druid has the same problems with these decks you mentioned. i just dont understand why puking your hand (a terrible strategy in all tcg card games) is so rewarding on hearthstone. mech mage is nothing compared to tempo mage which pukes 1-2 minions every turn + clear your board with spells. i think something must be nerfed from warlock and mage its not balanced that 2 classes are 70% of the decks youre facing
Actually aggro decks are popular in almost any TCG and are pretty much build around that same principle in most of those as well. You'll find a strong aggro archetype with very low curve in almost every format that M:TG has to offer and Zoo is viable and popular as well so i don't see how this would be considered a terrible strategy ever.
Also you forgot hunter. Hunter is much more popular than Warlock or Mage and works off of the exact same strategy just doesn't care as much about board control as the others do.
Also note that the matter of seeing tons of aggro decks isn't there in tournament or high competitive settings in HS. All of the deck types are pretty much regularly featured nowadays (before it was almost pure control or combo). The "50 hunters in a row" is a feature of Ranked play which benefits fast games over a high win rate.
The point of aggro is to punish very very slow decks. That's WHY zoo does so well against control warrior but poor against patron warrior. The idea is, honestly, to switch decks to counter your opponent.
Double brawl is the solution. Good against patrons, zoo, and midrange decks like paladin and shaman. Handlock is also 50/50 because the second brawl helps against molten Giants, most handlocks don't expect a second brawl and just throw their molten Giants. Not a big fan of revenge.
Double brawl is the solution. Good against patrons, zoo, and midrange decks like paladin and shaman. Handlock is also 50/50 because the second brawl helps against molten Giants, most handlocks don't expect a second brawl and just throw their molten Giants. Not a big fan of revenge.
Believe me most handlock players do expect a second brawl - having 2 is pretty standard in control warrior these days. As mostly a handlock player I will usually play moltens if I intend to use Lord J next turn. If I expect the opponent to hold a brawl I will try to just play 1 molten and follow it up with the second one the following turn. The key to beating CW as handlock is to simply run them out of resources and removal.
Handlock is 50/50 but only if both players are matched in skill. I've come across some atrocious CW players who really don't know how to win the match up against handlock. In many cases I feel handlock is favoured around 60/40.
Control Warrior excells against aggro face decks and most mid-range decks to control but falls short only to handlock - unless they are also running 2 bgh or something like that.
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Also note that the matter of seeing tons of aggro decks isn't there in tournament or high competitive settings in HS. All of the deck types are pretty much regularly featured nowadays (before it was almost pure control or combo). The "50 hunters in a row" is a feature of Ranked play which benefits fast games over a high win rate.
The point of aggro is to punish very very slow decks. That's WHY zoo does so well against control warrior but poor against patron warrior. The idea is, honestly, to switch decks to counter your opponent.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Double brawl is the solution. Good against patrons, zoo, and midrange decks like paladin and shaman. Handlock is also 50/50 because the second brawl helps against molten Giants, most handlocks don't expect a second brawl and just throw their molten Giants. Not a big fan of revenge.
Believe me most handlock players do expect a second brawl - having 2 is pretty standard in control warrior these days. As mostly a handlock player I will usually play moltens if I intend to use Lord J next turn. If I expect the opponent to hold a brawl I will try to just play 1 molten and follow it up with the second one the following turn. The key to beating CW as handlock is to simply run them out of resources and removal.
Handlock is 50/50 but only if both players are matched in skill. I've come across some atrocious CW players who really don't know how to win the match up against handlock. In many cases I feel handlock is favoured around 60/40.
Control Warrior excells against aggro face decks and most mid-range decks to control but falls short only to handlock - unless they are also running 2 bgh or something like that.
How to become ∞ at arena: - practice, practice, win, dominate, profit.
20K G's saved up every new expansion.