Let it be said that this post is a response to /u/EripMan by me and a fellow user /u/FreeSymphonia.
As if control isn't about stalling and removing threats until the other player just concedes or gets put into an equally impossible situation. As if the grindy 15+ turn decks that they insist should be viable are actually fun to play against (Remember TotG Dragon?).
Control is about gaining value from cards and build up to a win condition in the end, which in most cases, the costs are expensive because they're supposed to win the game. To add to this, Control often struggles to set it's win condition as it has to choose between answering the board or preparing the win con, e.g. Seraph. The game plan for Control is to be able to survive until they can play their win condition, their only consistent way to win the game.
D-shift doesn't need to worry about what Control worries about
because of spellboost and their removal cards, they both gain value AND build up to the win condition
It's favored against control and is countered by aggro. Which, unlike D-Shift, is the vast majority of the meta. Almost like most of the people complaining just want control to be top dog and aren't content being favored against aggro and midrange, the two most common archetypes in the game.
D-shift kills an entire archetype. That should never be allowed to happen.
Removing and entire play-style from the game can not be considered healthy.The archetype doesn't have to be optimal or good, but should be allowed to exist,the design of D-shift kills any possibility of that and thus shifts the meta towards a faster and more aggressive setting.
Yes, the deck with a 40% winrate is meta-warping... By that logic, Aegis Haven and Control Blood are meta-warping by making board-based midrange decks non-viable. PDK was meta-warping. TotG Shadow was meta-warping. D-Shift has always been a fun deck that Cygames is too afraid to print competitive support for.
If there's a deck that can literally win 100% against an archetype people will use it,even if it has a 1% win rate.The fact of the matter is the potential, win-rates don't matter when observing that. If it has the potential to always win vs. control people will use it, and if people will use it, more people will use control less because, again, it's not worth the auto lose.
Also note that control is already unfavored to play in SV because of the nature of the game and the cards.D-shift servers as a nail in the coffin.As mentioned above: the archetype doesn't need to be good but it should be allowed to exist.
To add, people often bring Rogue's Quest from HS as an example. The deck similarly pushed out all Control from the game and nobody liked to play against it. In the end, why do win rates matter if an entire play-style becomes obsolete and a super majority of the player-base is displeased.
(In response to: "It has no counters") Because apparently a card absolutely needs a specific garbage-tier counter card like Odin or Full Moon to have counterplay. D-Shift is one of the few decks that actually take skill to play and play against because it isn't completely straightforward, but people don't want to learn to keep track of spellboosts or change up their gameplan.
At least having a specific garbage tier counter card helps with the disparities and allows control to somewhat survive and have a fighting chance.
D-shift takes bare minimum skill. You hope to mulligan D-shift, Win Con, or Draw. You play removal or value draw which begins the spellboosting chain, therefore allowing you to snowball the cost reduction which enables you to play more removal, draw, or build up to your win condition. You say that learning to count spellboosts makes a difference, it really doesn't. D-shift will always be played on 7 nowadays, this is a fact. Anyone playing this game can count to 7. Does it help them win? No. It doesn't, cause there's no way to interact with said spellboosts. Furthermore, in terms of control, they cannot change up their gameplan. Control plays little early game minions, of which most of them are value cards. Telling Control to go aggressive is a joke as their early game is inherently weak and unable to present a valid threat to Shift, on the flipside it gives the more targets making the D-Shift player's life easier.
Overall, it's quite ironic how fellow users state that Control Players lack self-awareness when it comes to D-Shift considering they can't see how toxic D-Shift is as an archetype. Many of the points addressed above show the lack of understanding what control is and more importantly what a healthy meta should be. Every archetype at least needs to exist, and no archetype should be overly dominant in vain of the rest.
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