I often wonder, why all these pack filler cards like Gurubashi Hypemon, Linecracker, Arena Treasure Chest, Murloc Tastyfin etc. are being added in game with every single new expansion? Noone plays them, everyone dust them once they open these cards. Is it for the sake of "135 brand new cards!" hype train with every new expansion launch? Wouldn't it be better if we had like 70-80 cards every expansion, but these cards would have had some real/potentional value, and wouldn't be utter garbage like cards mentioned above?
Because they are still really good in Arena. I've seen each of these cards used to great extent there.
There's nothing wrong with pack fillers either - and even pack fillers can sometimes find a use in the right decks. Gurubashi Hypemon for example may seem a little weak - but it could pay dividends if you get the right Battlecry minion.
If every card was super-powerful and useful, then it systematically raise the power creep level of the game through the roof. It is a never-ending cycle. There should always be weak cards as well as strong ones.
Of course they are needed. Some of them find their niche, like how Arena Treasure Chest is played in this week's tavern brawl. Others are mainly for Arena, balancing random minion summons or just the flavor of a set.
Card strength is also relative. What is the fun of opening that one fantastic pack if you don't have the risk of opening terrible ones?
yes ofc, not only for Arena, but also for random summon effects. Not to mention that a lot of "filler" cards end up seeing play in some cases (Mosh'OGg Enforcer was trashed on reveal and look where that led)
Some of them are for arena players/decks, some of them find their spot in a niche/meme/tavern brawl decks and some of them might shine in a future expansions (don't forget Team5 are developing 2 expansions ahead - even if you don't see their use now, maybe in the future).
And to be honest, you never know when a card may become useful, that's why full collection is the way to go ;).
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Yes, they are needed. Besides the reasons the above people explained. They also help with new player's deck building skills as they can take out filler cards for better cards that have more synergy with the decks they are playing.
What are you talking about? There will always be weaker cards an stronger cards. You can't make them all equally balanced. Also, card you mentioned above have some interesting (unique even) effects.
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All cards are balanced, but some cards are more balanced than others.
It's must have cards, yes, we all laughing on them when reveal comes up, but without shity demons, beasts, other tribes all random generators will be autoinclude like 1-4 turtle in Pala with almost 100% of the time random Tarim or Tirion.
Plus, they are good in arena and for bad buckets needed. Yes, sometimes Blizz prits so much shity cards and addons are awful, but, shit happens.
Yes they are needed: we can discuss about their rarity (Gurubashi Offering as an epic card is a big middle finger), but you can't pretend to have 135 viable cards each expansion.
Moreover, Standard is the most played mode, but not the only one existing: Arena (and Wild, but not that much...) needs some love too.
Some people enjoy trying to figure out ways to break every single card, if its filler or not. Some people find it to be a challenge to get good use out of cards that never see play. Some peoples "garbage" list of cards is very short.
Of course they are needed. Some of them find their niche, like how Arena Treasure Chest is played in this week's tavern brawl. Others are mainly for Arena, balancing random minion summons or just the flavor of a set.
Card strength is also relative. What is the fun of opening that one fantastic pack if you don't have the risk of opening terrible ones?
This seems like a perfectly fine explanation - lots of folks tend to forget that there are play modes other than Standard. MtG often prints one or two cards in each set which are specifically meant for Vintage, for example, while dozens of other cards are meant for drafts, etc . . . HS is really no different. The devs have more-or-less stopped printing cards like Worgen Greaser, which had virtually no application anywhere - just about everything does something, even if it might not make an impact in Standard. Cards which are bad in Standard might be good in a random TB, in the PvE content, and so on . . .
I'm fine if they create common packfillers. But why make them in epic quality? Epic should be for rare case reach cards or have really threatening effect like doubling attack each turn. Moshog announcer can't win you game therefore I see no reason justifying its epic quality. Same for the offering.
Also, in addition to what people said, sometimes these pack fillers are good at the exact right time, and this makes discover mechanics interesting. On the flip side, it also makes sure discover mechanics aren't too OP. If we got rid of all bad taunts in the game, how insane would Stonehill Defender be now?
Gurubashi Hypeman isn't a pack filler. It's weak, but it has an interesting effect and there are things it can synergize with. Somebody could look at Hypeman and try to make a deck around it (it wouldn't be a good deck, but the possibility is there). Pack filler in my opinion is a card which has absolutely no synergies or reason to exist. Joke cards like Am'gam Rager and Gurubashi Chicken don't qualify either, since their purpose is to be hilariously bad.
I think the last true pack filler was Worgen Greaser. I can't think of any vanilla minions (or 'might as well be vanilla' minions) with so little impact. They've done a better job these last two years of at least releasing interesting trash.
I often wonder, why all these pack filler cards like Gurubashi Hypemon, Linecracker, Arena Treasure Chest, Murloc Tastyfin etc. are being added in game with every single new expansion? Noone plays them, everyone dust them once they open these cards. Is it for the sake of "135 brand new cards!" hype train with every new expansion launch? Wouldn't it be better if we had like 70-80 cards every expansion, but these cards would have had some real/potentional value, and wouldn't be utter garbage like cards mentioned above?
Share your thoughts pls.
In hearthstone, even in standard, no card is completely irrelevant. Simply because discover and random card generators exist.
Also, Arena exists.
Also, those cards aren't true pack fillers, they are not strong enough. Pack filler is something more like Former Champ or Rumbletusk Shaker, card that is neither strong, no offers interesting things to try.
Hey guys.
I often wonder, why all these pack filler cards like Gurubashi Hypemon, Linecracker, Arena Treasure Chest, Murloc Tastyfin etc. are being added in game with every single new expansion? Noone plays them, everyone dust them once they open these cards. Is it for the sake of "135 brand new cards!" hype train with every new expansion launch? Wouldn't it be better if we had like 70-80 cards every expansion, but these cards would have had some real/potentional value, and wouldn't be utter garbage like cards mentioned above?
Share your thoughts pls.
No brain - no pain.
Because they are still really good in Arena.
I've seen each of these cards used to great extent there.
There's nothing wrong with pack fillers either - and even pack fillers can sometimes find a use in the right decks.
Gurubashi Hypemon for example may seem a little weak - but it could pay dividends if you get the right Battlecry minion.
If every card was super-powerful and useful, then it systematically raise the power creep level of the game through the roof. It is a never-ending cycle.
There should always be weak cards as well as strong ones.
Of course they are needed. Some of them find their niche, like how Arena Treasure Chest is played in this week's tavern brawl. Others are mainly for Arena, balancing random minion summons or just the flavor of a set.
Card strength is also relative. What is the fun of opening that one fantastic pack if you don't have the risk of opening terrible ones?
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
yes ofc, not only for Arena, but also for random summon effects. Not to mention that a lot of "filler" cards end up seeing play in some cases (Mosh'OGg Enforcer was trashed on reveal and look where that led)
I tried having fun once. It was awful.
Some of them are for arena players/decks, some of them find their spot in a niche/meme/tavern brawl decks and some of them might shine in a future expansions (don't forget Team5 are developing 2 expansions ahead - even if you don't see their use now, maybe in the future).
And to be honest, you never know when a card may become useful, that's why full collection is the way to go ;).
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Yes, they are needed. Besides the reasons the above people explained. They also help with new player's deck building skills as they can take out filler cards for better cards that have more synergy with the decks they are playing.
What are you talking about? There will always be weaker cards an stronger cards. You can't make them all equally balanced. Also, card you mentioned above have some interesting (unique even) effects.
All cards are balanced, but some cards are more balanced than others.
yes, because every card looks good/fun/interesting to someone.
Rejoice, for even in death, you have become children of Thanos.
It's must have cards, yes, we all laughing on them when reveal comes up, but without shity demons, beasts, other tribes all random generators will be autoinclude like 1-4 turtle in Pala with almost 100% of the time random Tarim or Tirion.
Plus, they are good in arena and for bad buckets needed. Yes, sometimes Blizz prits so much shity cards and addons are awful, but, shit happens.
Do you remember Ticking Abomination? It found its place in Mechathun Priest.
Even Wisp was player in some rogue deck to pump up Edwin
Yes they are needed: we can discuss about their rarity (Gurubashi Offering as an epic card is a big middle finger), but you can't pretend to have 135 viable cards each expansion.
Moreover, Standard is the most played mode, but not the only one existing: Arena (and Wild, but not that much...) needs some love too.
Some people enjoy trying to figure out ways to break every single card, if its filler or not. Some people find it to be a challenge to get good use out of cards that never see play. Some peoples "garbage" list of cards is very short.
I'm not dead yet!
This seems like a perfectly fine explanation - lots of folks tend to forget that there are play modes other than Standard. MtG often prints one or two cards in each set which are specifically meant for Vintage, for example, while dozens of other cards are meant for drafts, etc . . . HS is really no different. The devs have more-or-less stopped printing cards like Worgen Greaser, which had virtually no application anywhere - just about everything does something, even if it might not make an impact in Standard. Cards which are bad in Standard might be good in a random TB, in the PvE content, and so on . . .
I'm fine if they create common packfillers. But why make them in epic quality? Epic should be for rare case reach cards or have really threatening effect like doubling attack each turn. Moshog announcer can't win you game therefore I see no reason justifying its epic quality. Same for the offering.
Also, in addition to what people said, sometimes these pack fillers are good at the exact right time, and this makes discover mechanics interesting. On the flip side, it also makes sure discover mechanics aren't too OP. If we got rid of all bad taunts in the game, how insane would Stonehill Defender be now?
The "Pack Filler" is a concept from the community, they release cards like "every card has its use".
If you had a set with all good cards, the worst ones would still be called "pack filler."
Gurubashi Hypeman isn't a pack filler. It's weak, but it has an interesting effect and there are things it can synergize with. Somebody could look at Hypeman and try to make a deck around it (it wouldn't be a good deck, but the possibility is there). Pack filler in my opinion is a card which has absolutely no synergies or reason to exist. Joke cards like Am'gam Rager and Gurubashi Chicken don't qualify either, since their purpose is to be hilariously bad.
I think the last true pack filler was Worgen Greaser. I can't think of any vanilla minions (or 'might as well be vanilla' minions) with so little impact. They've done a better job these last two years of at least releasing interesting trash.
More like update the standard and regime of all bad cards in playable cards!
In hearthstone, even in standard, no card is completely irrelevant. Simply because discover and random card generators exist.
Also, Arena exists.
Also, those cards aren't true pack fillers, they are not strong enough. Pack filler is something more like Former Champ or Rumbletusk Shaker, card that is neither strong, no offers interesting things to try.