The Protoss cards inside the mage decks have a higher win rate impact than the Protoss cards inside the rogue decks.
I’m sure there are many explanations and reasons for this. In particular for rogue, the most obvious win rate impact is derived from the Harbinger of Blight followed immediately by Shadowstep. In fact, it is not even close to compare other cards to those two. Harbinger of Blight is a full 10 points ahead of Artanis, which generally has zero or negative impact.
As you include more data Artanis becomes more negatively impactful.
In all likelihood, most games where you win and also play Artanis could best be described as the final nail in the coffin. You are not using Artanis to win the game. It’s just one of the last cards you played before you did.
Protoss cards have stronger impact in mage decks than rogue.
Sure, they are the only way the mage deck can win, so they are more important to that deck’s win rate. It’s more supplemental in rogue.
The mage cards aren’t better. They are currently forcing mage to run a lot more bad cards so that they can even use the protoss cards for a win.
Rogue protoss cards are less important for them to win the game, and fit better with other things rogue likes to do. They supplement rogue’s early game aggression without being the sole win condition of the deck.
Mage WISHES it’s protoss cards worked alongside other things mage wants to do the way it does for rogue.
The Protoss Rogue deck is an AMZING tempo deck that just keeps coming at you from the word go. The protoss cards are the transition cards mid game to get over the finish line. I’m pretty sure i said this day one of the patch that Rogue was the big winner and i wasn’t wrong. I haven’t played Rogue in years and i played it to finish my D5 climb and it was absurdly easy. It’s a simple and solid deck.
Decks / cards should be touched ONLY if really broken, like 60%+ winrate.
Protoss (any) was far from it. It got nerfed just to make “room” for other decks, but devs didn’t care about player that actually like / invested on the deck.
I’m still getting rekced by the same decks I was losing before, but now with less chance to recover… It’s really disappointed.
A card have a certain value for it’s’ cost. If you change it, you kill it.
5 Mana for 2 draws (faction) is bad, the 3/4 body is not enough to make it worth it.
It could be good if ALL other cards were following the same “logic” but they aren’t.
You have R.C Rampage for 4 Mana that summon AT least 6/6 stats, if you have 2 minions on board it becomes 10/10 (FOR 4 MANA), if you have 3 minions it becomes 12/12 (FOR 4 MANA). Didn’t got touched.
The difference being, R.C. Rampage added damage is conditional upon having a board, 5 mana draw 2 is NOT conditional (well, actually it kinda is, but only if you draw it late) and it’s a realistic price, much more realistic than 4 mana, considering you can’t possibly get a 3/4 charger for less than 4 mana, which means you only pay 1 mana for drawing 2 cards.
Rampage is a left over forgotten remnant of a game that doesn’t really exist anymore. Standard got gutted pretty hard of early and mid game sweepers in general. That card was a great counter to that era. It should probably have seen a nerf and been increased by 1 with all of those cards getting nixed but likely won’t.
RC is one of the worst cards in the synergies played this meta. Their biggest power is the egg-like minions and the jumping deathrattle. The dogs don’t have a deathrattle on their own so it’s mainly something to do if the REST things went well.