ah, so if we “balance around feels” multiple archetypes would be unplayable.
For example, many people commonly agree Control Priest is annoying! And Control Warrior too. So lets’ nerf those until they don’t exist.
You know what else is annoying?? Getting aggro’d by turn five! Lets’ nerf Hunter, Demon Hunter, and the more aggressive Paladin decks, also painlock for good measure!
You know what else is annoying? When people get an overwhelming advantage using handbuff/ramp! Let’s nerf Paladin (the rest of the way), Druid, and DK!
I think this is called “The Kibler Effect”. I swear if he starts playing some oddball deck in dumpster legend and winning the huge base that watches him ALL go play this deck hoping to make legend.
I’ll play against a deck 2-3 times in a day after having never seen it before and immediately ask “ok…which streamer is playing this thing” and I go to these forums and they tell me which streamer it is. It’s pretty funny, and it is often Kibler.
I belive thats a small % of the comunity your in. The majority just want fast games. Im not saying turn 6 gamr over but nothing longer than 12 turns im assuming.
You have to consider some context around what was going on with that time period where everyone was playing reno decks too.
I have no problem with control warrior or reno warrior as an archetype.
My issue is with Boomboss Thro’gun. This card by itself gave warrior favorable matchups in matchups it should otherwise lose. It made it so other decks that would normally out value control warrior could no longer do so.
So part of the issue might have been people not wanting to switch off of decks that lose to warrior, but i would argue that Boomboss existing limited the options people had to play against warrior. This played a big factor in warriors dominance and should not be ignored. Sure there were counters to warrior, but it should not have been allowed to dominate every other late game deck because Boomboss enabled warrior to play a fatigue plan against any slower deck without any real reasonable counterplay