I agree that it wouldn’t change much, hence why it makes perfect sense.
Aggro often hangs on the verge of running out of steam in order to barely peg you down to exactly 0 health with a good early opener, 10 extra health ( 1 extra turn) would keep it a bit more honest, preventing those instances. If they truly have control of the game, like you said, it wouldn’t matter, fair play. But if they’re just barely able to create enough early game tempo and extra dmg on minions, charge, or dmg spells/weapons out of hand to ping you to 0 while you have answers but can’t prevent the tiny pings that lead to lethal because of their ability to produce 1/1’s out of thin air (Odd PLD) or manipulate early game minions (+3/+3 shuffle 3 copies on a 4/2 charge then master’s call them out instantly for 7/5 charge minions), that extra 10 health, roughly equivalent to possibly 1 extra turn, could help give the player a chance so their loss condition isn’t purely, the other guy went first and spammed face.
Also it makes sense with the ridiculous amount(s) of armor that can be gained currently. Why does Warrior and Druid have ability to gain 50-100 armor on top of their starting 30 health while very few others can gain any armor at all? If 30 HP is the cap, doesn’t that seem a little unbalanced? Oh that’s right, theirs other broken mechanics like OTK auto-win conditions that make the armor pointless.
Point being, 40 health isn’t dramatic, it doesn’t change much, it shouldn’t prevent a win and people can adjust their play and deck building accordingly, I just feel it helps diminish the effect of go face dead by turn 4 type games which you have no control over and is basically auto-win. I’m not saying its the most viable deck all around, listen to the argument. It’s a cheap way to win that exploits early game mechanics and relies heavily on getting the right card(s), your opponent starting slow, and/or who goes first. That type of win shouldn’t be possible.
Aggro doesn’t have to rely on broken early game mechanics to be aggro and go face and hold weapons, face dmg spells, charge, and buff mechanics. Those are enough and still viable deck builds. The early game perfect draw dead on turn 4-5 relying on broken mechanics is all I have an issue with.
I agree about increasing deck size helping mill mechanics (Decks that don’t mill themselves will be less reliable where decks that do will be more reliable) as far as consistently drawing the card(s) you need. However it does hurt it as well (10 more cards to mill for empty OTK conditions). And the mill / draw card mechanics are another issue that needs to be addressed. Early on in HS they didn’t have so many options to mill and if you ran them you likely played a 1/1, 2/1, or 1/3 on crucial turns your opponent was playing a 1/2, 2/3, 3/4, so it was a fair trade, plus their wasn’t all these mill OTK conditions and not nearly as much reason to want to fatigue yourself entirely.
Now it is a bit out of control, but again, changing deck size wouldn’t be dramatic, those conditions could still be viable options, just not as automatic.
Also consider that deck builds are currently extremely limiting. Most top tier or any tier decks have only a select number of cards that can be removed for other tech options without completely breaking the deck and becoming unreliable or broken. There are, and always have been combinations that aren’t possible because of not only deck building limitations but deck size limitations which go hand in hand.
All decks will be a little less reliable and yet they can include 5-10 new cards which opens some interesting combination possibilities.
And please stop with these “Play this to counter this” comments. That’s the whole point, the counter to aggro works against nothing but aggro, both are trash decks that aren’t viable and shouldn’t be viable. The only viable versions aren’t purely control or purely aggro and have some aim towards mid and late game as well.
You CANNOT build a deck that has a counter for everything. You can’t account for buffed minions and deathrattle trigger combos that require silence or hard removal, weapons that can be buffed, out of hand spell dmg to the face and control tools, aggro, taunt minions, etc. And any deck that attempts any more than the top tier decks already include are broken or not viable options.
So stop suggesting to “Run a <50% deck to beat the decks you hate losing to” which is suggesting to lose to every other deck that isn’t that. That isn’t the answer. Playing to counter in general isn’t the answer. You play to win, to reach your win condition, THEN include any/all control tools, draw cards, etc. You don’t start by building a deck to counter another specific deck, if you do, you’re not building your decks right unless you include all elements including a win condition, draw cards to get to it faster, decent mana curve so you don’t start slow consistently, and some control tools, tech, restore health etc depending on the deck/style.
That seems to be the go to answer to every complaint. “Stop whining, git gud, play these counters that aren’t viable and never have been”. It’s like justifying a 50+ OTK combo to the face by stating some specific classes have armor and can reach more than that in health. So I have to play specifically against that 1 combo/deck/class, by being 1 specific deck/style/class.
“Greedy decks” are the name of the game. Get the fastest possibly win condition, aggro is greedy, just because it plays low cost minions doesn’t mean its not. It literally attempts to play every card possible then draw cards to refill its hand and flood the board relying on the opponent starting slow and/or not drawing the control tools they need to counter. It’s a trash style that relies on broken early game and cards like Master’s Call and Divine Spirit that are clearly broken and DS in the least is getting nerfed.
Control is the least viable option right now. Control doesn’t work. Here’s how that goes. Aggro spams the board, buffs trash minions and goes face, control kills minions, aggro spams more minions, draws more cards, and continues to go face. Control kills minions, aggro plays 10+dmg out of hand and ends match.
You can’t play from behind and expect to win. It’s like boxing someone and believing you can win every match just by blocking. You have to bob and weave and counter and have a gameplan to finish. Although it might work against some who run out of fatigue it’s not always going to work and isn’t favored style.
“Aggro” isn’t the problem, it is broken early game mechanics, broken cards, broken hero powers (With Baku/Genn). Things like “give all minions taunt/divine shield”. Divine shield is one of the most broken mechanics in the game. Don’t believe me? Do this. Build a PLD deck that includes 90% divine shield minions and a few things that synergize with them like minion buffs. No control tools, no weapons (unless they effected by or give divine shield), etc. Just type divine shield in the search bar and use all divine shield mechanics you can. You’ll win a fair share of games, dominate in fact, simply because your opponent will be playing from behind and can’t remove anything due to needing a 1dmg ping before hand. I’ve done it, divine shield alone will win you most games especially if you have silence for taunts. Because you go face, get them down towards lethal range, and they need to hit everything twice even if its a little 1/1 taunt divine shield. It fishes removal, forces them to attack minions instead of going face to prevent lethal and/or forces them to pray their taunt(s) hold up and you can’t get lethal. Most decks simply don’t have answers for mass divine shield mechanics.
The entire reason these forums exist is for healthy criticism, concepts, and the express opinions so they have a general idea/feel for what the fan base wants. People who play and defend aggro do so because they aren’t good and the only way they can win games is by praying their opponents start slow so they can spam trash minions and go face and ignore every other mechanic the game has to offer. Ignore the fact that leaving minions on board is dangerous in certain spots because the potential buff and loss of favored trades is worse than doing less to the face that turn. Ignoring that some decks can place 1 taunt in your way and if you don’t draw silence you’re minions are sitting ducks and/or have to be mass sacrificed just to clear 1 minion cause you don’t include a decent amount of hard removal because that’s not your win condition or concern until it happens then you concede and run it back against the next person in hopes that they’ll start slow and lack a decent amount of control options, restore health / gain armor options that will surely see your aggro running out of steam by turn 9 at the latest. Or even just a better aggro deck that considers some of these things and has a better balanced version of what you’re trying to do with your spam trash go face tactics.
Aggro in the classic sense is not and never has been good for the game. Aggro plays 3-7 turn games consistently win or lose while the rest of the game has to account for turn 8+ moves and can’t just mindlessly fill their decks with low cost trash so they can spam the board, mill, cycle and repeat.
And honestly I don’t think “it checks super greedy late game combos”. Maybe some, like Priest which is notoriously slow to start (Namely because the only viable options outside of control/dragon Priest are broken if you include early game minions). But most others, like Mech Warrior, even Topsy Priest, basically anything that has decent control tools destroys most aggro decks especially if they can restore health and/or gain armor. And Warlock can be aggro and control at the same time, milling itself efficiently, spamming low cost minions, pumping up 7 dmg lifesteal and using other healing mechanics to compensate and still include cards like Doomguard for the finish. Still can be OTK as well with mecha’thun. Just doesn’t include as much minion buff but still include some.
Here’s the problem; removing a 1/3 on turn one or two isn’t worth wasting the removal even if you have it, yet if it lives it’ll get adapted into a 4/3, or a 1/3 windfury, which still is hardly worth removal. Even if you do remove it, you’re just delaying the inevitable on another more powerful card later. let alone a bunch of 1/1’s. And even if you run 2x 1dmg AOE spells or cards in your deck, some of which take 5+ mana, that’s a 1/15 chance of drawing. You start with 3 cards and draw one opening, another on turn 2, that’s 5 cards. And if the buff their minions +1 health or more, or run low cost minions with more than 1 health, your 1 dmg AOE is useless. If you’re using individual removals you can only take 1-2 a turn at best, and some of these decks have 4 minions out by turn 2, 6 by turn 3 if you haven’t removed them.
Back when control Mage was viable, these decks declined, now odd Mage is barely viable and I hardly see it, it runs very inconsistent most of the time, so there’s nothing “checking” aggro. It gets 50%+ win rate regardless of opponents based purely on lack of viable removal options, slow starts of opponents and/or not having or drawing the proper removal, and pinging their opponent down to lethal forcing them to play defense and basically being all but dead on turn 4 if not entirely dead at times just by spamming board and going face.
We see this in so many forms from even shaman with totem they nerfed, odd PLD, which is getting nerfed or HOFd. So many others who just spam early game and pray they don’t run out of steam and rely on broken cards like “Draw until you have as many as your opponent” which are clearly broken and originally designed to combat “greedy decks” but now it has been polished into the greediest of decks playing their entire hand out by turn 3 and then drawing as many as their opponent which can be 5-8+ cards.
Stats don’t tell the full story. A lot of people copy net decks, run them without knowing how, making simple mistakes that cost them the game. People also run 2-3+ accounts. People throw games intentionally. How easy is it to run a deck on a different account and intentionally lose, people do it for a number of reasons. How many people auto-concede as well. I’m not sure where they pull their stats from but if it comes from every game played or every game recorded that is easily manipulated by anyone who wants to. And in general stats aren’t a go to absolute answer to everything like everyone on these toxic forums tends to think.
Tired of these lame arguments; Stats say this, run this counter card/deck, it has to exist because other broken mechanics exist even tho 0 top tier viable decks run that. None of those are valid in anyway stop. Just because a stat says this deck is 50% overall doesn’t mean I’m not running it at 95% out of my last 30 matches. Doesn’t mean the losses couldn’t have been avoided with different decisions by the player. Beyond aggro, decks actually have decisions to be made and gambles to take that don’t always pay off and could’ve either gone the other way or could’ve taken less risk. You have to weigh the possibilities of your opponent having lethal and how to best prevent it or gamble they don’t have it and play for more value. It isn’t just spam board, go face, draw card.