1 Reno Jackson : not only it rewards people for getting lucky (drawing reno before you are dead) but also promotes dump game play (the correct strategy when facing a reno deck is to not play around anything because the chance of them having a specific card is small).
2 Patches the Pirate : Rewards people for getting lucky and punishes them for getting unlucky and on top of that is too strong not to include I'm any aggro deck . (Prince is in the same category)
3 Tunnel Trogg : left unanswered thus little guy would just lose you the game and there are no things that answer a 1 13 efficient (except for pre nerf war axe)
4 Mysterious Chalanger : Rewards people for putting bad cards into their deck and get lucky not to draw them .
5 The mage quest : Promotes completely un interactive game play . When playing agains an exodus mage your only option is to go face and hope their plan does not work .
I will agree on the Mage Quest, but this list is for Standard. Balance in Wild isn't that big of a deal because that's kind of the purpose of wild. It's a format for fun not necessarily balance.
I think they need to rework how "....a 1/1 copy" works. It should be a card with the same text that has 1/1 stats. It should not be the normal card that's been de-buffed to 1/1 stats.
That would make so many cards completely terrible. The fact that you can interact with the current copy mechanic with Silence and Resurrect type effects add a layer of depth and strategy to the game that is healthy.
Sure at times it could be oppressive like in Big Priest and Silence Priest but it still requires you to build your deck around it, and its a relatively slow strategy meaning aggro keeps the mechanic in check.
How come no one mentions Doomsayer? I love the card but i hate the card.
Statwise it's probably the best 2 drop in the game 7 stats for 2 cost card is off the charts. It should be nerfed to 6 hp to make it more balanced. Even if the text part doesn't happen it still heals you for 7 hp. Kinda huge for a 2 mana card
Right because of how you can silence 7 health off the enemy hero or Crazed Alchemist 7 health away. Flawless logic, top fucking kek mate.
I'm sorry i offended your favourite card, but please stop acting like a 12 year old.
Crazed Alchemist is played in 1.95% decks and Doomsayer is played in 20% of the decks. And silence is used in only 30% of the Priest decks outta 9 classes.
Anyhow i honestly wont be affected much by nerfs to Doomsayer but it will happen most likely. Card is one of the strongest 2 drops. Think about it before you start typing.
These are not cards that I consider overpowered in the current meta game, but card design that really hurts Hearthstone balance wise, restricts future card design, and overall problematic.(In no particular order)
Remember when Lightning Storm was considered Strong? Or even arguably on of the best clears in the game because Shaman can RNG out Wrath of Air Totem and hit 4 to the enemy board for 3 mana? Well meet Devolve, an AOE Silence/"Fuck your board" spell, for only 2 Mana and No Overload tag. So overpowered it will have you wondering why Mass Dispel even exist. It gives Shaman favorable trades, Removes taunts/problematic cards ect. For a 2 Mana spell its way too efficient for the Utility it provides.
The Win-Con of every deck is the same. Reduce your opponents health to 0 or lower. Decks accomplish this in various ways. This card defies the very way Hearthstone is supposed to be played. Paying 3 Mana to become invincible with only 1 card that interacts with it is essentially an uninteractive experience because of the way Tech Cards typically work in Hearthstone, cards like Eater of Secrets and Skulking Geist are Great when they serve their purpose and completely useless in other match ups. So in a lot of cases running Tech Cards hurt you more than they benefit you. With this card Mage is able to cheat out 2 turns, which is a Huge advantage that is uninteractive and game winning.
As much as I hate the Aggressive Play style in Hearthstone because it constantly suffocates the meta, crushing every players hopes and dreams of a Control Meta. Spreading Aids is really an instant win against most aggressive decks that aren't Token Shaman. While your opponent spends 3 and a half years climbing over a wall. Druid completely stabilizes and the enemy is looking at an army of 1 mana 30/30 Jade Golem.
In the current meta this card isn't necessarily overpowered, but objectively it is. Sure this card has the combo tag, but lets be real its a 5 Mana "Combo" fuck any minion in the ass. This card generates way too much value on average, and with Blizzard announcing that they are going to be printing more Late Game minions in future sets(Which is why Hex was nerfed, Vilespine Slayer will get out of hand.
In its current state it isn't too overpowered, unless you highroll because as you guessed, 4 Mana(Insert OP Minion Here) is problematic. Big Priest is virtually unstoppable when it does High Roll. Considering that even more OP late minions are coming according to Blizzard, you can expect the power lever of this card to rise. But realistically it all depends on the power-level of late game minions, which is something Blizzard now has to worry about when creating Future big minions.
NOTE: I know some people are going to say Shadowreaper Anduin is problematic. But realistically, I would agree if he wasn't literally carrying Priest on his back. Shadowreaper Anduin is pretty OP when drawn on curve alongside Raza the Chained, but without it Priest is back to Hero Power , Emote, Pass for 5 turns then conceding after drawing every single Shadow Word in the game.
1: Devolve. This card is fine. This card has a powerful effect, yes, but it's perfectly fine, no matter how annoying it is. The card essentially devalues every opponent's minion slightly, on average. Yes, there is potential for ridiculous good and bad outcomes, but in general, it simply slightly weakens the opponents board. When your opponent has a board of 7, 8 and 9 mana minions, one of each, they all slightly turns into less valuable minions, it does very little to deal with them. What it does punish a lot if minion synergy as well as minion Buffs, which is fine. Think about it. No matter what your board turns into, it still have the same amount of minions the opponent still had to do something to deal with. Lightning Storm on the other hand, it generally deals with a lof of your minions, removing them from the board, not simply downgrading them.
2: Ice Block. This card has no problem. It's 3 Mana to grant you one turn. It has plenty of counterplay involved in it, which is why it is perfectly interactible, you just don't know what it means for a card to be interactive. Tech Cards are SUPPOSED to be bad cards in neutral matchups, they need to be this way to force you to strategically think whether you want to include them in your deck and be ready to deal with certain strategies in this game. When you decide you want to include a Tech Card in your deck, you don't care about how badly it performs in neutral matchups, you care about the fact that now you have a massive boost and help against a strategy that will cause massive problems to your deck if you don't have it.
Oh and the Mage is not invincible. It is IMMUNE to Damage and such, not Invincible. You can still kill the Mage with destruction effects, like the Four Horsemen effect of the Paladin Hero Card. It doesn't activate Ice Block and it also kills the Mage even if she is Immune.
3: Spreading Plague. What is people's problem with this card? Seriously, what is your problem? Play around the card and you don't get destroyed by it. How is it possible that this card causes so many issues to players here? I never have problems with it, I constantly play around it, how would I get punished by it? The only way I can see this card causing problems is if the Druid is playing something like Leeroy Jenkins to combine with Plague, and give you additional minions, because otherwise, the card only punishes you as heavily as you allow it to punish you...
4: Vilespine Slayer. Wait a 5 Mana 3/4 is OP? Wow I had no idea, here I thought a 5 Mana 3/4 was pretty terrible considering the Vanila stats for a 5 Mana minions would be 5/6... This card is not Overpowered, it's just a good card. It is terrible when you cannot Combo with it, and you need to remember it's a 5 Mana card, not the easiest card to Combo with. If it was just a 5 Mana 3/4 Kill a minion without any condition, I could see some problems, as it stands, card is perfectly fine.
5: Eternal Servitude. Well, this card has no problem. It's pretty powerful yes, but requires a build around to make it even remotely that powerful. You didn't even go for the actual problematic card in the deck that uses it, Barnes. That guy is the one that would need to be looked at, not this one. This card needs you to have played powerful minions beforehand to be any good. That means you either pay full price for the powerful minions, meaning you are already in late game, or you get them earlier with effects, which is mostly fine with Shadow Essence, but quite irritating with Barnes. It's a card that requires build around to work properly, means your deck will suffer and be inconsistent due to that restriction, so that is not too problematic.
Shadowreaper Anduin however, could easily see a cost increase just to put him in line with Guldan. Their battlecry is generally speaking on a similar impact level, and the upgraded hero powers are in the similar power level aswell, so I would see Anduin at 10 aswell.
First off, Shadowreaper Anduin at 10 Mana would kill the card, making the card underwhelming in any non Highlander list. If Shadowreaper Anduin was at 10 mana then he would be a dead completely dead card against Aggro, on top of that if you are not playing a Highlander list or have not Drawn Raza the Chained because of the natural draw inconsistency of Highlander decks, then you still have to pay 2 Mana per hero power to utilize him after already paying 10 Mana. in which case its just a 10 Mana Shadowform, that gives you 5 armor and might kill a minion. Shadowreaper Anduin is fine as is.
If Shadowreaper Anduin's cost were increased, then you'd also need to consider every other 5+ attack minion in KFT, as it drastically increases their power level. For example, a common use for the Priest DK is to hold it until your opponent plays Bonemare - it works out nicely (and I'm POSITIVE this was part of the consideration in the card design) that Bonemare can be followed up immediately by the DK. Cards can be allowed to be strong as long as counters exist, and the DK is one card that counters Bonemare (otherwise, Bonemare in some matchups would be practically an auto win).
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I will agree on the Mage Quest, but this list is for Standard. Balance in Wild isn't that big of a deal because that's kind of the purpose of wild. It's a format for fun not necessarily balance.
Just because you don't play Wild is no reason to tell Wild players to go fuck themselves. Wild balance matters, too. Good thing your rantings are only based on salt and not actual card brokenness.
I will agree on the Mage Quest, but this list is for Standard. Balance in Wild isn't that big of a deal because that's kind of the purpose of wild. It's a format for fun not necessarily balance.
Just because you don't play Wild is no reason to tell Wild players to go fuck themselves. Wild balance matters, too. Good thing your rantings are only based on salt and not actual card brokenness.
This wasn't a list of the most broken cards, just cards I am worried about.
Also, I'm not being malicious when I talk about Wild. The purpose of Wild literally is to House cards for the future of Standard Balance, so naturally Wild is never ever going to be Balanced, if you are looking for Balance Play Standard.
I just found it weird that you would list Wild cards in terms of Balance when Wild is naturally unbalanced is all I was trying to say.
If Shadowreaper Anduin's cost were increased, then you'd also need to consider every other 5+ attack minion in KFT, as it drastically increases their power level. For example, a common use for the Priest DK is to hold it until your opponent plays Bonemare - it works out nicely (and I'm POSITIVE this was part of the consideration in the card design) that Bonemare can be followed up immediately by the DK. Cards can be allowed to be strong as long as counters exist, and the DK is one card that counters Bonemare (otherwise, Bonemare in some matchups would be practically an auto win).
This is just a small example, but yeah, Priest would just spend another couple years at the bottom of Tier 3 without the DK. As basically a Priest only player, I'm fine with Priest finally having a Viable and strong deck.
I will agree on the Mage Quest, but this list is for Standard. Balance in Wild isn't that big of a deal because that's kind of the purpose of wild. It's a format for fun not necessarily balance.
Just because you don't play Wild is no reason to tell Wild players to go fuck themselves. Wild balance matters, too. Good thing your rantings are only based on salt and not actual card brokenness.
This wasn't a list of the most broken cards, just cards I am worried about.
Also, I'm not being malicious when I talk about Wild. The purpose of Wild literally is to House cards for the future of Standard Balance, so naturally Wild is never ever going to be Balanced, if you are looking for Balance Play Standard.
I just found it weird that you would list Wild cards in terms of Balance when Wild is naturally unbalanced is all I was trying to say.
There have been, and will be, times when diversity and balance is far better in wild than in standard. Especially, that goes for classes which lose important cards in a rotation, and become dumpster tier (warlock losing PO, DP and IGB.)
The most opressive wild-deck, which could probably go virtually unchanged into eternity, was Ship's Cannon pirate warrior. The Fiery War Axe nerf was very healthy for the wild meta!
The combo of Shadowreaper Anduin and Raza is the problem. Anduin would be fine if your hero power was never free.
This is exactly the point I was trying to make. Shadowreaper Anduin is like barely playable outside of the Highlander lists, I know that as a Priest main if he was changed to 10 Mana he would be literally unplayable from my experience testing him outside of Highlander lists.
How come no one mentions Doomsayer? I love the card but i hate the card.
Statwise it's probably the best 2 drop in the game 7 stats for 2 cost card is off the charts. It should be nerfed to 6 hp to make it more balanced. Even if the text part doesn't happen it still heals you for 7 hp. Kinda huge for a 2 mana card
Right because of how you can silence 7 health off the enemy hero or Crazed Alchemist 7 health away. Flawless logic, top fucking kek mate.
I'm sorry i offended your favourite card, but please stop acting like a 12 year old.
Crazed Alchemist is played in 1.95% decks and Doomsayer is played in 20% of the decks. And silence is used in only 30% of the Priest decks outta 9 classes.
Anyhow i honestly wont be affected much by nerfs to Doomsayer but it will happen most likely. Card is one of the strongest 2 drops. Think about it before you start typing.
Damn son, I really russeled your jimmies.
20%, huh? Let me also pull some random stats out of my ass.
Crazed Alchemist is run in 79.3% of all decks, including decks without Crazed Alchemist. 0% of classes that aren't Priest run silence, because Spellbreaker and Iron Beak were never printed. Also, Control Warrior is back, taking up almost 40% of ladder with over 100% win-rate. Crazy, right?
The Win-Con of every deck is the same. Reduce your opponents health to 0 or lower. Decks accomplish this in various ways. This card defies the very way Hearthstone is supposed to be played. Paying 3 Mana to become invincible with only 1 card that interacts with it is essentially an uninteractive experience because of the way Tech Cards typically work in Hearthstone, cards like Eater of Secrets and Skulking Geist are Great when they serve their purpose and completely useless in other match ups. So in a lot of cases running Tech Cards hurt you more than they benefit you. With this card Mage is able to cheat out 2 turns, which is a Huge advantage that is uninteractive and game winning.
Honestly that is the only card on that list even remotely worth of noting as overpowered.
Devolve is random it can actually back fire. The biggest play you can get from devolve is usually removing taunts to insure a finish or stopping a particularly annoying threat from doing its thing but it doesnt resolve there being a threat.
Vilespine...No comment your picking at rogue which litterly needs more non core card goodness. Just leave it.
Eternal Servitude...Priest same bucket as rogue. Needs more to play with eternal servitude is actually a really nice card i wish there was more stuff like it. Spreading plague got hit with the nerf stick the decks were beatable before hand. It discourages running 2 and one is more manageable yeah it can get you but whatever.
Even when it comes to Ice block i dont think it needs a nerf it just should rotate to wild to change up some of the mage deck stratagies id like to see them start rotating stuff in and out of wild just to change up what we see in the formats sometimes.
I agree on Devolve and Ice Block (Ice Block will most likely be rotated out soon though)
Spreading Plauge isn't really problematic, it's just terrible card design - You shouldn't print cards that punish your opponent for doing what they're supposed to do. (which also is why Divine Favor is a terrible design)
Eternal Servitude is problmatic for the future - But I'm sure that the devs will take that into concideration when printing new cards until it leaves standard.
Vilespine Slayer isn't really problematic it's just very strong. (like UI level of strong) :P
How come no one mentions Doomsayer? I love the card but i hate the card.
Statwise it's probably the best 2 drop in the game 7 stats for 2 cost card is off the charts. It should be nerfed to 6 hp to make it more balanced. Even if the text part doesn't happen it still heals you for 7 hp. Kinda huge for a 2 mana card
Right because of how you can silence 7 health off the enemy hero or Crazed Alchemist 7 health away. Flawless logic, top fucking kek mate.
I'm sorry i offended your favourite card, but please stop acting like a 12 year old.
Crazed Alchemist is played in 1.95% decks and Doomsayer is played in 20% of the decks. And silence is used in only 30% of the Priest decks outta 9 classes.
Anyhow i honestly wont be affected much by nerfs to Doomsayer but it will happen most likely. Card is one of the strongest 2 drops. Think about it before you start typing.
Damn son, I really russeled your jimmies.
20%, huh? Let me also pull some random stats out of my ass.
Crazed Alchemist is run in 79.3% of all decks, including decks without Crazed Alchemist. 0% of classes that aren't Priest run silence, because Spellbreaker and Iron Beak were never printed. Also, Control Warrior is back, taking up almost 40% of ladder with over 100% win-rate. Crazy, right?
Think before you start typing, kekker.
I've used Hearthpwn stats. You are obviously just a troll who will "Top kek" everything i say, so i'm just gonna back out of this conversation for the sake of my mental health.
Let's agree to disagree. Devolve can be a bit tweaked and be given the Overload tag, and Ice Block being a major pain in the ass should go to HoF, but the other three cards you mentioned aren't as problematic as you say they are. Vilespine Slayer isn't problematic at all if you compare it to some other 5-drops like Drakonid Op (stats wise reference and effect tbh), this cards isn't as much a problem as u say it is. For 5 mana it has a small body, playing it just on curve pretty much looses you tempo and puts you in a disadvantage. Point being this card without the combo effect is simply bad. It's a hard removal that requires a card to be played to activate it's effect. So in best case scenario it's a Siphon Soul for rogues. Spreading Pleague is a strong card yes, and if i was being asked i wouldn't have nerfed it's mana cost rather than the health of the taunts but that's just me. Said that, you can pretty much play around this card. This card is only strong against aggro and i think that this was the intention the devs had when they printed it. To be strong against aggro. Every other deck that runs a little bit of aoe can deal with this card. Eternal Servitude is a strong card too but it's strong in a certain deck. Running this card in a deck that runs more tech cards and other not so strong minions isn't problematic at all. I remember when Koft was released some greedy versions of the razakus deck ran this card and it didn't performed so good like it does in Big Priest. Now given the fact that Jade Idol isn't mentioned in your top 5 problematic cards in Hearthstone i'd say your list is pretty much wrong cos you talk about strong cards not problematic. Jade Idol single handedly closed the door for control decks for every class in the game, hence why more and more combo(i know they print cards that enable combo decks but they also printed cards for control decks) and aggro decks emerge in the game. The metas we see these days are a result of this card and this card only. This card shaped metas for 4 expansions released in this game so maybe after next rotation Hearthstone will become a more balanced, diverse and interesting game. At least that's what i hope for. Where is Doomsayer in your list? This card is the number one 2-drop in the game that needs to be nerfed asap. Prymordial Glyph, Cabalist Tome, Barnes and many more that generate a lot more value for their mana cost and stats they provide much bigger problems than the cards you talked about.
Note: Luckily we only talk about standard cards, let's not start talk about wild cards the list can be endless.
Raza the Chained - hero power for free forever is just too much value.
Patches the Pirate - every aggro deck runs pirate package and sometimes even midrange and combo decks just for the sheer value of getting extra 1/1 charge and thinning out deck.
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If Shadowreaper Anduin's cost were increased, then you'd also need to consider every other 5+ attack minion in KFT, as it drastically increases their power level. For example, a common use for the Priest DK is to hold it until your opponent plays Bonemare - it works out nicely (and I'm POSITIVE this was part of the consideration in the card design) that Bonemare can be followed up immediately by the DK. Cards can be allowed to be strong as long as counters exist, and the DK is one card that counters Bonemare (otherwise, Bonemare in some matchups would be practically an auto win).
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The combo of Shadowreaper Anduin and Raza is the problem. Anduin would be fine if your hero power was never free.
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Spreading plague got hit with the nerf stick the decks were beatable before hand. It discourages running 2 and one is more manageable yeah it can get you but whatever.
I agree on Devolve and Ice Block (Ice Block will most likely be rotated out soon though)
Spreading Plauge isn't really problematic, it's just terrible card design - You shouldn't print cards that punish your opponent for doing what they're supposed to do. (which also is why Divine Favor is a terrible design)
Eternal Servitude is problmatic for the future - But I'm sure that the devs will take that into concideration when printing new cards until it leaves standard.
Vilespine Slayer isn't really problematic it's just very strong. (like UI level of strong) :P
Jade Idol
Ice Block
Devolve
Eternal Servitude
Shadow Reaper Anduin
You are obviously just a troll who will "Top kek" everything i say, so i'm just gonna back out of this conversation for the sake of my mental health.
Bitch i'm Willy Wonka!
Let's agree to disagree. Devolve can be a bit tweaked and be given the Overload tag, and Ice Block being a major pain in the ass should go to HoF, but the other three cards you mentioned aren't as problematic as you say they are. Vilespine Slayer isn't problematic at all if you compare it to some other 5-drops like Drakonid Op (stats wise reference and effect tbh), this cards isn't as much a problem as u say it is. For 5 mana it has a small body, playing it just on curve pretty much looses you tempo and puts you in a disadvantage. Point being this card without the combo effect is simply bad. It's a hard removal that requires a card to be played to activate it's effect. So in best case scenario it's a Siphon Soul for rogues. Spreading Pleague is a strong card yes, and if i was being asked i wouldn't have nerfed it's mana cost rather than the health of the taunts but that's just me. Said that, you can pretty much play around this card. This card is only strong against aggro and i think that this was the intention the devs had when they printed it. To be strong against aggro. Every other deck that runs a little bit of aoe can deal with this card. Eternal Servitude is a strong card too but it's strong in a certain deck. Running this card in a deck that runs more tech cards and other not so strong minions isn't problematic at all. I remember when Koft was released some greedy versions of the razakus deck ran this card and it didn't performed so good like it does in Big Priest. Now given the fact that Jade Idol isn't mentioned in your top 5 problematic cards in Hearthstone i'd say your list is pretty much wrong cos you talk about strong cards not problematic. Jade Idol single handedly closed the door for control decks for every class in the game, hence why more and more combo(i know they print cards that enable combo decks but they also printed cards for control decks) and aggro decks emerge in the game. The metas we see these days are a result of this card and this card only. This card shaped metas for 4 expansions released in this game so maybe after next rotation Hearthstone will become a more balanced, diverse and interesting game. At least that's what i hope for. Where is Doomsayer in your list? This card is the number one 2-drop in the game that needs to be nerfed asap. Prymordial Glyph, Cabalist Tome, Barnes and many more that generate a lot more value for their mana cost and stats they provide much bigger problems than the cards you talked about.
Note: Luckily we only talk about standard cards, let's not start talk about wild cards the list can be endless.
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1. Ice block: a cheat, on top of secret synergies.
2. Jade idol: no resource should be infinite and riduculously synergic.
That's it for me.
Shadowstep - quest rogue, prince keleseth and vilespine slayer would be an ok cards if not for this bullshit return to hand with discount thing.
Ice Block - guaranteed extra turn might mean a lot.
Jade Idol - how is this still a thing?
Raza the Chained - hero power for free forever is just too much value.
Patches the Pirate - every aggro deck runs pirate package and sometimes even midrange and combo decks just for the sheer value of getting extra 1/1 charge and thinning out deck.
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