Originally Posted by
Aakarshan
I have to say, from my experiences Hearthstone's format currently favors aggression and tempo decks over the more reactive control decks. Whether this is a good thing or not is debatable, but I don't even really think it can be argued at this point.
Now, these statements below are simply experiences from a player who has been playing semi-competitively since beta, and they may not be everyone's experience but they are at the very least mine:
The biggest issue is in versatility and less reliance on draws. For example, in my experiences, with an aggro deck as long as I get a decent early game mulligan that consists of at the very least one 2 drop (and given aggro's curve, this is practically guaranteed) I have a fighting chance. I'm not picky with what it is, for example as a zoo lock I can draw into a Haunted Creeper or Nerubian Egg and work with it easily as Zoo doesn't peter out until very much later.
Comparatively, Control requires very specific cards to deal with very specific threats, and while many decks can run control, the means they have to deal with these threats are extremely inconsistent and they usually have some sort of glaring weakness for an aggro deck to exploit.
By this I mean, using Zoo as an example again, as a Zoo lock I understand that Handlock surrenders early game board presence and so I want to build a large array of sticky minions that dodge Hellfire like Creeper, Eggs and Imp Gang Boss. I can even get them out of 4-damage Shadowflame range by saving my Defender of Argus specifically for minions like Nerubians and aforementioned IGB to mandate they sacrifice something significant like a giant to Shadowflame them down.
Now let's jump to another control deck and one of the most powerful, Control warrior. Their board clears are weak and sparing so I know if I drop a bunch of annoying 2 health minions, he can't really do much other than attempt to take tempo back with weapons, and even then he has to sacrifice health to do so. 2-3 sticky, decent-health minions is generally enough to win me the game, keeping the threat of Brawl fairly low and other effects like Death's Bite and Whirlwind basically nonexistent.
That's my point. As the reactor, Control is required to have the appropriate response at any given time, and if they don't then they either have to improvise and make horrible trades like whirlwind-executing that 2 cost 4/4 Nerubian or simply take hits in hope that they draw into it. Aggro decks are far more consistent because they require nothing but understanding of tempo and awareness of enemy decks and removal and avoiding situations that may result in a board wipe.
Hell, Face Hunter doesn't even have to consider that.
Compounding that is the fact that aggro decks are generally much cheaper to make and most of them are fairly easy to play at at least a decent level, and we have a recipe for what we're seeing now; a meta dominated by aggro decks with the spare few combo decks making a breakthrough here and there.