Zoo is actually more board control early on, turns 1-3 ish. You don't really focus on the face as zoo until the mid game. Its not like pirate warrior where you literally never trade(unless its a taunt or you have to to prevent dying but in that situation you lose anyway probably).
Oh god I meant to type "favorable" but autocorrect fucked me over and made me look retarded. Zzzzzzz.
Zoo isn't really about value cards so much as value trades. Which are again, favorable trades that most decks make. VALUE are cards like Ragnaros, Sylvannas, or Thunderbluff where your opponent has to spend resources killing it or it gets out of hand. Zoo doesn't have "value" like that. A 3/2 hitting your face because it got on the board a bit early isn't real value. Zoo's value is having small minions always playable on curve and being able to buff them, or not lose cards with discard mechanics.
Zoo is NOT about outlasting your opponent. You're on a clock as Zoo. If you have no board and are topdecking, even with your hero power, you have to close the game out quickly or you're at risk of dying or just not being able to kill your opponent's big minions/AoE/cards.
Everything in life isn't equal. $5 to you or me isn't the same as $5 to Bill Gates.
Favorable trades for Zoo is making sure their minions can continue damaging face or up-trade. Favorable trades for aggro is maximizing the damage on your opponent's face. Sometimes that means killing a minion, sometimes that means going face and letting your minion get killed next turn, sometimes that means killing a Doomsayer.
It's very different, because most aggro decks (or at least the one everyone thinks of, pirate warrior) have weapons that don't care about your opponent's board or they have spells like mortal strike.
Zoo and Pirate Warrior have different win conditions and ways to generate damage. You're not going to win as zoo if you let your opponent make trades and bank on 2 Soul Fires saving you. Additionally, it's the same reason when you face a mage you start to get scared at 12 Hp because of Fireballs and Roaring torches. They don't need minions to kill you.
Different decks have different win conditions.
A good player who sees a way to do more damage to face over the course of the match.
I sort of agree? Board control isn't "I'm the only one who has minions on board." Board control is "The way the board is set up, I have favor." That just naturally happens at some point for Zoo until it becomes weaker to AoE.
The whole game is based around having 30HP and a 30 card deck you can't change that.
That's actually an interesting way to look at it. But...it's kinda wishful thinking that you can always go face. I don't "plan" on getting into a car accident but I still take out car insurance. You play to maximize opportunities and mitigate losses.
I understand what you're saying and see how the fine points work, but if you ask me to categorize Zoo, it's very close to aggro playstyle.
Zoo vs. Control: Kill them before I run out of hand/board size and their big minions compared to my deck of small minions means I can't get back on board.
Zoo vs. Aggro: Don't die/kill them first.
Aggro vs. Control: Kill them before they stabilize and I run out of hand size/can't topdeck anything to kill them anymore.
Aggro vs. Aggro: Don't die/kill them first.
Control vs. Control: Kill them before they can kill me, or outvalue them long term by predicting the threats in their deck.
Control vs. Aggro: Don't die. If I live long enough, they'll die of natural causes.
I know the details of the gameplay change because Zoo is about favorable minion trades and has a bit longer than "pure aggro" but that's just because the utility is different.
Also, I don't think Zoo is "pure aggro." I think it plays an aggro playstyle though. Unless you think the gameplans I listed above were incomplete. (If you want, I can list three other archtypes, Jade, Combo and Midrange. Otherwise most decks play the same as those 5. Unless I'm forgetting one.)
So many games nowadays are more or less decided by turn 3. If a Pirate Warrior coins out two 1 drops on turn 1 they get three minions and can deal 5 damage to you on turn 1. That means end of turn 2 thats 10 damage(if not more), or 33% of your life pool. Thats just absurd.
Hearthstone is like what WoW would be if players kept getting gear but we were still in Burning Crusade type health totals.
They know this.
The damage of each card is designed around the idea of a 30 health pool. If they wanted a larger health pool, they would just lower the damage the average card does per mana with each expansion.
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Aggro decks are popular for two reasons.
1) They are fast so you win fast and climb the ladder faster, and since the ladder is a HUGE grind faster is better.
2) Aggro decks are effectively the only way to minimize the MASSIVE RNG that is Hearthstone. The longer a game goes the more likely you are going to win/lose based on pure RNG crap.
Not to mention anything that is not aggro falls into the typical fail of any card game (ie anything that is not aggro suffers from bad opening draws). While I do admit I love control or tempo decks more than aggro I can see the appeal in choosing an archtype that consistently steers away from getting opening draws of 4 or 5+ mana cards and higher. Nobody wants an opening hand that more or less makes you pass or HP 3 or 4 turns in a row.
If you increase health pool it will have negative effect on meta, everything will slow down, aggro decks will vanish and then people will start complaning about control warriors dominating the meta.
Changing the health pool now will create more problems than it will solve.
You have to purposefully change the deck building of your deck in order to use either of those cards to change your deck size. You need to have at least 2 pirates in your deck instead of something else in order to actually make use of Patches & Malchezaar will generally lower your win rate with having extra 5 cards because you make the draws for your synergistic cards be drawn less reliably.
Allowing people to have a 35 card deck without having to add any gimmicks to get to that extra 5 card limit would drastically change the game.
Its either pure face, or OTK so fucking dumb... literally had full HP and one turn lost to a mage. Not even a freeze mage.
I'd be okay if they made the game play more like MTG in the sense that healing spells can put you over your original HP instead of just healing you to full.
Battletag(US): Bradski#11752
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