (But I am sure it wouldn't be polite, so I'm not actually asking.) I enjoy focusing on reactive plays. I enjoy figuring out what threats my opponent has coming and assigning answers to them. I especially enjoyed generating value, but apparently that is not control. Back during clown druid, I loved the game of "discovery and draw a removal" for each incoming wave of clowns. Sometimes times it would be a few extra soul mirrors, if you were lucky, other times it meant a grave rune on an inflitrater and hope for the best.
Besides, hard disagree about early game control decision making. Can't tell you how many games are decided by holding back removal.
A*gro players deserve everything bad that happens to them, the day of the roping approaches.
Destroy cards in your opponents deck is pretty lame and very unfun. But good ole' board clear is an important part of the game's balance. I think we could use a little more of that for some classes.
Nah, give them all the board clears as long as they don't get more anti-combo tools.
Well put
"I come here for the salt and I stay.... for even more salt" - Me, 2022
It could be fun if there were proper answers to it. Or if ways to punish it were more common. Although it seems like the class with most means of detruding the opponent deck and hand is also the class who is the best at benefitting at that being done to it
Even more! That will be the day I stop playing for sure...
With The aggro that can be built right now, where you can easily build decks that defeat opponent constantly turns 4-6. you are in fact destroying people card collection. Which is far worse then killing minions and milling cards.
because it’s so pervasive and all over the ladder you can’t even build decks with a 40%+ win rate with cards that cost 6-10 cause there is almost no chance you can play them.
And you are claiming that is better then the idea of board clears and removals.
aggro barely more interaction then OTK decks. Everything is face 99% of the time. You can play like shit and clime ladder quickly cause its either the opponent has very strong turn 2/3 answers and you lose or they don’t and you win.
So if aggro makes a lot of more expensive or meme cards unplayable it's a good thing, no? Because you can disenchant those cards. Don't tell people what decks to play because nobody is telling you what to play, that's the whole point of a deck building game. Different people have different degrees of competitiveness.
Also aggro 100% has interaction. Your control deck loses to aggro? Maybe it's time to remove Mutanus, Rattlegore, Vipers and add some sustain, board clears, single removal. If your deck is greedy it hurts the matchups it is meant to win, while having a small shot of stopping combos.
Also decks nowadays are very complex and cannot always be labeled. Some are controlly but with a lot of proactive plays, while others do nothing all game and expect to exhaust the enemy resources. If you want to play control, fine by me, but look at why you are losing within the deck. Your control warrior with combo finisher has drawn a lot of combo pieces early and no removal? Maybe you don't need your second Faceless Manipulator.
The meta is in a constant change. I cannot recommend HSReplay enough. And this meta sees a lot of variety, and open cups feel very fresh too. I don't know where I am going with this actually, so I will leave a quote from a really good player:
"Winners win, losers make excuses."
Winning opponent is just boring.
But making opponent concede after demolishing all puny aggro minions or ruining big combo by mutanus etc., now that is simply awesome.
Also rubbing some salt on the wounds, by not making lethal even you could. Showing the other how bad that stupid deck was. No change against me because I can toy with ya, loser.