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the meta is settling.. And it didn't slow down. Let's talk about why?
As the meta starts to settle now we see many C'thun decks losing popularity and a number of very strong aggro decks difficult for most control and midrange decks to counter once again becoming the majority. In this case one is the same as pre-Standard and pre-WoG, namely aggro Shaman, and the other is the same as it has been since more or less the launch of the game, Zoolock.
I will be the first to admit that I did believe the meta would slow down with Standard and WoG's release, I was one of those pointing the finger at the cynics saying they were wrong that people would revert back to mostly the same aggro decks within a week or two - but they were right.
So maybe we really need to start asking ourselves why this is the case, I mean very specifically, because outside of this being a popular shitpost subject on the subreddit it does seem that Blizzard had nerfed a number of aggro cards and introduced many late game plays with the latest patch so presumably they too had hoped the meta would have slowed.
Here are some theories I have heard here and there amongst the pros, I want to know what reddit at large thinks is the issue -
Theories:
1) Early game minions are too strong relative to mid and late game minions
Turn 1 Tunnel Trogg, Turn 2 Totem Golem, or a strong start from Zoo can spell the beginning of the end for almost any other deck in the game. The other day Kripp explained that the reason he thinks the meta is always dominated by aggro is that these 1 mana minions (and imo 2 mana minions are also pretty guilty) are very strong relative to 4, 5, 6 mana etc. minions. Their strength means that having a perfect draw in the early game vs aggro is pretty much essential otherwise the game quickly snowballs. This is particularly frustrating in cases where RNG is involved, see Reynad's crusade against Knife Juggler.
2) You cannot interact with your opponents turn
Outside of secrets there is no way to interact with your opponents board on their turn. Obviously Magic works very differently in this regard, allowing the defender to choose which minions take damage from attacking minions. The absence of this mechanic clearly makes face decks a lot more viable in Hearthstone, but perhaps some MtG players could shed some light on whether or not the lack of interaction on your opponents term is one of the reason why aggro is fundamentally favored in the game? Perhaps there are ways around this without changing that rule?
3) There's not enough taunts/healing/silence is too cheap
This was the most common theory just a few months ago but I find it hard to believe now that very few people are running silence and the meta is full of taunts. Yes there is less neutral healing currently, however having spoken to a number of high ranked N'zoth Paladin players, they tell me that whether or not they beat aggro remains an issue of "if I draw Concencrate in my first 5 turns then I can win, if not I lose", and those decks run a huge amount of healing. So I don't buy this as being the reason.
Other possibilities are issues relating to board clears, the 30hp life total, sticky minions (seem to be gone?), the ease of token flooding.
Fundamentally the issue imo is this: in TCGs balance and diversity is generally maintained by allowing some archetypes to have advantages over others.
The general rule for this is aggro beats combo, combo beats control, control beats midrange, midrange beats aggro.
In Hearthstone, aggro beats everything. Yes you can beat it with a midrange or a control deck, but you're constantly on the ropes. Aggro is asking you question after question from turn 1, the moment a turn comes where you haven't drawn an answer, you lose. Whereas aggro is asked relatively few questions, and has a good chance against almost every type of deck in the game bar the one or two that have specific mechanics in specific classes that enable a greater degree of stall than others eg. Warrior.
tl;dr: Blizzard seems to be trying to push the game in a more midrange direction and away from the hyper-aggressive dominant metas of pre-Standard but already we are slipping back into that. Why is this happening and what can be done about it?
Iksar
Auto-include class vs auto-include neutral are very different. I think it's awesome Warriors have some of their cards as an identity. Warriors Shield Slam, Execute, they War Axe you. That is part of their toolkit. You can go too far with that (Druid had probably too much) but in most cases we think it's fine to have strong class cards. Neutral is less interesting, especially in the classic set. If everyone on earth is playing one neutral card it's not really about class identity anymore.
Cards like Boom and Shredder are strong, but I don't think nerfing Wild cards is necessary. When you have access to the entire pool of cards the decks that will rise to the top are heavy synergy decks. Combo decks like Freeze or Miracle. Even though Shredder and Boom are powerful standalone cards, extreme synergy decks have no use for them. This is part of the reason the nerfs were mostly targeted at the classic cards.
Iksar
Mike's comment is pretty accurate. Our goal is never to slow the meta down. As long as there is variety we're pretty happy. That has been the case so far in OG but it's fairly early. Hope to see that continue.