Demon Hunter just ignoring minions

OP, you just listed a ton of cards that go into interacting with minions. Ignoring minions would be NOT playing cards that work towards removing them.

Demon Hunter likes to attack yes, that doesn’t mean the only way it can ever remove things has to be by smashing its face into them.

Poeple need to realize that playing spells to remove minions does actually cost something. That card that removed a minion did not kill you, and it likely didn’t leave that player with a minion of their own on the field, while costing resources from their hand.

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The types of druid I been trying out are an aggro version with the buffed treants and acorns and things and a much slower embiggen deck which I haven’t so far been able to get to work very well.
My loss rate vs. demon hunter has so far been close to 100% and against face hunter not much better. That’s on ladder in standard.

aggro or embiggen druid won’t cut it at least 4 now in st, in wild aggro druid can win in turn 3, it just busted if you don’t have an answer.

Massive bursts of face damage are bad for th game and have historically been the first in line for nerfs. This deck is definitely due for some nerfs. And sunfury should have never been printed. Taunts have poor enough stats without printing cards that bypass their entire purpose.

Or they can print some decent healing cards.

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Are demon hunter and hunter common at some rank? I’m nearly at Gold in both formats, and I don’t see much of either deck. Druid in standard sees paladins, mages, and a few other classes. Warlock in wild has only run into one hunter deck recently, most of the others looked like control decks.

Just nerf blade dance to 4 or 5 and see the magic happening.

I will ignore weak minions and maybe try to destroy strong minions, and I recently had an opponent that missed lethal.

The DH class, and in fact Hunter before it, are “training wheels” classes, designed to make new players feel good by winning games without needing to know anything much about how minions interact etc. It’s actually a good way to gain players, and retain them by giving them a regular dopamine hit without them needing to expend any real effort.

As blizzard have also been removing other mechanics that reward strategy, like healing, increased the damage of brainless face decks, and added more and more randomness, and possibility of unstoppable OTKs, they’re seeing more “casual” players, who still want to compete with players with far more experience. DH and Hunter allow this.

This is why I no longer play constructed - it literally rewards lazy, uninterested players who just want to copy the latest meta deck and get some wins, and actively punishes players who want to use strategy. It’s easily possible now for a brand new player with no real skill to hit legend in a couple of weeks play just by picking the right deck.

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Tier 2 control decks that trade would like to have a word with you.

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That was my experience as well in standard, at silver rank with my paladin it was just all mage, mage, priest, mage. So I switched to aggro druid to get through them all to get to gold and then started seeing a lot of demon hunter and face hunter decks, the ones with all the legendaries in. But then started seeing a variety of other classes and somehow got to gold rank 2 but then some really weird things started happening and I would be losing every single game, about ten games in a row so might just take a break now.

But when the card costs 3 mana and leaves behind a minion on board it’s insane.

Mage has to settle for dealing 4 with a spell combo or doing the board clear 2 turns later. Priest leaves no minion behind, only does 2, and needs a Dragon to not nuke own board.

Soul DH has a single weakness. Having a deck with nothing other than overstated low cost minions. It’s something only Paladin can pull off. It’s not balanced at all.

Control Warrior and Control Shaman also seem quite capable of running it dry, but obviously they’re considerably less common in the meta.

You can nerf DH by reducing Lapiduary’s buff to +4 atk and/or by reducing Mystic’s AoE to 2 damage. But if you do that, you better nerf paladin as well.

Back … like … ouch 20 years ago, magic was the very same… after a while you had to face weenies / mono red deck who’s only purpose was to kill you in 2/3/4 turns… if not, then you had to face combo decks killing you on either turn 1 or 2/3 simply and genuinely ignoring your own deck
Aggro is part of the game becuase if you remove the healthy aggro the game turns into a control hellfest… would you rather lose a game in 2 mins or lose a game in 30 ? knowing that :slight_smile:
in case 1 ( aggro rampaging you) you are beeing irritated… tough luck, you lose, lanch another game… eventually you get frustrated, get to play aggro yourself ( called “meta-gaming”
case 2 ( you face control ) and know… that you just cannot win the game… again… frustration.
case 3 you try to counter meta ( if possible) tech cards… if not possible, then play something else… i heard blizzard implemented other game mechanics lately

this is a CCG… is it fun? yes… for the one playing and storming the opponent, no… for the other… it is frustrating… allright, magic, vampire TES, guardians, rage, decipher startrek and starwars ( poorly designed… omg) im not sure how many card games i played even shadowrun was kinda troublesome even if fairly balanced to some level. i’ve played 20 or so different CCGs, noone of them will evade the metagame provided there is a ladder and open competiveness. in each of them there was a version of aggro who was alsmost mandatory in order for the game not to be too boring at some point. no deck is supposed to be invincible…
working as intended.

don’t expect interractivity with a game where you cannot do anything during your opponent’s turn.

oh… and by the way remember one important rule… the golden one

the goal of this CCG… is to have your opponent go down to 0 health points… beeing agressive is some kind of brilliant way to shine.

My answer to this is that… It’s a different type of play style with a different class. I think it’s totally fine. Adapt and overcome and you’ll feel better.

I’m not saying that aggro isn’t an archetype, Demon Hunters are supposed to be aggressive, I get that. It’s the fact that they can pull 13 damage out of nowhere and just keep going face so hard makes other classes that don’t have a massive amount of heals or taunts pretty much useless. And it’s not fine when I play Control style decks, and still get smoked due to too much aggro.

Soul demon hunter isn’t aggro. It’s midrange. Why do people still continue to get these two archetypes mixed up? Just because a deck runs cards that deal damage doesn’t make it aggro. The mana curve of that deck has roughly 10 cards that cost around 5 mana. That’s not an aggro deck mana curve at all.

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OP hit the nail on the head. Blade dance is way to strong for its mana cost. Needs to go to 4 mana. aldrachi blade could also use a little hit, maybe battlecry gain lifesteal this turn. 50% of my climb this month has been DH and it’s not hard to see why.

I crush them with my superheal shaman lol

Well to be fair, Hunters do run out of steam more easily, cannot heal back tons of health, and cannot clear wide boards and large minions very easily.

So, there is downside for hunters. For DHs? Nah