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#2607
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I actually "liked" aggro when I played before Rise of the Necromancer at low ranks; however, it was an aggro dragon, and you need to think a little, even though it wasn't always a top-tier deck. But two negative aspects eventually completely ruined the enjoyment of this archetype on any class: it's boring and brain-dead, and you also feel like a very pathetic worm when a mid-range or control opponent defeats your minions and sits at 10+ health with a board, while you have no cards left; at that point, you can only concede.
Overall, the feeling from the deck is very pleasant. There is almost always an answer to everything, and the chances of winning are high.
I think this is true for all control decks. The higher the rank, the more often I encounter them, and the more often I experience the second frustration mentioned above. I believe they are stronger than any aggro garbage if they are built properly to counter it, and they have the highest potential for victory, and they are also more interesting to play. Therefore, they can and should be used.
Since control is looming on the horizon, I'm curious to know what control decks are and how to have fun with them. Although forest control will certainly be different from dragon control, forest cannot ramp and reduce the cost of cards.
Well, that's how you have fun. You control the board for value until you get your win condition (in "your" case, a forest creature) or you simply start to dominate. Although ramp does speed up games nicely and gives you a chance to respond effectively (a salamander for 6 against an evolved floral - SIX MANA VERSUS FOUR, I PLAYED IT FOR VALUE), and when I do quests in unranked on Guardian Heaven or control vampire or control knight, I just fall asleep :(
My sword, my trusted ally, unphased by my aspect.