also funny how control is brainless because it's got the top win rate. So is that a rule or just for control? Pretty sure before warrior got usable control tools and a meta that isn't anti-control (hyper aggro, combo) no one would say that. But now that there are good control tools, control - the reactive, strategic style of play - is somehow brainless. Amazing how that works out for everyone who cries when they think one card is persecuting them.
Again someone’s valid opinion has been completely misunderstood or twisted. Control is not brainless and no one is saying it is. Control Warrior specifically is brainless because you are literally packing more removal than most opponents can produce threats against you. Reactive play style should be about carefully managing your resources to line up against the opponent’s threats, but in Warrior’s case there is no need to do so because in addition to a removal heavy deck (this is not an issue) they have one hero card with hero powers that can either; kill a minion with 3 or less health, create three 1/1s (that’s more than the absurdly broken Baku paladin hero power, and they also have Rush) to clear 1-3 small minions or in the case of an empty board leave them there to use later, deal 1AoE to the board to finish off weakened minions or set up Plague of Wrath, discover a Mech (which has rush and may also have further removal built into it i.e.Omega Devastator/Dynomatic), or gain 7 armour to set up a shield slam on a mid-large minion. On top of these, every mech you generate or is in your deck also becomes removal because it can attack right away.
Please recognise this very obvious problem. This immortality button is ruining Control Warrior for a lot of us players who really respect the original CW concept from back in the day. Remove Boom and the deck still functions to a high level, you just need to actually use a bit of brain.
Damn you warriors, I am not willing to play a 40 minutes game and I am not going to read a 40 minute wall of text either.
This is actually what I love. I'd much rather play the long game where i have to think strategic and consider the amount of recources I have and when to use them. If I want to play a 5 minute game I'd consider a less dynamic game (Pong) or games that have a certain time limit (like sports games)
The long games is are exactly what I'm looking for in a game like this :D
This argument is absurd. You don't have to "consider the amount of resources you have and when to use them", because your entire deck is filled with resources and the Boom enhanced hero power gives you more.
There are Control decks that require strategic thinking, but the current Control Warrior requires virtually no thought what so ever.
Every deck you play against requires thought and strategy there is no need to disingenuously marginalize that truth. To make the correct plays you need to understand the deck you are facing, what it's strengths and weaknesses are, what cards to predict will be played next by your opponent and how to best approach the circumstances of the game with the limited portion of your deck currently in your hand.
You are projecting your own absurdity onto others.
The point he is making is you don’t have to carefully plan and manage your resources when you play Control Warrior, because you have more resources than any deck (aside from Quest Paladin) can generate threats, mostly due to the fact that 4 out of 5 of Dr. Boom’s hero powers can be used to impact the board and his Rush aura turns half of your minions into removal as well 🙃 the game plan against control decks as any non-combo archetype is to bait out removals with cost effective threats and finish them when they run dry. You cannot do this against the current iteration of Control Warrior because the hero card gives it access to too many answers.
The problem that I see with Control Warrior currently, is not that it is so successful against aggro. That's understandable; it's a control deck - that's what they are designed to do. But it is also so equally strong against virtually every other deck archetype in the meta as well, from midrange / tempo to combo decks. And that's pretty much heavily down to how strong a card Dr Boom is: it provides such overwhelming value for the late game that decks can't compete with it on any level.
I think the deck would still be good without Dr Boom and would certainly still be in the high tier 2 range.
All that said, however, that's just my opinion of the deck and I don't have statistics to examine and fall back on for how true that opinion is. I guess we have to rely on Blizzard to make that call. But if I were pressed on the issue, while I don't think Dr Boom necessarily needs to be Hall of Famed, I do think that it needs consideration for a change; perhaps even just removing the rush for all mechs would do the trick. A small change, but one that lower the power just enough to make it less oppressive.
This is what I touch on every time this discussion comes up. Control Warrior’s job in the meta is to curb stomp aggro, fast midrange decks (like Reynad’s original Naxx Hunter list) and finite damage combos (Freeze Mage etc) like no other deck. It is supposed to lose to greedier midrange and control decks (as it always did to Handlock, Midrange Paladin, Ramp Druid in vanilla, and later things like Control Mage, Cube/Deathrattle decks, OTKs and Quest Rogue). You used to beat Warrior by baiting out their removal and going all in when you thought they had none left in hand. Now every Mech minion becomes removal and you just can’t exhaust it all no matter how smart you apply pressure.
Unfortunately now that DBMG is a card (plus a few strong Mechs were added and weak ones buffed) and there are no viable infinite damage/destroy hero strategies available (Maly Druid can deal 60+ but is unreliable because of Florist) there are very few decks that can out value or out tempo CW in the late game. I think Highlander Hunter is slightly favoured, super greedy Mage lists are slightly favoured and Quest Paladin (the current best control killer but generally very poor deck until more than 1 control strategy is viable), everything else has a really hard time because one card offers an insane amount of value. Please stop arguing that only the delivery drone hero power generates value. Creating 3 1/1s with rush at the cost of 2 mana and 0 cards is value. Dealing 3 damage to the board for 2 mana and 0 cards is value. Having 7 armour available so shield slam doesn’t become dead post Boom is value. Dealing 1 damage to the opponent’s entire board is value. These hero powers are all better than +2 armour the majority of the time except Kaboom, which is still relevant a lot of the time.
I really enjoyed playing Odd Warrior vs Midrange Hunter during the BDP era for the insane, extremely grindy, knife’s edge Boom vs Deathstalker value games (most believe this favoured the Hunter massively but at a reasonable level of play it was very 50/50). Now that there’s no Rexxar to play against (or other DKs/other insane value stuff from year of the Mammoth) it really shows how over the top Boom is compared to everything else we have available to us.
Warrior now has a decent proactive late game in buffed Tomb Wardens, which can be built upon moving forwards, the need for it to out value and out resource everything is no longer there. Removing Boom from the game is actually a very reasonable move at this point.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
âš™
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
Again someone’s valid opinion has been completely misunderstood or twisted. Control is not brainless and no one is saying it is. Control Warrior specifically is brainless because you are literally packing more removal than most opponents can produce threats against you. Reactive play style should be about carefully managing your resources to line up against the opponent’s threats, but in Warrior’s case there is no need to do so because in addition to a removal heavy deck (this is not an issue) they have one hero card with hero powers that can either; kill a minion with 3 or less health, create three 1/1s (that’s more than the absurdly broken Baku paladin hero power, and they also have Rush) to clear 1-3 small minions or in the case of an empty board leave them there to use later, deal 1AoE to the board to finish off weakened minions or set up Plague of Wrath, discover a Mech (which has rush and may also have further removal built into it i.e.Omega Devastator/Dynomatic), or gain 7 armour to set up a shield slam on a mid-large minion. On top of these, every mech you generate or is in your deck also becomes removal because it can attack right away.
Please recognise this very obvious problem. This immortality button is ruining Control Warrior for a lot of us players who really respect the original CW concept from back in the day. Remove Boom and the deck still functions to a high level, you just need to actually use a bit of brain.
The point he is making is you don’t have to carefully plan and manage your resources when you play Control Warrior, because you have more resources than any deck (aside from Quest Paladin) can generate threats, mostly due to the fact that 4 out of 5 of Dr. Boom’s hero powers can be used to impact the board and his Rush aura turns half of your minions into removal as well 🙃 the game plan against control decks as any non-combo archetype is to bait out removals with cost effective threats and finish them when they run dry. You cannot do this against the current iteration of Control Warrior because the hero card gives it access to too many answers.
This is what I touch on every time this discussion comes up. Control Warrior’s job in the meta is to curb stomp aggro, fast midrange decks (like Reynad’s original Naxx Hunter list) and finite damage combos (Freeze Mage etc) like no other deck. It is supposed to lose to greedier midrange and control decks (as it always did to Handlock, Midrange Paladin, Ramp Druid in vanilla, and later things like Control Mage, Cube/Deathrattle decks, OTKs and Quest Rogue). You used to beat Warrior by baiting out their removal and going all in when you thought they had none left in hand. Now every Mech minion becomes removal and you just can’t exhaust it all no matter how smart you apply pressure.
Unfortunately now that DBMG is a card (plus a few strong Mechs were added and weak ones buffed) and there are no viable infinite damage/destroy hero strategies available (Maly Druid can deal 60+ but is unreliable because of Florist) there are very few decks that can out value or out tempo CW in the late game. I think Highlander Hunter is slightly favoured, super greedy Mage lists are slightly favoured and Quest Paladin (the current best control killer but generally very poor deck until more than 1 control strategy is viable), everything else has a really hard time because one card offers an insane amount of value. Please stop arguing that only the delivery drone hero power generates value. Creating 3 1/1s with rush at the cost of 2 mana and 0 cards is value. Dealing 3 damage to the board for 2 mana and 0 cards is value. Having 7 armour available so shield slam doesn’t become dead post Boom is value. Dealing 1 damage to the opponent’s entire board is value. These hero powers are all better than +2 armour the majority of the time except Kaboom, which is still relevant a lot of the time.
I really enjoyed playing Odd Warrior vs Midrange Hunter during the BDP era for the insane, extremely grindy, knife’s edge Boom vs Deathstalker value games (most believe this favoured the Hunter massively but at a reasonable level of play it was very 50/50). Now that there’s no Rexxar to play against (or other DKs/other insane value stuff from year of the Mammoth) it really shows how over the top Boom is compared to everything else we have available to us.
Warrior now has a decent proactive late game in buffed Tomb Wardens, which can be built upon moving forwards, the need for it to out value and out resource everything is no longer there. Removing Boom from the game is actually a very reasonable move at this point.