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May I leave here this legendary wall of text by Kosha? Especially since CCGs have somehow become a trend on HeroesWorld.
Eh... I just don't get neutral factions. There's no thrill in them. I tried playing them, tried to feel it. But no. Boring. Playing neutral blood was basically child's play. The other neutral-craft decks are dull — you just bash along a curve with almost no options. I only tried the Dragon a couple of times out of frustration, because my collection for it is weak, but I eventually cobbled together some kind of aggro deck, barely manage to close dailies, and that's fine. I think sooner or later I'll get around to the Dragon too. Before, I could only handle Forest, and now I'm slowly picking up Shadow and Blood as well. It's only a matter of time before I gather good stuff for all classes. Generally, I'm not a fan of midrange. Yes, they're good and stable builds, but they're just too vanilla. They lack atmosphere, thrill, enjoyment. Neither aggro nor control, neither fish nor fowl. But others...
Aggro is the bomb. Insane thrill. A survival race. Holding your breath, you latch onto the opponent's face, turn after turn, clawing through every obstacle, not caring about defense, and you gnaw, gnaw, gnaw, chewing out a victory by turn five, because if you don't — you lose. Flood the opponent with units, pings, buffs, spells, don't give them a chance to breathe or recover, build up your board until they lose all hope of clearing it, threaten from all sides and gnaw, gnaw to your last breath. Break through shields, bypass intricate defenses, recover after removals, don't waste time — your goal is the opponent's face. Sometimes in the mirror match it can get tough; learn your advantages, minimize the threat on the board, but don't forget the main goal. As long as the opponent hasn't stabilized, you have every chance. Don't let them stabilize. Kill them fast and painfully.
Control is the other pole. You're in no hurry. Slowly and methodically, you swat away enemy units like annoying flies. You have plenty of time and plenty of tools. The opponent isn't going anywhere. They won't realize it right away. They'll gnaw at you like mad, pushing your health to dangerous levels. Don't panic. They won't finish you off. They won't have enough resources. At first, they won't understand what happened, will try to recover, to restore pressure, will try to break through your defenses, consuming your regained health. They'll have the illusion that victory is near. But it's just an illusion. At some point, you'll gain the advantage. And then you'll be the one hitting them in the face. Calmly, slowly, methodically. Step by step. Many don't make it to this stage and concede the victory when they realize they can't break through. But some are especially stubborn, trying to claw their way through to the very end, not understanding they have no chance left. Realization comes too late — when you drop on them a unit lovingly prepared since the mid-game, which finishes the opponent with a quick, precise, deadly blow.
Combo... Combo is something else. It's insane exhilaration and a sea of pleasure, the thrill of pulling off a combo is comparable to... No, it's incomparable, you have to try it! You pay no attention to anything. They don't kill you? Fine. You don't care about the board, you don't care about the opponent's health, or your own health. Your efforts on the board are barely noticeable — the bare minimum to survive. The whole game happens in your hand. And then comes the decisive turn. You have almost no health left. The opponent is confident in their advantage, with full health and a sea of strong units on the board. They relax, thinking you can't possibly escape and will die next round. Only there won't be a next round for them. The threat comes suddenly, sharply, quickly, out of nowhere. The opponent watches your mysterious manipulations — strange spells, odd moves... Some already suspect and go cold with terror — they know what comes next. These manipulations carry only one message for them — "you are doomed." And then you play out the winning combo to the end.