Life is a resource, but yes, you also drain out their board clears and survival mechanisms, and board swing backs by the time you win.
I mean, it has existed, it has only been good like, twice. Boomsday warrior going into archivist and then barrens priest were the only two times I can recall the strategy being good.
It typically has always involved either an infinite value engine finisher or an OTK to reach competitive play. Orb isnt either, it’s just a massive value card after you soften them up.
Vs aggro decks, I’m clearly the player slowing things down. Vs slow ones, I play aggressively. Decks should be capable of both modes if they are using later game strategies so that you don’t become the victim of whatever your opponent is buying time for.
I buy time for orb by forcing the opponent to respond to my plays, rather than buying time for orb by holding a hand full of removal cards and hoping they line up right with what my opponent plays.
I’ve always tended to play somewhat aggressive control decks.
Literally every card which isn’t a part of the win con is a control card…
midrange decks? THOSE are the ones first disappearing in this game, I’d say
today’s midrange decks end the game turn 6-7, 8 if they had a bad mulligan - Gasilght rogue, Handbuff Pally, Rainbow Shaman
They fit the definition of midrange pretty nicely - starting a bit slow and then gaining traction, playing for board and ending in a lopsided fashion.
While it’s true Smeet’s mage can pull of a midrange win con from time to time, it’s not so often, AND unlike gaslight rogue, handbuff pally etc, this deck is full of control tools