The difference is that in the old days we control players don't run "I win" combos in the deck we just run engine cards (in the last control iteration) that generate more value by Discover or just strong permanent effects. Now days everyone runs a set of cards that played together said 'i win the game'
The real difference, is that a control deck plays huge cards that either are a taunt or some powerful card. Slow combo It just complete defense until they can do their combo.
I wanna note that Zoo Warlock did actually have a good amount of synergy in the deck- Voidwalker, Argent Squire, Flame Imp and Harvest Golem were all cheap, sticky, hard-to-kill minions; while Abusive Sergeant, Dire Wolf Alpha, Knife Juggler, Shattered Sun Cleric, Dark Iron Dwarf and Defender of Argus all require that you have a board full of cheap minions already. The difference is that the synergies have both become much more specific and much more powerful.
Mana costs used to scale linearly, but expensive cards were useful because the limited card draw made their opportunity cost significantly lower than cheaper cards. In a sense, you could be paying twice as much mana for a twice as big of an effect, but the fact that you're only using 1 card for twice that effect means you "save" the cost of drawing an additional card, which was enough to make up for the lower versatility. Now the abundance of card draw AND combo/synergy potential makes the opportunity cost of expensive cards incredibly high. You would never play an 8 mana card that has ×2 the effect of a 4 mana card, because its cost makes it useless before that point in the game while also having significantly lower versatility. And if the game has been balanced around the presence of the 4 mana card, the 8 mana card is just weaker relative to the point in the game it gets played.
While party fiend is obviously increible i wouldnt say it power creeps flame imp, because 1/1 stat distribution isnt necessarily straight up better than 3/2. 1 mana 1/3s for example are very common and flame imp will just trade favourably with it and maybe even another 3 health 2 drop, while party fiend would trade favourwbly into a 2 attack 1 drop but would rarely get to kill another drop seeing as 2 health 2 drops arent that prevalent. So they have their advantages and disadvantages therefore inwoildnt really say its power creep
@@Tatercon That's my point exactly, it depends on the trade, 3 1/1s don't trade more efficiently into everything, only some things, a 3/2 will make better trades depending on the minion. Historically in HS too, stats per mana spread accross more minions has always been statted slightly higher for the same mana, which mean they are worth relatively less in the eyes of the devs, so if you default get 11 worth of stats for 5 mana, maybe in a wider distribution you'd get 12 stats worth of mana. That's why i don't think it's necessarily power creep, cause they have different advantages and disavantages.
To be fair, Zoolock 2014 was a actually a Control Deck! Yes i said it And a reason why Control Warrior was a super expensive deck is that back in the day… WE DIDNT HAVE DUPLICATE PROTECTION FOR LEGENDARIES (or epics). You could find 10 times in a row the same legendary from your packs… yeah crazy times
It was a real bummer seeing just how utterly unplayable Trueheart is when trying to make New Raza work during whizbang and she got added to the core set before that.
"May think control is dead", wdym think? It IS dead, for how many ways to nullify Fatigue damage there are (and not even mentioning Helya), and how easy OTK combos have become to do, outlasting your opponent is no longer a valid wincon.
11:36 I don't want to be a hater but saying that that those cards where weak is a bit disingenuous because that's true only because of today's standard. At the time this was the shit😅.
MASSIVE oversight... You are not taking into account that these cards were NOT free. So each legendary was 1600 dust. Very expensive deck (wallet warrior)
The difference between control and slow combo is vibes
I mean, back in the day, Control had wincons, but it was usually just "Play big legendaries until one of them sticks".
The difference is that in the old days we control players don't run "I win" combos in the deck we just run engine cards (in the last control iteration) that generate more value by Discover or just strong permanent effects.
Now days everyone runs a set of cards that played together said 'i win the game'
The real difference, is that a control deck plays huge cards that either are a taunt or some powerful card. Slow combo It just complete defense until they can do their combo.
I wanna note that Zoo Warlock did actually have a good amount of synergy in the deck- Voidwalker, Argent Squire, Flame Imp and Harvest Golem were all cheap, sticky, hard-to-kill minions; while Abusive Sergeant, Dire Wolf Alpha, Knife Juggler, Shattered Sun Cleric, Dark Iron Dwarf and Defender of Argus all require that you have a board full of cheap minions already.
The difference is that the synergies have both become much more specific and much more powerful.
Mana costs used to scale linearly, but expensive cards were useful because the limited card draw made their opportunity cost significantly lower than cheaper cards. In a sense, you could be paying twice as much mana for a twice as big of an effect, but the fact that you're only using 1 card for twice that effect means you "save" the cost of drawing an additional card, which was enough to make up for the lower versatility.
Now the abundance of card draw AND combo/synergy potential makes the opportunity cost of expensive cards incredibly high. You would never play an 8 mana card that has ×2 the effect of a 4 mana card, because its cost makes it useless before that point in the game while also having significantly lower versatility. And if the game has been balanced around the presence of the 4 mana card, the 8 mana card is just weaker relative to the point in the game it gets played.
Justicar Trueheart used to be a 6 mana 6/3, awful stats for the cost but the +4 every turn was just incredibly OP
While party fiend is obviously increible i wouldnt say it power creeps flame imp, because 1/1 stat distribution isnt necessarily straight up better than 3/2. 1 mana 1/3s for example are very common and flame imp will just trade favourably with it and maybe even another 3 health 2 drop, while party fiend would trade favourwbly into a 2 attack 1 drop but would rarely get to kill another drop seeing as 2 health 2 drops arent that prevalent. So they have their advantages and disadvantages therefore inwoildnt really say its power creep
Its definitely power creep. Wider is harder to remove all minions so you always have a buff target. 3 1/1s can trade more efficiently as well.
Yep, molten drink is in the same set
@@Tatercon That's my point exactly, it depends on the trade, 3 1/1s don't trade more efficiently into everything, only some things, a 3/2 will make better trades depending on the minion. Historically in HS too, stats per mana spread accross more minions has always been statted slightly higher for the same mana, which mean they are worth relatively less in the eyes of the devs, so if you default get 11 worth of stats for 5 mana, maybe in a wider distribution you'd get 12 stats worth of mana. That's why i don't think it's necessarily power creep, cause they have different advantages and disavantages.
based fire red / leave green music
Love the pokemon music. Black and white and HeartGold and SoulSilver have some of the best soundtracks
@17:42 that lowk scared me
I wanna see that piloted shredder video
I'm considering doing videos on specific cards, but doing so is very risks cause when I did it on specific decks they flopped
To be fair, Zoolock 2014 was a actually a Control Deck! Yes i said it
And a reason why Control Warrior was a super expensive deck is that back in the day… WE DIDNT HAVE DUPLICATE PROTECTION FOR LEGENDARIES (or epics). You could find 10 times in a row the same legendary from your packs… yeah crazy times
It was a real bummer seeing just how utterly unplayable Trueheart is when trying to make New Raza work during whizbang and she got added to the core set before that.
Kiljaiden and sargeras alone would demolish every single old meta. Nulifying both fatigue, value, bomb, plauge,copy,buff and shuffle decks
"May think control is dead", wdym think? It IS dead, for how many ways to nullify Fatigue damage there are (and not even mentioning Helya), and how easy OTK combos have become to do, outlasting your opponent is no longer a valid wincon.
The songs🤤
19:53 TRUTH is found inTRUTH is found in death
The removal is just insane in this meta
11:36 I don't want to be a hater but saying that that those cards where weak is a bit disingenuous because that's true only because of today's standard. At the time this was the shit😅.
2:44 Hey, classic priest had Auchenai + Circle that was pretty damn good for the time.
the soundtrack :D
Is it even worth getting into Hearthstone right now as a new player?
GIVE US THE PILOTED SHREDDER POWERPOINT OR WE WILL SELL TINYFIN TO THE GOBLINS (sad murloc noises)
Freeze mage VS Pre nerf Flow mage would be such a huge difference
Piloted shredder is in the core set isn’t it
No, it isn't!
Yusera was my first love in hearthstone
This happens for every card game
Especially yu gi oh
It's like what happened with hs but on steroids
Party fiend is now 2 mana, but that’s besides the point
he literally said its nerfed and not shown in the viewer. its imposible to play imprisonedh orror turn one though
I hear Pokemon music and I'm happy
MASSIVE oversight... You are not taking into account that these cards were NOT free. So each legendary was 1600 dust. Very expensive deck (wallet warrior)
I hate to be the one to admit this to you but the fire red music REALLY doesnt fit
Party Fiend was a victim and didn't deserve it.
10 seconds
he