Hey, before we get into this let's take a sec and take a breather. You good? Alright let's start.
Lemme take you back to a time before the Winter War expansion. Aggro was mid, decks had decent variety with three at the top: ramp/token/buff, and matches took a while letting decks play out. This made it so people had to not only plan around early, but middle and late game as well; balancing card draw with removal and other orders.
Then suppression came in, and it came swinging. Aggro usage spiked, since they now had a cheap alternative to removal, and later game decks struggled to compete unless they had good early game. The buffs to aggro were meant to not only help move he game along, but also make it more approachable for new players. However, it had the unintended (at least I hope it was) consequence of making aggro one of he best decks in the game. Looking at tournaments aggro is between first and third place in terms of use rate, and sometimes it even takes up all three slots. Aggro has gone from a middling deck to one that twists others arms to run, and if you don't run it then you have to run heavy defense or mass attack orders (such as crossfire).
The issue with using the heavy units to defend your HQ from getting pulped is that suppression counters it almost immediately. Cards like Duress (US 0k card that suppresses target) or Suppression (Ger 1k card that suppresses target and let's you draw a card if you own a plane) are egregiously easy and cheap to use. This prevents just putting down guard units to counter aggro, and forces you to use high stat cards instead, but the high stat cards are the same ones with high operation cost. This coerces people into using 3op cost decks just to hopefully compete in the match.



