It’s been a very long time since we’ve had as many viable deck options available to us as it is the case currently – so much so that it has brought along an interesting new complaint, one that has generally only been an issue for professional players: the idea that the game might actually have too many options right now. There certainly weren’t many metagames in the history of Hearthstone that we can compare the current one to – but we might just be able to find one that could help us figure out the root of such complaints…
Witch Wood You Choose, Given the Chance?
It’s quite likely that we’ve never had as many playable decks in the metagame at the same time as we do now, with as many as five different Druid archetypes running around, two Rogue and four Hunter decks spicing up the ladder plus Shaman and Warlock also featuring a duo of strong options each. Paladin may only have one good deck, but it’s one of the best around at flooding the board and punching face, Mage has a strong control and a bunch of mediocre aggressive options, and even Priest has three or four different archetypes to choose from, even if they are definitely lower on the power curve. Warrior is on the bottom of the pile, but even they can whip out a bunch of taunts and a Ragnaros cosplay to turn things around with reasonable success. It’s certainly one of the, if not the most varied metagame in the history of the game, and in terms of class diversity, it’s probably as close to an equilibrium as it gets. All classes are present at the Summer Championships: an auspicious occasion to be sure.
Interestingly enough, this situation brought along a new set of complaints from a very specific sub-group of players: the high-level competitors who feel like it’s way too difficult to get an edge with your deck choice on ladder or lineup setup in a tournament setting. It’s certainly an odd complaint to have, especially considering the meta we’ve just left behind – there aren’t as many ultra-polarized matchups as before the recent nerfs (perhaps highlighting the potential benefits of being a bit more decisive with card adjustments). However, there’s merit to the argument: for one, many of the current decks are variations on a theme that we’ve seen before – Token Druid, Tempo Rogue, Murloc Paladin and Even Warlock come to mind specifically – and there’s quite the overlap between a lot of them (mainly in Druid), which begs the question: how varied is metagame, really? In order to find answer, we need to go back to the past – way back, all the way until a half-forgotten era when Standard was still just a plan and everyone was still getting in here…
Who’s up for an Adventure?
The last pre-Standard meta after the Patron nerfs was perhaps the only one that comes even close to the current one, and it’s always been the benchmark I’ve been referencing as an ideal. To go into a little more detail, basically every class had at least two viable decks to play – Hunter had Aggro and Midrange (plus the hybrid option). Warlock had Zoo, Renolock and a Malygos deck. Priest could rely upon both the Dragon build and a full control archetype. Paladin had Secret and Anyfin plus a perfectly viable mid-range build without Mysterious Challenger. Jaina had a tempo build relying on Flamewaker and Freeze Mage. Warrior could go for a fatigue plan or just blow you out with a steady stream of Grim Patrons.
Druid had its infamous Force of Nature+Savage Roar combo (when the former card cost 6 mana but the Treants had Charge and died at the end of the turn) that enabled both an aggro and a mid-range deck alongside an Egg Druid. Admittedly, Shaman only had its aggro build, freshly emerging from the dumpster thanks to Tunnel Trogg, but it was good enough to catapult it to the top of the power rankings. Meanwhile, Rogue may have been the least effective deck around this time, but it still had its evergreen Oil archetype with the original Blade Flurry, plus some Zoo-esque decks relying on getting value from Unearthed Raptor (not to mention the meme-y OTK that relied on its synergy with Brann Bronzebeard, Leper Gnomes and other hilarious interactions).
In short, you had a ton of options and even though some heroes were clearly more equal than others, a skillful player could still pilot the less effective classes to high Legend finishes. This is perhaps the closest we’ve had to a metagame like that – despite having a comparatively small card pool –, which is an excellent development in and of itself. What’s the problem then, you may ask?
Known Unknowns
I think the complaints stem from the fact that the wide variety of decks offered by the Witchwood meta are using a very similar shell, unlike how it was in the post-LoE era. Yes, we may have an astonishing selection of powerful Druid decks, but they essentially all feature the same ramp and defensive tools, stalling and quickly cycling through their deck until they can end the game with a powerful combo finisher, either literally with Malygos and a bunch of burn, a set of sticky tokens using Soul of the Forest and Savage Roars or a board full of humongous Taunt minions. Often, you can’t even tell what you’re playing against even after they drew half their deck, which is an understandable source of frustration. They are not the same decks, but you won’t always get to figure that out from the other side of the board until it is way too late. Still, this is really only an issue in Druid, and may not necessarily be a realistic critique of the current metagame.
While the situation isn’t this bad for other classes, the same-y nature of their viable archetypes still apply in many cases. Even Warlock and Cubelock both rely on a Handlock-y style and explosive turns utilizing undercosted minions, both Miracle Rogue and Odd Rogue feature a very similar tempo shell nowadays, Odd Paladin is basically a reincarnation of the previous Even archetype and both of the strongest Hunter decks – Recruit and Spell – feature a similar explosive mid-game that they rely upon to close out the match.
There’s also the concern about the diminished ability to tech against the metagame, something I always considered to be a mirage. For us mere mortals, practicing a specific deck will always net more percentages than trying to guess the potential string of queues that we’ll run into in the next ten games. As for the top hundred, the current ladder system is always going to involve a merry-go-round of edges and percentages due to its volatile nature: that’s a different issue in and of itself, and it should not be pinned on a wide variety of viable decks.
This plethora of options also means that it is likely easier to find edges by piloting one deck particularly well, especially if it’s one of the Druid ones: while this is only anecdotal evidence, I’ve finally put aside some time to rank up to Legend after mostly playing Arena for the month, making the grind with Face Hunter. From that point on, I kept trying out different decks I haven’t had any experience with, swapping every five or six games, still maintaining a steady 65+% winrate and getting to a three-digit rank despite the current well-documented issues with the ladder. If the “variety issue” really does exist, it only seems to apply to the very top of the playerbase, whose issues warrant a different and systemic solution. Besides, this really isn’t the kind of “problem” that regularly rears up its head in Hearthstone: it’s a rare joy that we have so many good decks to play with at the same time, so enjoy it while it lasts.
It is pretty luck oriented. Currently I am a beginner of sorts and my only good decks are a terrible beast hunter, a demon warlock and a meme wild deck that is Prince Liam and 29 1-drops. Most of my games are decided by if I draw my good cards, the meme paladin is worthless if Prince Liam doesn’t show up, same with the warlock and Bloodreaver Gul’dan. I do like that the legendaries aren’t just OP, some of them are terrible, which is nice because it makes it easier to catch up. it is still quite difficult as a FTP player to compete with decks like hadronox druid.
I think the game is now funny, hard to think and fine…I play Echo Control Warlock, it´s a strong and fun deck, but decks like Cube Taunt Druid, Recruit Hunter, Combo Dragon Priest, Maly Druid, Cubelock, Shudderwock Shaman, Thief Rogue are fun too. It´s fun even if you lose against them (ok Shudderwock is annoying, but you can concede at any time, it´s not prohibited you know…). I´m happy that crazy speedy no brain aggro decks are now trash (ok, odd pally is probably good, but i beat EVERY odd pally on the ladder with my lock)…
That was a long read to say very little. To answer the question: no, it is not too varied. Some people will complain no matter what the meta is. This article is a great example of that.
It might be nitpicky, but I never like it when somebody talks about ‘the Witchwood meta’ … way too much credit for a very weak Hearthstone expansion. ‘Current Standard meta’ would be more appropriate imho.
Asides from that, I don’t really get the article’s point. Is the author complaining about the people complaining about the diverse meta? Feels like filling the article summer slump …
this is the biggest cry baby complaint ever. “waaa the game’s too hard please dumb it down for me so I can keep up and get my rng win”
I usually read YELLORAMBO for a dose of acerbic, aggressive negativism that makes me question whether Hearthstone is even worth playing. Taking up the hobby of inserting bamboo shoots under my toe nails seemed eminently better than YELLORAMBO’s feelings toward Blizzard and Hearthstone.
I got to the end of this article and kind of threw up in my mouth at the treacle I found. Had to go back and see if it was really YELLORAMBO, or this was guest starring Kibler or something.
(note: please read the above with an understanding of tongue firmly planted in cheek.)
On a serious note, could the “different and systemic solution” for high level players be as simple as…
Once you are Legend, all deck lists are public. You see your opponents deck list, and they see yours. You get the time to see your opponents deck while choosing your mulligan.
Probably not possible with deck trackers which will quickly be able to capture your opponents deck to countdown… but it would take away any of the “don’t know what to expect so can’t plan/play against it” concept. Everyone knows the other players’ deck, the person who knows how to play the best vs. that deck (similar to tournaments, where you know your opponents list) wins.
That’s a good idea.
Terrible idea that penalizes anyone who is not netdecking (people make more experiments on Legend) depriving him of the surprise factor. Probably not applicable on the smartphone version, too.
The obvious answer is no. And even if the author is reaching the same conclusion after 2 pages, the title is pushing the wrong message.
YELLORAMBO, if you are unsure how you fell you about diversity, you should be net-decking instead of nitpicking.
I think I would be such a player, who thinks the meta is a little bit too diverse right now. I was really hyped after the Nerf Patch hit place. But I didn’t play the last 2 weeks anymore, let me explain why:
I hit Legend 3 times in a row with Control Warlock and Control Mage. Both are decks which can easily tech in additional stuff depending on the meta. Tinkmaster was one of my favourite techs in Control Warlock in April, great against Cube Warlock and Taunt Druid. There was no real matchup, which I couldn’t beat except Quest Rogue. Every matchup was winable with enough thoughfullness.
The problem now is you can’t tech against everything, the meta is too diverse. And therefore the result is that decks live up, which are quite similar to a cointoss. Example: You need to push through Taunt Druid before they get too strong. Recruit Hunter and also Even Warlock are all or nothing decks, draw your 2 Deathrattle Cards and get fucked, because the whole deck doesn’t work anymore. Don’t draw your Giants and get below 15 and get fucked. Also Odd Paladin and Even Shaman are all or nothing decks. Hope your opponent won’t win the board once, or you never come back.
You can’t really play a normal deck like Warrior or Priest against a Recruit Hunter with a perfect hand. Or an Even Warlock which dumps his second Giant Round 4. And then there are games where exactly the opposite happens and they don’t have their cards and it suddently feels way too easy to win.
Thats also the reason, why Warrior doesn’t work right now, although Witchwood was a good expansion for him.
– You would need MCT, Acolytes and Pyromancer against Even Shaman and Odd Paladin
– You would need Silence against all Classes, but most important Rogue
– You would need Weapon Destruction against Druid, Rogue and Warlock
– You would need BGH and Dolls against Even Warlock.
– You would need Tinkmaster against Taunt Druid
– You would need Geist against Druid and Cube Warlock
You can’t play every tech card, although they are game winning in one specific matchup, but at the same time game losing in all the others.
To sum it up:
In this meta you don’t try to play against your opponent. You just try to have a deck which is strongest in whatever it does, ignoring the opponents deck and hoping for the right hand. And because of that I feel in most matches less fun and helplessness.
1 additional thought:
Because teching doesn’t help and you will have matches, where your opponent won’t draw a perfect hand, it is easier to win even with experimental decks like Murloc Priest or Odd Mage. Thats fun until you realize that you didn’t win because of your good deck, but because of their bad draws. Which is also a bad feeling.
But maybe thats just me, who likes the thoughtprocess behind every game more than just winning. Even losing can be fun, when it was a good thoughtfull game on both sides.
the players who are less helpless though are the ones who are able to win despite this. players still get regular high legend. this isn’t luck.
Ofc skill matters, but these All-In decks are the best counter to a diverse meta, nothing wrong with diversity. Chances are higher that these highroll decks will work and therefore they are played.
Soft-Spoiler: HCT Summer Final 2018
Combo Priest vs Shudder Shaman (Shaman draws faster, thats the nature of the deck and wins) ~15 mins
Cube Warlock vs Big Spell Mage (nice game and pretty even, one that was also skillintense before the nerfs) ~20 mins
Combo Priest vs Big Spell Mage (nice game and pretty even, one that was also skillintense before the nerfs) ~20 mins
3 nice games, which didn’t include Odd Paladin, Odd Rogue, Odd Hunter, Recruit Hunter, Even Warlock. All of these All-In decks. But none of those 3 matchups are common for ladder.
And now the final game, a typical ladder game:
Taunt Druid vs Even Warlock (WL hits both 2 giants and its over Round 6)
There were always All-In decks, with Face Hunter, Pirate Warrior or Spiteful decks. But now it is the majority.
This should have been the article. Well thought out and well written.
Very interesting analysis! Check my value shaman, you should love it:
AAECAaoICv8FutICh8QCgQTPxwKQB6DOAqfuAvPCAu/3AgrrwgLz5wL1BJvCAsrDAv4Fm8sCmcICwsMCx8ECAA==
Massive healing (Healing rain, Kalimos, Hot Spring Guardian) to win against burst decks (e.g. MindBlast Priest). Silence and polymorph effects (Hex, Earth Shock) useful against Druids, Warlocks and Rogues. Early AOE and taunts (Lightning Storm, Volcano) against aggro/all-in decks (Odd Paladin). Value tools (Hagatha, Elise, Servant of Kalimos, Shudderwock) against control decks (Control Warrior and BigSpell Mage).
OTK decks destroy this Value Shaman.
However tech cards that aren’t useful in a particular match-up (Geist, Harrison Jones) can be turned into nice/trash spells by Hagatha, making every game a little bit different… Not bad at all
TL;DR: No.
In chronological order:
Good meta: Raza – Tempo Rogue – Cube – Jade (they were all very cool decks and the raza / jade mirrors were very fun; there were other playable decks too such as face hunter, murloc paladin, spiteful priest and secret mage)
Bad meta after the nerfs -> combo priest was frustrating and secret mage was cancer, the only good thing was the return of fatigue warrior and OTK control paladin; cube was op but countered by secret mage and combo priest.
Good meta: Quest Rogue – Even Pally – Cube – Spiteful – MBPriest (the only problematic deck was quest rogue; without n’zoth and mistress cubelock was reasonable strong, it didn’t need a nerf IMO).
Bad meta after the nerfs: evenlock is shittier than cube, odd paladin is shittier than even (pure aggro vs controlish aggro), token and taunt druid are shittier than spiteful (it’s better to lose to a t6 spiteful into tyrantus than to lose vs a t6 oakheart or a t6 wispering + soul), shudderwock without cube, quest and spiteful went out of control. The only good thing is the return of miracle rogue.
Conclusion: premature nerfs aren’t needed and they only damage the game experience.
Raza vs Raza p was the less skill intensive mirror ever
Complaints about the current meta are stupid in my opinion. The nerfs hit the nail in the head so well, it’s unbelievable. People, enjoy this meta while it lasts. Un’goro was also great and then Blizzard printed Spreading Plague and Ultimate Infestation. I will take a balanced and unknown meta every day than pre-nerf Patches, OP Jades, pre-nerf Cubelock and pre-nerf Even Paladin every single time.