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    posted a message on 2-3 Years, Same-ish Meta.
    Quote from SlydE >>

    That is a broad and inaccurate statement. Warlock was in a bad spot before cubelock, and Paladin was awful in standard before Un'Goro.

    Also, Aggro Shaman, Pirate Warrior, Raza priest, Keleseth Rogue and several other decks from other classes have reigned surpreme in that timespan.

     This. OP is cherry picking, ignoring what actually happened.

    Posted in: General Discussion
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    posted a message on Anyone else starved for decent 2-drops?

    Given how generally good Aggro is right now and even decks, I'm not excited about better 2-drops.

    Posted in: General Deck Building
  • 1

    posted a message on Even shaman to legend (and beyond)

    Good deck!
    Is Elementary Reaction good at all?

    Posted in: Shaman
  • 0

    posted a message on Boomsday - First impressions?
    Quote from Alphalegend91 >>

     Zilliax feels surprisingly underwhelming... and still facing shudderwock shamans 50+% of the time :(

    I'm sadly annoyed Shudderwock is still so good.

    Zilliax has won me a handful of aggro mirrors. But I can see how he's pretty useless against control.

    Posted in: General Discussion
  • 2

    posted a message on Turns out mechs are preeety good!
    Quote from Hellwyrm_nl1 >>

    The only thing I think is ridiculous is the magnetic "hidden charge".

    Come on .. you can't even leave a 1/1 on the board anymore.

     It's not hidden. It's how it's supposed to work. They are "Choose 1" minions - be a minion or a buff spell. Buff spells don't have "hidden charge" do they?

    They're proving to be a little better than I thought. Some of it is because it's super early in the metagame. There is still the problem of most of the mechs not being very good...which is probably a blessing.

    Posted in: General Discussion
  • 1

    posted a message on Void Ripper

    As long as spreading plague is around to stymie aggro decks, I think Void Ripper is worthy of consideration.

    Posted in: Rogue
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    posted a message on Should I dust Harbinger Celestia?

    She's pretty terrible - but if you plan on buying more packs, I'd keep her just so you don't pull her again.

    Posted in: General Discussion
  • 4

    posted a message on it is to hard to get gold

    I think they should increase the Gold per win - 3.3g is pretty pathetic. But I think the quests are perfectly fine. 1pack every 2 days is pretty reasonable.

    "it feels unnecessary to make us play games of a class we hate so hate to play"
    That's the point. They want you to experiment with different classes.

    EDIT: I wish it were 15g per 3 wins...that way I could stop having odd gold amounts from arena/random prizes.

    Posted in: General Discussion
  • 2

    posted a message on How is Dr. Boom performing for you?
    Quote from Berenkeutel92 >>

    Dr.Boom was fun, but facing the same meta after 3 expansions is boring. See you guys next expansion... maybe

     lel
    says this after the most varried meta in HS history.

    Posted in: Warrior
  • 0

    posted a message on Bug? Zilliax+Kangor's Endless Army

    I haven't been able to yet - I wonder if it's because I stacked multiple mechs.

    Posted in: Card Discussion
  • 7

    posted a message on Playing magnetic cards on the phone is AWFUL

    I play almost exclusively on phone and haven't had an issue with it.

    Posted in: General Discussion
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    posted a message on What makes aggro always reliable?
    Quote from iandakar >>

    here's a few reasons.  ANd there's a Summary at the bottom.  Just look for the Bolded letters if you don't want to read an essay.

     

    1. The attacker has the priority choice of target.  This makes it much more viable to focus on tempo as you can more easily tear down opposing minions or ignore them to hit the face.  The simple fact that if I send a 8/1 out against you and can be sure it hits your Lich King or your face and not your Silver Hand Recruit is a big factor in making actually fighting aggressively worthwhile.

    2. The old triangle never really works out properly here.  In MTG, the original balance triangle was Aggro -> Control -> Combo -> Aggro.  

    (yes note that 'Midrange' isn't in the original trilogy.)

    Thus the original idea is that Combo decks are meant to keep Aggro at bay.  But true combo decks have a tendency to tear EVERYTHING up outside of the most greediest on Control.  The combo decks we allow nowadays are more 'control-combo' that drag the game out rather than rush through their cards.  They honestly fit more of the Control mindset than the Combo mindset (thus they die to fast aggro).

    In any case, this means we don't really allow many decks that reliably kill Aggro.  When we do they tend to result in cries of "OMG NERF!"

    3. The ladder demands speed.

    Someone a long time ago calculated that it's faster to play an aggro deck that loses a lot than a higher winning control deck.  The simple raw number of games you can run through makes it the better choice.  Also when you're playing hundreds of games at a time you want your deck simple so you don't burn out.  

    Thus even when aggro doesn't win well, you're best off playing it until the upper legend or tournaments when every game counts.

    4. aggro is a newbie killer.

    Aggro was dead in 2015.  Patron Warrior killed EVERYTHING that wasn't Handlock or Fatigue Warrior.  There really wasn't a point to playing any other deck competitively at that time.  

    What were the forums complaining about?  Zoo.  Tempo Mage.  Secret paladin (though that was a tempo deck.  See #3).  Decks that couldn't hold a candle to Patron. Why?  Because most players don't play well enough to reach that competitive level where Patron slaughtered all.  

    Aggro is VERY good at killing bad decks.  It's also very good at killing bad players that would rather rant than play decks that can deal with aggro or play in a way that lets them deal with it.  Over 95% of the player base plays badly (not an exaggerations.  you REALLY get a distorted view of the 'average player' when you hang around forums like these and just watch key streamers).  This makes aggro always viable as it always has easy targets to hit.

    5. We keep changing what 'aggro' is.

    This time last year, aggro decks relied on Bonemare as a key card.

    That line should make no #*$()#$#) sense.  

    Bonemare was a 7 mana card.  Why, in all that is good and right are we declaring a 7 mana card a good AGGRO TOOL!? And it wasn't even a finisher most of the time!

    Seriously, go find some 2014 face hunter decks or click on the link I'm providing right here for an example.  Aggro, when not held back, kills you by turn 5.  THAT was why we made things like the Face Song back then.  

    The 'aggro decks' that we are seeing nowadays aren't what aggro used to be.  They are tempo decks.  Decks that rely on constantly threatening you from turn 1 to turn 20.  They sacrifice absolute aggression for staying power but still having the ability to end games quick if the opponent can't hold them.  That's why 'aggro' decks either have that constant 'reload' where wiping the board means nothing or are 'sticky' where you can't seem to ever remove EVERYTHING and grab the board from them.  They are also more than willing to fight for the board if it means more damage next turn.  

    Old Paladin is a lot slower than old style aggro decks.  Odd Rogue is probably the closest thing and only the fastest versions.  

    The community has a habit of marking whatever the fastest deck at the time as 'the aggro deck'.  It's due to every game having a 'beatdown' or 'aggressive' opponent and a defensive or 'control' opponent, and that's determined by who's the faster deck.  When it's Shudderwock Shaman vs Hadronox Druid, the Druid will be the 'aggro' deck.  And teh Shaman, if they lose, will come to the forums complaining about 'aggro never going away'.

     

    TL:DR summary:

    Aggro has a slight advantage due to the nature of the game from the getgo.

    Decks that naturally eat aggro in other games don't balance well here, thus our balance triangle is messed up.

    Even when aggro is weak, you will want to use it to rank up faster with it in the ladder,

    Even when the meta makes aggro worthless despite all of that, it still makes a great newbie and bad deck killer, thus most players will still see it as a problem

    And when the meta is so absolutely lobsided against aggro thus that, despite ALL OF THE ABOVE, aggro still fails, we simply move the goalposts and name the current fastest deck 'the aggro deck' even if it wasn't considered aggro before. 

     

    And that is why aggro stays around.  

     I just want to point out what a super post this is. Said everything I wanted to, and a few things I didn't think of. The "moving the goal posts of what aggro is" bit is particularly true.

    Posted in: General Discussion
  • 0

    posted a message on Boomsday - First impressions?

    Any new thoughts after the aggro => hyper control circle jerk of yesterday?

    Odd Mech Paladin has been my favorite thing to play so far. It feels like Dude Paladin used to feel. Plus, Kangor's Endless Army is just neat.

    Posted in: General Discussion
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    posted a message on Is it just me or did deathrattle face hunter get way too much this expansion?
    Quote from Aegis24 >>

     did the versions you run into run any card draw?

    Tracking and Rexxar - is there any other card draw in Hunter that is worth playing?
    I played Loot Hoarders in Cube Hunter last month, but you can't fit all of that into a Bomb Hunter.

    Posted in: General Discussion
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    posted a message on Bug? Zilliax+Kangor's Endless Army

    Sorry no screen shot.

    I put a Wargear+Zilliax onto a Nightmare Amalgam.
    When I played Kangor's Endless Army, the Amalgam came back with 11/11 stats and lifesteal but no taunt.
    The taunt keyword still appeared on the MegaAmalgam, but the shield and effect were not there.

    I'll try to recreate this in the meantime.


    Has this happened to anyone else?

    Posted in: Card Discussion
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