WoW TCG Scrub

An informative, irreverent, and sometimes humorous look at the World of Warcraft Trading Card Game and its players.

Linus’s Legends – Rex’s Challenge Accepted

Posted by linus4pres on August 26, 2008

In James Rex’s NACC report, he challenged me to write a “rush is broken” article outlining why I felt that rush is broken and that he would refute it with the opposite.  Well, Mr. Rex, challenge accepted, sounds like fun.  Here we go.

Let me start by making clear that I don’t believe rush is squarely broken, in fact I believe that word is used far too often to describe things that are far from it.  I do, however, believe that the burden of deckbuilding precision and play are overwhelmingly on the control player.

“Well that’s the nature of control”, some of you might be saying, “that’s how control always works.”  While I do agree that control is usually the archetype that requires the most tuning and skill to play, I believe that rush has a slightly unfair advantage in the WoW TCG specifically, by taking that point and pushing it to the a level that teases the border between rush completely being dominant and simply effective.

Traditionally, in Trading Card Games, rush/beatdown strategies trade sustainability and power off for speed and tempo/pressure.  While we can see this interaction in the WoW TCG to some degree, I believe, for the most part, that the rules have been changed a bit.

Rush strategies in WoW are given incredible tools that seem to reward them for accomplishing states that should intrinsically be a weakness.  Cards like Orders from Lady Vashj reward you for dumping your hand and compensate you for playing hap-hazardly it seems.  Cards like that can take what should have been a mistake and turn it into a blessing.  Other cards like Twig of the World Tree are custom-built to praise rush decks with immense power with the drawback being something that beatdown decks agree to happily (few resources).

Shifting to see the control equivalents, many cards that are considered control-exclusive don’t reward you for accomplishing the main goals of the deck without some extra skill and work.  Take a card like Information Gathering for example.  Information Gathering is a great quest, no debate there.  It is powerful in that it digs deep into the deck and allows the pilot to choose his destiny.  So where’s the problem?  It can only be completed on your turn – a major flaw and the reason many people choose not to use it.  Why does this work against control strategies?  Typically, control is a reactive form of a deck.  It responds to threats as they come, it interrupts cards, and weaves and shifts to remain relevant at all parts of the game.  The turns where control sorely needs answers through digging and require consistency through the high-cost cards they play are stymied by that one portion, “during your turn”.  If this quest was instant, it would be more on par with what rush gets as far as rewarding natural strategies.  It would still, most likely, be a control exclusive card as most rush decks won’t leave 3 open at the end of the turn and it would allow control decks a bit of fluidity in how they play.  I think a Form of the Serpent is coming so I will leave 3 open for Arcane Torrent- oh, he didn’t play Form and instead played an ally to which I need to find an answer – end of turn complete, answer found, let’s roll.

While this all sounds a little bias (and I admit that my natural inclination to control is seeping through something fierce), I still believe it a valid point.  With rush decks able to push out upwards of 12 damage a turn easily and usually without prior board presence, control should be compensated in kind by being able to stop at least half of that just as easily.  Currently, it seems that control is given more anti-control tools than anti-rush tools.

But what about Doshura, Niyore, Tatulla, Ras’fari, and the like that all seem to provide quick answers while shoring up board position?  Don’t those fly at your argument to the contrary?  Well, somewhat, yes.  While those answers are good cards and do what they do well, they all feel and play a bit too late.  Currently, our only truly fast early game answers (turns 1-3 answers) are Vexmaster and – oh wait, that’s the only one.  Granted class abilities help this a bit, most are one shots that leave the control player needing cards faster than he can refill his hand.  Protectors are nice also, but they usually get taken out with ease while the rush player continues his quest for domination (there’s a reason you aren’t seeing as much Xanata or 1K Battles anymore).  Element’s Fury will just end Xanata, shoot the opposing hero for three, and allow whatever allies were already in play to commence with the insanity.  With the speed, efficiency, and constant threat system that rush currently employs, it is brutally hard to find the time to draw cards, which beckons back to the Information Gathering talk, while in the mean time, rush is drawing off of quests like mad with the likes of Marksman Glous, Orders, Falling to Corruption, you name it, all the while accomplishing their goal.  An early ally like Doshura would be an excellent addition and a step in the right direction.

So, silly Linus, why did a control deck win the NACC?  Good point, and I’ll give it to you, Control Warlock did win the biggest tournament of the year.  This really all goes back to what I said at the outset – the best players in any TCG usually gravitate toward control decks.  To explain why this resulted in a Continental Champion control deck, you also have to accept that the best players in the game can usually take a deck that is slightly less potent and destroy their competition.  Notice that I said usually.  I was sitting next to Matt Markoff in round 5, I believe, when he got beat by a Kil’zin deck.  Matt has been honing and perfecting Warlock for ages it seems, and still, due to alot of the stuff I’ve been talking about today, Kil’zin won that game.  If rush wasn’t slightly better, given Markoff’s incredibly high level of skill, that should never have happened.

Now I understand why rush is given a slight edge, while at the same time not agreeing with it.  I understand that the players that have the least amount of time to test and tweak usually choose rush decks as they are easier straight out of the box and can tone down the wide open meta better than a control deck can with little practice.  Is that right?  Well, from a “building confidence and selling product” perspective, you betcha, but from a strictly competitive standpoint I think it could use some work.

This topic is highly debatable and hotly argued by many.  I understand that you may not agree with me and I welcome your constructive criticism and counter-arguments.  As I’ve said many times before, I am not even close to being as competitive as a good many players out there, but I enjoy writing about what is on my mind, how I see the game, my opinions, and the state of the game.  I hope you enjoy reading them (or get something out of them) as much as I enjoy writing them -

King’s Knight to f3 – your move, James Rex.

Until next time, keep those rush decks at bay…

- Adam “Linus” Misner

8 Responses to “Linus’s Legends – Rex’s Challenge Accepted”

  1. ShiningEntity said

    Amen.

    I strongly agree with the message in this article; the best rush decks punish the opposition for drawing anything but the best. A prime example of this was a test game a had with a friend last night. I was playing Aleyah Control, and he was Desecrator. I had a decent grasp on the game in the first, but he just squeezed by me with Raks and Twig. Second game was a washout. Mulliganed into crap. I really wish there was a way to combat this, as it is hugely frustrating.

  2. jookie said

    markoff went 0-2 vs kilzin decks at NACC

  3. MasterBofSweden said

    The game would be boring to the death if control got the tools they need to totally control the game. The rush shall be strong forever and the control shall rule the boards by luck, skill and faith. There be the masses needing and craving rush for easy ways to win, let em have it. Winning with 2 Adals maindecked shows the power of the supreme, long live Markoff, Hero of the Warlock comunity.
    -”But I’ll beat him at worlds…”

  4. azhri said

    I can agree in theory with the idea that Aggro decks have a natural advantage in the WoWTCG, but only due to the fact that half the time they get to go first.

    In general it is fairly easy to build a control deck that stomps almost all types of small ally aggro decks. The difficulty and the trap that control players/decks often run into is when they have to beat something other than aggro. Midrange decks of both the control and aggro types usually give hard control fits since early game answers are not strong enough and late game answers still take too much time.

    So it is not that aggressive decks are too powerful, it is that control decks cannot pack answers for everything. This makes the building and tuning of any given control deck a meta call, guess what is going to be popular and you have a shot. Aggro decks, heck they just don’t care, turn dudes sideways and win!

    At NACC this took the form of the Blackice decks as well as the Random Jank + Myriam decks that were everywhere. Once a control deck has to tune or make changes to beat these decks it will start to run into issues with aggro or even worse other hard control decks.

  5. Jedion said

    Control decks get worse as the meta becomes more divierse… The success of rush depends on the inability of control decks to tune themselves for the matchup.

    Control will always be “stronger” than rush, but because control has to tune itself for too many mathcups it “waters its strength” down. If it must water itself down too much, Rush will become the stronger deck.

  6. Arathomir said

    Its a good thing that Control isn’t too strong, otherwise we’d be seeing Aleyah mirror matches in the playoff rounds. Not the most exciting coverage you’ll see I can bet.

    Sure rush can destroy Control, but if there’s too much rush, matches basically come down to whoever went first in game 1. Rush depends too heavily on luck in the rush vs. rush matchup, either being the dice roll or the quality of cards drawn.

  7. Well, control is only truly strong when piloted by the best players. That’s why you see the same names playing control in DMF Top 8s, and a relatively diverse set of faces on the aggro decks.

    The top players can leverage the advantages of control enough to gain significant margins over the aggro decks. Not always winning margins… but often enough, yes.

  8. OpFor said

    I believe it was Jeremy Blair that made a comment to WoWs progression in relation to new sets being released. Effectively rush decks show up first and then as things become more apparent and other tech and synergies are found the control decks become more dominating.

    Still the question does come back to balance. I do believe skill is by far the biggest factor in a good matchup and may also be the balance tipper in favor of control. Pow – extermination – lack of education (line from “Fox and the Hound”). It says my thoughts exactly – knowledge is power and he who exercise regularly knows his strengths and weaknesses.

    There was another article posted that stated the need for understanding when to be the agressor and when to be more defensive. It seems that rush decks are less equiped to play anything other than the aggressor, shut the aggression down and any control deck can squeeze for the win.

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