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positiv2

The most "cancerous" decks

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Hi,

I would like to ask you, what decks do you think are the most cancerous (as in irritating to play against)?

For me it would be Secret Paladin and Zoo. Secret Paladin and its Dr. 6, sometimes followed by Dr. 7 and/or Tirion. MC is one of the strongest cards in the game, as he can be worth up to 11 mana of cards for just 6 mana. There is Get Down! and Avenge combo in the paladin secrets, but they get played at the same time! 

Then there is zoo with its pesky minion buffing and flooding the board. There is also the Egg+Buff combo, which can ruin your day. Fearlessly tapping, they never fully run out of steam. 

Now, what are the decks you despise and why?

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I kind-of dread aggro Druids. You know what the game is from the start, they just start relentlessly hitting your face and you know you haven't really got 30 health to play with. Any time from turn 7 onwards they can burst 14 damage or more on you. Sometimes they suffer with the card draw even before they are able to get an AoL out (if they have one) which is nice, but when they don't they're trouble.

Worse though is the Freeze Mage. Fist-chewingly, screaming into a pillow, cat-kickingly frustrating.

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Secret paladin is by far the most disgusting deck in the game right now. Not only is it an auto pilot deck that allows people who belong at rank 10 to get to legend(maybe it is an exageration, but i'm not sure it is too far off), it can also destroy anything else in the game when it gets a good draw, even the so called "counter" decks. I have recently been playing face shaman a lot to counter them, but even though I win most games I still hate playing against them. But I do believe they will eventually be nerfed.

 

Midrange druid comes at second place for me as I consider the deck very easy to play, and it is easily one of the best decks over the whole lifespan of the game. If you put those two things together you have cancer. Not to mention they have shredder as a one drop every other game against me.

Edited by batanete

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Hey, good news everyone! Thanks to the current Tavern Brawl we now have Freeze Mages that can armour up!

Deep, deep joy.

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Very few things make me salty, but I guess I can come up with some that do.

 

  • Tempo/Casino/Cancer/Whateveritscalled mage: Because losing to a bunch of spammed RNG is annoying as hell.
  • Freeze mage: Does this even need explaining? Spend about 15 turns faffing about trying to think of a way to win only to still end up losing exactly as you expected to 20min earlier, when the game began. Interaction is nice.
  • Any other mage using secrests. Mage secrets are stoopid mkay.
  • Any combo druid (ramp, token, deathrattle, ..) because being able to predict your death 1 or 2 turns in advance and knowing that there's sweet fuck all you can do about it with your current hand is annoying.
  • Mill rogue. I'm not even going to explain this one. Please stop existing.
  • Secret paladin because secrets, secrest and OMFG SECRETS
  • Combowarlock (the facelessPO kind) because I never expect it and then BOOM. Dreams shattered. Souls crushed.
  • Faceshaman for just having too much unstoppable BS going on. One lucky hero power spellpower roll and you can watch the fireworks go off on your face. Throw in a couple lucky RNG rolls as well with the damage for extra salt.
  • Facehunter because the tactic of only going face is mindnumbingly boring to play against.
  • Murlock anythings because frogs are Fernch and nobody likes those. Right? Oui!

 

That should cover it. Sort of.

Edited by PaasKonijn

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Hey, good news everyone! Thanks to the current Tavern Brawl we now have Freeze Mages that can armour up!

Deep, deep joy.

I just used Secret Paladin. But with Majordomo. Majordomo makes everything fun. This brawl was fun, but as long as meta decks win more than "fun decks", the brawl effect was just too weak.

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I don't know about cancerous, but roulette mage tilts me to no end.  I have fairly bad luck in this game, like last game i played a patient assassin popped out of the shredder I killed with geddon's effect and earlier tonight the mech mage I was playing against deathlorded an Andonitas on turn 4 and had the stealth spare part on hand (also I have only played like 10 games tonight), and just some of the stupid stuff that happens with casino mage makes me froth at the mouth.  Aside from that, as a connoisseur of oil rogue and freeze mage, Reno decks make me cry.

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Very few things make me salty, but I guess I can come up with some that do.

 

  • Tempo/Casino/Cancer/Whateveritscalled mage: Because losing to a bunch of spammed RNG is annoying as hell.
  • Freeze mage: Does this even need explaining? Spend about 15 turns faffing about trying to think of a way to win only to still end up losing exactly as you expected to 20min earlier, when the game began. Interaction is nice.
  • Any other mage using secrests. Mage secrets are stoopid mkay.
  • Any combo druid (ramp, token, deathrattle, ..) because being able to predict your death 1 or 2 turns in advance and knowing that there's sweet fuck all you can do about it with your current hand is annoying.
  • Mill rogue. I'm not even going to explain this one. Please stop existing.
  • Secret paladin because secrets, secrest and OMFG SECRETS
  • Combowarlock (the facelessPO kind) because I never expect it and then BOOM. Dreams shattered. Souls crushed.
  • Faceshaman for just having too much unstoppable BS going on. One lucky hero power spellpower roll and you can watch the fireworks go off on your face. Throw in a couple lucky RNG rolls as well with the damage for extra salt.
  • Facehunter because the tactic of only going face is mindnumbingly boring to play against.
  • Murlock anythings because frogs are Fernch and nobody likes those. Right? Oui!

 

That should cover it. Sort of.

Which deck do you think is NOT cancerous lol... 

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I know people say Mill rogue is cancerous but I personally did not think so. You know pretty early on that you are against a mill rogue and you can sort of begin to play accordingly. LAst time I played against one it ended in a pretty fun draw. I brought him down to 7 health or 3 health. HE used Brann BRonzebeard and started using coldlights. Milled himself and me to death.

 

I find secrets generally to be a bit annoying at times. So yes having to deal with a whole portrait full of shiny yellow dots which will buff something the second you attack is annoying. 

 

I used to find priests annoying before face roll paladin, but my face shaman can deal with them fine. The other annoying deck is Warrior after he has Justicar true hearted!

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Hey, good news everyone! Thanks to the current Tavern Brawl we now have Freeze Mages that can armour up!

Deep, deep joy.

I just used Secret Paladin. But with Majordomo. Majordomo makes everything fun. This brawl was fun, but as long as meta decks win more than "fun decks", the brawl effect was just too weak.

 

Interesting.

 

I did play Freeze Mage in this Tavern Brawl, but mostly because I had both the 'Win 5 Tavern Brawls' and the 'Win 5 times with Mage' quest. And, well, because I like to play Freeze Mage. smile.png

 

All I met were death rattlers and one murloc shaman. Well, sample size was only 7 matches.

 

------

 

Oh, and back to topic:

 

Since, as I said above, Freeze Mage is my favorite constructed deck, the most cancerous deck in the game obviously is Control Warrior. 

Edited by Kobal
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Which deck do you think is NOT cancerous lol... 

 

 

I don't mind losing to more midrange/control style decks. Sometimes. tongue.png

 

If you believe midrange decks are inherently any less cancerous than aggro or combo, you represent everything that is wrong with this game.

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I don't mind losing to more midrange/control style decks. Sometimes. tongue.png

If you believe midrange decks are inherently any less cancerous than aggro or combo, you represent everything that is wrong with this game.

 

So you have bigger problems with decks such as Midrange shaman than with Secret Pally or Freeze mage? You have bigger problems with dragon priest (the midrange builds) than with tempo mage or SMOrc? Midrange decks fight for board control and if you are able to limit their board control, you win. On the other hand, you have face hunter who just goes face and you can only win by healing enough health, dropping taunts or killing them earlier. Combo decks just survive into the late-game, drop the combo and kill you the same or the next turn. Not really fun to be honest.

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I don't mind losing to more midrange/control style decks. Sometimes. tongue.png

If you believe midrange decks are inherently any less cancerous than aggro or combo, you represent everything that is wrong with this game.

 

So you have bigger problems with decks such as Midrange shaman than with Secret Pally or Freeze mage? You have bigger problems with dragon priest (the midrange builds) than with tempo mage or SMOrc? Midrange decks fight for board control and if you are able to limit their board control, you win. On the other hand, you have face hunter who just goes face and you can only win by healing enough health, dropping taunts or killing them earlier. Combo decks just survive into the late-game, drop the combo and kill you the same or the next turn. Not really fun to be honest.

 

I said inherently more cancerous, which is to say I have no problem with many of the decks you have mentioned(and by the way, outside this weeks brawl I think freeze mage is perfectly fine as a deck). But as a whole, I do think decks like midrange druid, hunter and especially secret paladin are a lot more annoying than things like face hunter or aggro pally, as these decks take a lot more decision making to play well with and tend to be a lot more easy to counter too.

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@positiv2 I like playing with combo decks. I guess it reminds me of movies and cartoons as a kid, where the good guy is loosing and getting beat pretty badly and then gets one big power surge or emotional moment and lets it all out at once to turn the tide of battle and defeat the bad guy :)

 

Freeze mage feels more like someone just running away from you while slowing you down, as you're trying to chase them with a sword. Not THAT fun to play against I admit. But I don't hate it.

 

While having a powerful combo coming to deal burst damage may seem unfair I feel there is the downside attached to it of having to control, draw and survive long enough to grab all the pieces. Combo druid it seems does not have this downside since they need only two pieces to combo and the more they get the more powerful and inescapable the burst, and the rest of their cards that help them get to this point, are good on their own too.

 

 

Playing against a combo deck I like to pretend im in one of those episode where if the enemy collects all the parts of a puzzle they can end the world and I have to stop them from getting all the pieces. OFC I will never know how many pieces they have.

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Face and aggro decks.

Omg these decks just makes me go mad.I am a player who keeps the board clear and controlled.But when I have so many minions these player just go my face and finish me.I dont know, I just dont wanna rush things and play late game.I dont mind losing to secret pallys or freeze mages.From time to time I can beat them.But sometimes playing against a mill rogue can be frustrating :P

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any deck with Reno in it - no way should any one card (even a legendary) have that much power to swing the game from one end to the other, a card with no counter and no telltale signs that your opponent holds it in his hand (such as the play of other cards that might synergise with it)

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any deck with Reno in it - no way should any one card (even a legendary) have that much power to swing the game from one end to the other, a card with no counter and no telltale signs that your opponent holds it in his hand (such as the play of other cards that might synergise with it)

 

While I understand where you are coming from, Reno becomes more of a problem when you are facing him with an aggro deck. 

If you have a strong board control, and you opponent has failed to respond to your threats before turn 6, Reno will only delay the inevitable. you can keep pushing for damage, take care of the 4/6 body, not giving him enough time to recover.

 

With enough practice and knowledge about enemy decks, you can at times tell if the opposing is using a reno deck. If the opponent is playing cards you normally wouldn't expect, or cards you know are mediocre because of a better version available, you can expect a reno. (e.g a mage uses arcane explosion instead of arcane missiles, chances are he is using Reno because he was bound by the 1 copy per card use and couldn't use two missiles. Warlock using sunfury protector instead of defender of argus.) If I notice the enemy using such offbeat cards and not using a second copy of anything, I get careful about using all my resources since I will have to take him down back from 30. The second i see him use a second copy of anything, I just go all out because chances are he either doesn't have reno, or wont be able to heal from it too soon.

 

Iceblock + Reno = grrrrrrrrrrrr!

Molten giant + Reno = grrrrrrr!

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For me it's Renolock. They burn their life drawing cards and flooding the board and when you think you might him at lethal, Reno save the day. But I love the variety of construction now. It use to be you see a hero and knew from the start what you are facing. Now you have to feel it out for a few turns before you kind of have and Idea. There are a lot of cards that are being used that people aren't used to facing and it's winning them games. I like that. Me personally, I'm running a Midrange Beast Hunter. But I'm subbing Ram Wrangler for Ball of Spiders. I like it and I'm enjoying it. Isn't that what it's about? My point is the Meta is always changing. Yes SP can be a pain in the ass, and Renolock, and Face Shaman. But the only way to change this is to change your game up and make your own pain in the ass deck. The meta is Rock, Paper, Scissors. one deck does not rule all. Everything has a counter. 

 

P.S. 

       Always listen to Valkyr for he is Wise. 

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Reno is everywhere now. I just played a Reno Priest and a Reno Hunter. I feel like a war vet because I have seen some shit. But that's what I was saying before, the meta is always changing. These people that I faced sat down and said, "Let me try this and see if it works." And hey, it beat me.But I didn't get salty and say, "F Reno he needs to be nerfed, he is too op," I said well played. Your attitude towards things can effect your game play. Good vibe leads to good laddering.

 

Sorry, I'm in a weird mood today. 

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The only decks I would consider "cancerous" are:

- Tempo Mage

- Secret Paladin

- Aggro Druid

- Face Shaman

Face Hunter is NOT unfair because it has its drawbacks. Early game plays like zombie chow can often throw off their strategy, and boardclears like holy nova can turn the tide of the game. Healing cards like Reno, Bran/Healbot, and Justicar Truehart (for some) can put you out of their range of damage spells allowing for a win. Against hunter, the game can go either way.

Freeze Mage is also not unfair. If you can keep your minions out of the range of blizzard and flame strike, and keep an answer to doomsayer, then beating them should be fairly simple until the late game. Using a loatheb after they play alexstraza will save you a turn to attack, for they will only be able to play 1 spell the following turn. This should be adequate to finish the Mage off.

Warlock zoo/combo decks are not cancerous. If the board can be controlled or cleared before it is too late, then the game is already won (most of the time) Again, zombie chow is great, except against void walker. Board clears like consecration, fan of knives (with a drake), holy nova, light bomb, and hellfire can stifle their small minions, and the board might only have a spectral spider or two left over.

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      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
    • By Staff
      A new Hearthstone update prepares the Tavern for United in Stormwind, launching August 3. Here are the official patch notes.
      (Source)
      The 21.0 patch prepares the Tavern for United in Stormwind, launching August 3. It also brings a new Hero and cosmetics for Battlegrounds, a major update for Duels, an Arena rotation, and more.
      You can check out all 135 new cards included in United in Stormwind on the card library here.
      Battlegrounds Updates
      NEW HERO
      Galewing Dungar’s Gryphon Choose a flightpath. Complete it to get a bonus!
      Players with Battlegrounds Perks will have early access to Galewing before it's formally released on August 10.
      Duels Updates
      When the 21.0 patch goes live on July 27, all players’ Duels ratings will be reset and the pool of eligible cards you can use to build your 15-card start deck will be updated as follows:
      (NEW) United in Stormwind Wailing Caverns Mini-Set Forged in the Barrens The Darkmoon Races Mini-Set Madness at the Darkmoon Faire Scholomance Academy (NEW) Kobolds & Catacombs Journey to Un’Goro One Night in Kharazan Whispers of the Old Gods Curse of Naxxramas Legacy (Basic/Classic) Core NEW PASSIVE TREASURES
      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


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