admitting to playing aggro ... man how times have changed, MF got a skipping stone as a brain.
Playing control doesn't making you smart, it means you play control.
Playing aggro doesn't make you stupid, it means you play aggro.
Sure control is harder to win with, but it's equally easy to press play with Highlander Warrior as it is with Pain Warlock, you will just win less with control if you are a worse player.
You are actually smarter if you identify you are stronger with an aggro deck, than if you think you are smart because you are playing control but just end up winning less.
And if you take Magic as example, playing aggro there is seen as a good thing, as it just makes for more exiting gameplay, which also comes from a difference in audience, HS is way more casual, while in Magic there is more experience, so people know the intricacies of spreading out threats, managing tempo, and knowing if you should play around removal or "make them have it"
The thing that signalizes intelligence most in my experience is knowing that both styles of play require skill, and that the only thing that maters for your skill level is your win rate and rating, the deck you play doesn't matter for your skill, control decks are only chosen by higher level players because they actually win more with them, compared to your average gold rank HS player who will be better of choosing an aggro deck.
I'm suprised we haven't seen a popular deck with double choose one drum circle, that combo is so strong, and the dragon package just gives such good support to any archetype
Blizzard is doing their best with massive ban waves, but the incentive is just too big, you can gain so many rewards and the sell your account, or get an insane arena and the sell the account to a streamer
AI agree this deck is probably quite weak, although i don't face many combo decks, i don't even know of a combo deck in standard outside of zarimi which i haven't seen once, but you missed a few points
1: It's not super hard to get a dirge off, i often can on turn 6 or turn 5 with coin
2: You can absolutely make multiple threats in late game outside of crane game, it just requires a combination of end game and kraken, and i've been experimenting with the 4 mana copy a minion as 3/3
3: Dark alley pact is really good, it allows you to make a massive taunt on turn 4 to gain back tempo against aggro, and in combination with end game it can just win you the game
4: You have enough removal you can afford to be slower, warlock and warrior have enough removal you can be a turn or two slower than decks like paladin
All in all the deck is probably not that good, but it's better than you give it credit for and with optimizations could be lower tier 2
I don't think it makes the game less interactive, the only deck that actually turned off highlander cards was plauge dk, and i wouldnt call it fun or super interactive to have a deck that just basically auto wins against highlander decks, thats just a polarized/bad meta. If there was actually player 1-2 of tech cards like the snake oil seller, i could see you point, but for now i see tihs as a positive change.
Secondly this help make it so reno decks actually are highlander, and not just a deck with a lot of draws, though i am an enjoyer of the trump classic reno deck with a few duplicates, idealy with a tutor (2 umpires grasp+ 2 window shopper+ 1 off weapon tutor guy in reno dh is a recent example)
I would say the 1 mana priest dragon is better than protodrake, helps make space in hand for clergy, and is just a better card on average, and if you also add pip, it can turn on your zarimi just as easily, and pip should 100% be in this deck, too good with funnel cake, fan clubs and clergy, also just helps with turning on zarimi
0
That a druid card tho
0
It's custom made, so it won't enter the game as an actual adventure
0
Playing control doesn't making you smart, it means you play control.
Playing aggro doesn't make you stupid, it means you play aggro.
Sure control is harder to win with, but it's equally easy to press play with Highlander Warrior as it is with Pain Warlock, you will just win less with control if you are a worse player.
You are actually smarter if you identify you are stronger with an aggro deck, than if you think you are smart because you are playing control but just end up winning less.
And if you take Magic as example, playing aggro there is seen as a good thing, as it just makes for more exiting gameplay, which also comes from a difference in audience, HS is way more casual, while in Magic there is more experience, so people know the intricacies of spreading out threats, managing tempo, and knowing if you should play around removal or "make them have it"
The thing that signalizes intelligence most in my experience is knowing that both styles of play require skill, and that the only thing that maters for your skill level is your win rate and rating, the deck you play doesn't matter for your skill, control decks are only chosen by higher level players because they actually win more with them, compared to your average gold rank HS player who will be better of choosing an aggro deck.
0
I'm suprised we haven't seen a popular deck with double choose one drum circle, that combo is so strong, and the dragon package just gives such good support to any archetype
1
Mana cheating is cool in moderation, they forgot the moderation part
If they want more mana cheating at least give it the (but not less than 1) clause
2
HS should just give (almost) everything the (but not less than 1) clause, making a card cost 0 should feel special and rare
0
Blizzard is doing their best with massive ban waves, but the incentive is just too big, you can gain so many rewards and the sell your account, or get an insane arena and the sell the account to a streamer
0
AI agree this deck is probably quite weak, although i don't face many combo decks, i don't even know of a combo deck in standard outside of zarimi which i haven't seen once, but you missed a few points
1: It's not super hard to get a dirge off, i often can on turn 6 or turn 5 with coin
2: You can absolutely make multiple threats in late game outside of crane game, it just requires a combination of end game and kraken, and i've been experimenting with the 4 mana copy a minion as 3/3
3: Dark alley pact is really good, it allows you to make a massive taunt on turn 4 to gain back tempo against aggro, and in combination with end game it can just win you the game
4: You have enough removal you can afford to be slower, warlock and warrior have enough removal you can be a turn or two slower than decks like paladin
All in all the deck is probably not that good, but it's better than you give it credit for and with optimizations could be lower tier 2
0
Coin exists
1
I don't think it makes the game less interactive, the only deck that actually turned off highlander cards was plauge dk, and i wouldnt call it fun or super interactive to have a deck that just basically auto wins against highlander decks, thats just a polarized/bad meta. If there was actually player 1-2 of tech cards like the snake oil seller, i could see you point, but for now i see tihs as a positive change.
Secondly this help make it so reno decks actually are highlander, and not just a deck with a lot of draws, though i am an enjoyer of the trump classic reno deck with a few duplicates, idealy with a tutor (2 umpires grasp+ 2 window shopper+ 1 off weapon tutor guy in reno dh is a recent example)
0
I would say the 1 mana priest dragon is better than protodrake, helps make space in hand for clergy, and is just a better card on average, and if you also add pip, it can turn on your zarimi just as easily, and pip should 100% be in this deck, too good with funnel cake, fan clubs and clergy, also just helps with turning on zarimi
0
Battletag: Hagger#21932Region: EUTrade only: Yes, you go firstdone
0
removal
0
I've played ramp druid since onyxia's lair, not quite a year but a long time
3
Deathwing?