I'm a pretty big fan of decks that usually have a lot of flexibility, and a lot of versatility, but I'm not very sure where I can find that.
I know Rogue's have the "combo" keyword, but what I mean by combo, I mean by like, cards that sort of work together in ways that will accommodate to a certain situation. Sort of like a tool box-y kind of feel?
I'm not sure if I explained that very well haha. If anyone played yugioh, it probably be something comparable to 3-star fight fist, or earth psychic.again I don't know if that's helping haha.
Druid would likely be your best bet IMO. No real combos per se, but many of the class specific cards have more than one ability and you're given a choice. For example, Starfall - Deal 5 damage to a target, OR deal 2 damage to all enemies, or Mark of Nature - Give a minion +4 attack OR +4 health and taunt.
As stated above, Druid cards have options, such as keeper of the grove, Druid of the claw, mark of nature, etc. However, I wouldn't call the deck "toolbox-y". Druid builds are often rigid and hard to change up, and usually play similarly. In hearthstone, if you want a deck to be somewhat of a toolbox (like gladiator beasts in yugioh for example) you want to play a deck with a very low mana curve. I would suggest to you either a rogue or a warlock, and here are the reasons why/the main differences
Warlock: the versatility here comes with the selection of minions. Most warlock decks play with around 50% of the deck as 1 or 2 mana minions. Because of this, you will be able to play the one in need. While it's not as flexible as yugioh decks, no hearthstone deck is. But with the extra drawpower coming from your hero power, you will have enough cards to usually have an answer to what your opponent does.
Rogue: At almost any point, instead of asking "could i kill this?" You will be asking "how should I kill this". It's very rare that a minion lasts more than a turn vs a rogue, and that's because of the amazing removal they posess. However, using your removal incorrectly will end up in being overwhelmed and lose.
Druid: Since we spoke about druid I thought I might as well add it. This class has versatility in its cards, and great options for removal, namely AOE (to which it is second only to Mage). Druid scales exceptionally well with spell power as well, which allows for more varied deck building options. That said, it is mostly the removal of Druid that is flexible, and not the minions. Druid decks often rely on few powerful minions rather than swarms. Once a Druid has a field set up, good luck getting it back
all that said, you should test out each class and see which one suits you best =)
These decks are fun, but often slow starting. If you don't get a good draw get a bad draw in the beginning your opponent will gain massive board advantage over you in the beginning and you generally won't be able to overcome it until it's too late. This is generally how I lose games running a Rogue control deck.
Though getting a bad draw is probably a big problem for many decks, I just see it being harder to overcome in these control-type decks.
I'm a pretty big fan of decks that usually have a lot of flexibility, and a lot of versatility, but I'm not very sure where I can find that.
I know Rogue's have the "combo" keyword, but what I mean by combo, I mean by like, cards that sort of work together in ways that will accommodate to a certain situation. Sort of like a tool box-y kind of feel?
I'm not sure if I explained that very well haha. If anyone played yugioh, it probably be something comparable to 3-star fight fist, or earth psychic.again I don't know if that's helping haha.
"Half as long, Twice as bright."
Druid would likely be your best bet IMO. No real combos per se, but many of the class specific cards have more than one ability and you're given a choice. For example, Starfall - Deal 5 damage to a target, OR deal 2 damage to all enemies, or Mark of Nature - Give a minion +4 attack OR +4 health and taunt.
As stated above, Druid cards have options, such as keeper of the grove, Druid of the claw, mark of nature, etc. However, I wouldn't call the deck "toolbox-y". Druid builds are often rigid and hard to change up, and usually play similarly. In hearthstone, if you want a deck to be somewhat of a toolbox (like gladiator beasts in yugioh for example) you want to play a deck with a very low mana curve. I would suggest to you either a rogue or a warlock, and here are the reasons why/the main differences
Warlock: the versatility here comes with the selection of minions. Most warlock decks play with around 50% of the deck as 1 or 2 mana minions. Because of this, you will be able to play the one in need. While it's not as flexible as yugioh decks, no hearthstone deck is. But with the extra drawpower coming from your hero power, you will have enough cards to usually have an answer to what your opponent does.
Rogue: At almost any point, instead of asking "could i kill this?" You will be asking "how should I kill this". It's very rare that a minion lasts more than a turn vs a rogue, and that's because of the amazing removal they posess. However, using your removal incorrectly will end up in being overwhelmed and lose.
Druid: Since we spoke about druid I thought I might as well add it. This class has versatility in its cards, and great options for removal, namely AOE (to which it is second only to Mage). Druid scales exceptionally well with spell power as well, which allows for more varied deck building options. That said, it is mostly the removal of Druid that is flexible, and not the minions. Druid decks often rely on few powerful minions rather than swarms. Once a Druid has a field set up, good luck getting it back
all that said, you should test out each class and see which one suits you best =)
These decks are fun, but often slow starting. If you
don't get a good drawget a bad draw in the beginning your opponent will gain massive board advantage over you in the beginning and you generally won't be able to overcome it until it's too late. This is generally how I lose games running a Rogue control deck.Though getting a bad draw is probably a big problem for many decks, I just see it being harder to overcome in these control-type decks.