this is a really good article about the scrub mentality and the irrational hatred of cheap decks:
http://hearthstoneplayers.com/playing-win-part-one-defeating-scrub-mentality/
Fuckin' Dave Sirlin again.
*sigh*
I can't stand this guy's book and the influence it's been having over a lot of stuff. Playing to win is not the only *way* to play games, and certainly not the only viable way to play competitively.
While I agree on some points (there's no such thing as "cheap" - everything you can do in a game is a viable strategy), his points for describing scrubs is funny as hell.
There's no such thing as cheap decks - if you can't adapt, you can't ever win, and that is true of absolutely everything in life. The problem with Hearthstone (Sirlin's examples apply to fighting games better as there is no randomness in serious fighters) is RNG.
RNG in games like Magic is highly lessened due to 2 facts - you can have 4 copies of every card (except for very specific ones), and there's very little RNG mechanics in-game (there have been flip a coin type deals, but I haven't seen those in a while).
RNG in Hearthstone has card draw, which is a bit more problematic because getting a bad hand in Hearthstone is more likely to happen (max 2 copies of every card, draw 5, 6 if you're second, compared to both players start with 7 in Magic, which again diminishes RNG even further) but also has RNG-based mechanics that could only happen in a digital CCG (a lot of Shaman Mechanics, MCT, Rag, Boom Bots, Bombers, etc).
The problem is that RNG has a much more significant impact in Hearthstone than it ever does in MTG. A single MCT can swing a game - yes, you can play around it, but does that mean you should *never* have more than 4 minions on-board? How can you play around bombers? Around Rag? Around Crackle? You can argue that RNG typically can go both ways - if you need Crackle to deal 6 damage and it deals 4, well it went the other player's way, but it's FAR easier to deal with RNG when you are the initiator than the receiver.
"Cheap" decks like Face Hunter and Mech Mage are "problematic" because they lessen how card draw RNG affects them (especially Face Hunter). If you're playing control against these decks (and the same type of problem was apparent against Zoo), you're essentially SOL if your 2-3 removal options aren't drawn. You don't necessarily lose to skill, you lose to RNG. When a deck has multiple options for turn 1-2-3 and you have a grand total of 4 to 6 removal cards, you're in trouble. Obviously, you have to adjust to the meta - if you fight a lot of Face Hunter and Mech Mage, you need to add in more and more removal and taunts, but then that screws you up if you play against anything else. That's the big problem right now, really, not to mention the fact that some classes just do not have the removal options that others have.