For now cancer is braindead face rush as Mechmage/Eboladin/Face huntards and Secret paladins. Grim patron not really a cancer, since it requires some skill to play and not just drop 1 card on turn 6 that plays you five secrets, nor is dragon priest for same reason.
I dont play cancer decks, although i tried most of them and find them extremely boring and annoying to play as or against.
Sorry, but as someone who has hit legend with both aggro paladin and dragon priest the skill cap is not even close. Aggro Paladin is *so* much more difficult to play and has SO many more decisions.
Dragon Priest practically plays itself. Play what's on curve and hope you don't lose board control. You're not really playing around anything, (almost everything a dragon priest has is low attack high health so you don't typically have to worry about lightbombs, Flamestrikes, Consecrates) you're just slamming down board presence as you get it and making horribly obvious trades. Rarely if ever do you have to decide which out of a couple cards to play. The hardest part of dragon priest, which is admittedly quite complicated and a lot of fun, is the mulligan phase. Choosing whether to keep big dragons as activators for ANY dragons drawn and as late threats or whether to mulligan them away and pray for another activator can be a stimulating decision.
Aggro Paladin, on the other hand, actually requires a lot of thought (I have no experience with Secret Paladin so I don't speak for that). Do you suicide in 2 or 3 minions to keep your larger minion out of flamestrike range? Do you push face and hope they don't have clear? It's always a high-wire balancing act of trying to get board presence without getting AoE'd or overcommitting... choosing when to silence (dragon priest doesn't even run a silence) or when to save for a higher priority target, and choosing when to push. Contrary to popular belief, aggro paladin almost always trades, at least for the first 5 turns. And not the braindead "which trades leave the most minions alive" type trading that my dragon preist deck does. It's actual thought provoking, hedging-your-bets trading that tries to account for taunts, AoEs, random damage, combos, etc. One wrong move followed by a board clear and the game is pretty much gone. One bad silence on a druid of the claw only to see an ancient of war come out two turns later is pretty much game. You're also frequently choosing between MANY different plays, something that rarely happens with other decks, and trying to choose the optimal one. Do I Muster and risk getting consecrated? Or do I play minibot/leper gnome for a more robust presence but lose out on weapon damage and minion presence? Or do I just coin and truesilver clear to try to maintain my current board presence?
I'm currently not playing either deck (trying to get a malylock to legend for fun this season) but these threads have honestly never made sense to me. Could someone who's also played both types of decks at a fairly high level try and logically explain to me what makes tempo/control/combo so much more difficult to play than aggro? Because to me tempo has always felt like "smash what's on curve" and control has been the absolute easiest, with almost no decision making at all. I'm not trying to be snarky here, I'd love an actual explanation.
Sorry, but as someone who has hit legend with both aggro paladin and dragon priest the skill cap is not even close. Aggro Paladin is *so* much more difficult to play and has SO many more decisions.
Dragon Priest practically plays itself. Play what's on curve and hope you don't lose board control. You're not really playing around anything, (almost everything a dragon priest has is low attack high health so you don't typically have to worry about lightbombs, Flamestrikes, Consecrates) you're just slamming down board presence as you get it and making horribly obvious trades. Rarely if ever do you have to decide which out of a couple cards to play. The hardest part of dragon priest, which is admittedly quite complicated and a lot of fun, is the mulligan phase. Choosing whether to keep big dragons as activators for ANY dragons drawn and as late threats or whether to mulligan them away and pray for another activator can be a stimulating decision.
Aggro Paladin, on the other hand, actually requires a lot of thought (I have no experience with Secret Paladin so I don't speak for that). Do you suicide in 2 or 3 minions to keep your larger minion out of flamestrike range? Do you push face and hope they don't have clear? It's always a high-wire balancing act of trying to get board presence without getting AoE'd or overcommitting... choosing when to silence (dragon priest doesn't even run a silence) or when to save for a higher priority target, and choosing when to push. Contrary to popular belief, aggro paladin almost always trades, at least for the first 5 turns. And not the braindead "which trades leave the most minions alive" type trading that my dragon preist deck does. It's actual thought provoking, hedging-your-bets trading that tries to account for taunts, AoEs, random damage, combos, etc. One wrong move followed by a board clear and the game is pretty much gone. One bad silence on a druid of the claw only to see an ancient of war come out two turns later is pretty much game. You're also frequently choosing between MANY different plays, something that rarely happens with other decks, and trying to choose the optimal one. Do I Muster and risk getting consecrated? Or do I play minibot/leper gnome for a more robust presence but lose out on weapon damage and minion presence? Or do I just coin and truesilver clear to try to maintain my current board presence?
I'm currently not playing either deck (trying to get a malylock to legend for fun this season) but these threads have honestly never made sense to me. Could someone who's also played both types of decks at a fairly high level try and logically explain to me what makes tempo/control/combo so much more difficult to play than aggro? Because to me tempo has always felt like "smash what's on curve" and control has been the absolute easiest, with almost no decision making at all. I'm not trying to be snarky here, I'd love an actual explanation.