Unlike Aggro who just drops their hand Control and Combo must make careful choices since the mulligan. Not to say that a bad played aggro deck has more winning chances than a bad played control deck. In fact, a bot playing an aggro deck going all to the face could win a control deck that didn't manage to stabilize due bad draws or bad choices.
So, what you're saying is aggro is easier to play because it is easier for a retard to get to rank 5 with aggro than with control?
Well, I suppose that's one angle you can analyse the game from, but I happen to think people who can't get to rank 5 with ANY DECK IN THE GAME are all terrible.
Control is ridiculously easy to play, simply because every single play you make only has to answer what's on the board and keep a full hand.
Midrange is easy to play, simply because every single play is "What combination of cards comes closest to my maximum mana?"
Aggro is pretty easy to play, every single play is "What card is scariest for my opponent?", although you actually have to consider what answers they might have to figure out what actually would be scary.
This poll is flawed. I would say archetypes are better described as: Face, Minion Tempo, Synergy Tempo, End Game Finishers and Attrition.
Face - these decks goal and win condition is to get as much damage to the opponent's face as possible in the shortest time.
Minion Tempo - these decks are often called zoo decks, but the can also be what people call midrange decks. Their goal is to create insurmountable tempo using value trades and board control with their minions.
Synergy Tempo - these decks aim to exploit card interactions and synergies to create both value and tempo. Tempo mage and midrange hunter two of the best examples here.
End Game Finishers - these decks aim to prevent other decks from completing their purpose long enough to create a winning condition in the end game. This game end may be an OTK combo or Finishing card.
Attrition - these decks aim to out resource the opponent, to gain insurmountable value leads and then carry that either to fatigue or to late game tempo.
I would rank the difficulty like this Face < Synergy Tempo < Minion Tempo < Attrition < End Game Finishers.
"Deck X is brainless / no skill" is just salty blah blah. Most of what makes up your skill as a Hearthstone player does not depend on the specific cards in your deck anyway.
For example, if you don't know the meta and get rekt by a new deck, it does't matter whether you're Midrange Shaman or Murloc Paladin.
This poll is flawed. I would say archetypes are better described as: Face, Minion Tempo, Synergy Tempo, End Game Finishers and Attrition.
Face - these decks goal and win condition is to get as much damage to the opponent's face as possible in the shortest time.
Minion Tempo - these decks are often called zoo decks, but the can also be what people call midrange decks. Their goal is to create insurmountable tempo using value trades and board control with their minions.
Synergy Tempo - these decks aim to exploit card interactions and synergies to create both value and tempo. Tempo mage and midrange hunter two of the best examples here.
End Game Finishers - these decks aim to prevent other decks from completing their purpose long enough to create a winning condition in the end game. This game end may be an OTK combo or Finishing card.
Attrition - these decks aim to out resource the opponent, to gain insurmountable value leads and then carry that either to fatigue or to late game tempo.
I would rank the difficulty like this Face < Synergy Tempo < Minion Tempo < Attrition < End Game Finishers.
I will explain when I have time
So you rate control warrior as a hard deck to play(since it is clearly an attrition deck)? That's nice. I spent over a year saving dust to craft my own version of the deck, and once I picked it up I went around 70% with it at ranks 5-legend even though it has been terrible in terms of sheer quality ever since TGT was out. I would easily rate face hunter above CW in terms of complexity, any day.
This isn't to say I rate any deck with a similar gameplan as easy to play, as control priest is clearly a lot more complex than CW and makes you do some very weird plays at times. Not to mention it's win condition is to steal your opponents minions and outvalue them rather than simply boring them to death with a million life gain cards and retarded one mana hard removals. If there's a conclusion to be made, is that putting labels on any deck archetype is a dumb thing to do. It's not about what the general gameplan od the deck is, but rather what the ACTUAL gameplay looks like and how often you have to do winning or losing decisions. Granted, there are some match ups where you have to do that even with CW, and I still wouldn't put it in the same tier as druid or secret paladin, but overall the deck is just something people use to feed their "holier than thou" ego because they are playing a cute "late game", "control","strategy based" deck, when I'm willing to wager any good zoo,tempo mage, aggro shaman,priest and basically any deck that isn't SP or midrange druid could pick the deck up and get to legend easily.
That's the problem with the categories. So, Patron is the same category as Midrange Druid and SP, and Freeze Mage/Control Priest line up with Control Warrior (pretty easy, I think). If you widen the definition to things like combo decks you have Miracle Rogue vs Anyfin Paladin. It's a flawed poll, but I think everyone agrees Face decks are the most mindless ;)
Midrange is the easiest ,because it is mainly only trading and only going face when appropriate. Combo is the hardest because of the need to hold combo pieces, trade at the right time and knowing when to go face. Control,Face and Aggro decks are not as easy as Midrange nor as hard as Combo imo.
Combo decks are clearly the hardest to play (not counting combo druid) but let's just be honest there is no deck that is REALLY hard to play. If anyone just put their mind into learning a deck and train it a bit they can easly become good at the deck the real question is just what play style fits you. (and if you can put your mind to becomming good at a certain deck) :P For an example i really like playing combo decks (and some times board flood decks) but still the first deck that i became good at was HandLock becouse i set my mind to becomming good at it, becouse its a really strong deck.
To everyone that says that aggro decks are for noob's i disagree, to play a aggro deck well you need to know your deck, and your chances of topdecking certain cards that can help you in the situation you're in.
naaaah!! aggro decks are really hard to play. it's so hard to find out how to make the linear way to the face and how do not trade. pure skill. control decks? easy as hell... survive your opponent's damage and make the perfect trades and timing your removals. no skill.
It's varied by individual archetype and dependent on match-up, less so the general type of deck. None of them are particularly "difficult" compared to some CCGs, which would have a dozen boards instead of one, cycling and tracking the position of cards within your deck without a program to help, and a couple of pages of rules additions for each set.
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Control is easiest cause it plays the least amount of cards per turn, you have little decision making to do even at your worst.
"The light shall burn you!" - heals face.
Control is ridiculously easy to play, simply because every single play you make only has to answer what's on the board and keep a full hand.
Midrange is easy to play, simply because every single play is "What combination of cards comes closest to my maximum mana?"
Aggro is pretty easy to play, every single play is "What card is scariest for my opponent?", although you actually have to consider what answers they might have to figure out what actually would be scary.
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This poll is flawed. I would say archetypes are better described as: Face, Minion Tempo, Synergy Tempo, End Game Finishers and Attrition.
Face - these decks goal and win condition is to get as much damage to the opponent's face as possible in the shortest time.
Minion Tempo - these decks are often called zoo decks, but the can also be what people call midrange decks. Their goal is to create insurmountable tempo using value trades and board control with their minions.
Synergy Tempo - these decks aim to exploit card interactions and synergies to create both value and tempo. Tempo mage and midrange hunter two of the best examples here.
End Game Finishers - these decks aim to prevent other decks from completing their purpose long enough to create a winning condition in the end game. This game end may be an OTK combo or Finishing card.
Attrition - these decks aim to out resource the opponent, to gain insurmountable value leads and then carry that either to fatigue or to late game tempo.
I would rank the difficulty like this Face < Synergy Tempo < Minion Tempo < Attrition < End Game Finishers.
I will explain when I have time
"Deck X is brainless / no skill" is just salty blah blah. Most of what makes up your skill as a Hearthstone player does not depend on the specific cards in your deck anyway.
For example, if you don't know the meta and get rekt by a new deck, it does't matter whether you're Midrange Shaman or Murloc Paladin.
Pretty surprised that most players voted aggro as easiest to play. Even more surprised that the difference in votes is that big.
I'm guessing most players that voted here still think secret paladin is an aggro deck.
That's the problem with the categories. So, Patron is the same category as Midrange Druid and SP, and Freeze Mage/Control Priest line up with Control Warrior (pretty easy, I think). If you widen the definition to things like combo decks you have Miracle Rogue vs Anyfin Paladin. It's a flawed poll, but I think everyone agrees Face decks are the most mindless ;)
Midrange is the easiest ,because it is mainly only trading and only going face when appropriate. Combo is the hardest because of the need to hold combo pieces, trade at the right time and knowing when to go face. Control,Face and Aggro decks are not as easy as Midrange nor as hard as Combo imo.
Combo decks are clearly the hardest to play (not counting combo druid) but let's just be honest there is no deck that is REALLY hard to play.
If anyone just put their mind into learning a deck and train it a bit they can easly become good at the deck the real question is just what play style fits you. (and if you can put your mind to becomming good at a certain deck) :P
For an example i really like playing combo decks (and some times board flood decks) but still the first deck that i became good at was HandLock becouse i set my mind to becomming good at it, becouse its a really strong deck.
To everyone that says that aggro decks are for noob's i disagree, to play a aggro deck well you need to know your deck, and your chances of topdecking certain cards that can help you in the situation you're in.
People think control is easy? Are you kidding me? Those decks on average have the most choices and the hardest ones.
I returned to this game much like how a recovering alcoholic can relapse.
"Control decks are easy to play! You always have removal and win the game!" - anyone who's played against a control deck but never actually played it.
Control is tricky because you have limited resources, and often have to be creative in how you use them to maximum efficiency.
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naaaah!! aggro decks are really hard to play. it's so hard to find out how to make the linear way to the face and how do not trade. pure skill.
control decks? easy as hell... survive your opponent's damage and make the perfect trades and timing your removals. no skill.
nice clickbait title btw...
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Aaaand I have 99 skills, but the english language ain't one. :D
It's varied by individual archetype and dependent on match-up, less so the general type of deck. None of them are particularly "difficult" compared to some CCGs, which would have a dozen boards instead of one, cycling and tracking the position of cards within your deck without a program to help, and a couple of pages of rules additions for each set.
CCGing since '98.