I'm going to assume you're being serious (and this isn't a bait). Personally I find Troggzor to be an amazing card - though as with some of the others, it needs proper set up to achieve it's momentum correctly. Obviously, drawing this card when you're topdecking and staring down a board full of minions is less than ideal. But against an empty table it has great value, being able to summon a replacement (if being disposed of).
Of course, this is just opinion and others may differ. Granted. ;-)
I'm going to assume you're being serious (and this isn't a bait). Personally I find Troggzor to be an amazing card - though as with some of the others, it needs proper set up to achieve it's momentum correctly. Obviously, drawing this card when you're topdecking and staring down a board full of minions is less than ideal. But against an empty table it has great value, being able to summon a replacement (if being disposed of).
Of course, this is just opinion and others may differ. Granted. ;-)
Yeah I'm serious. I get that he is great value, but he doesn't actually help you if you're behind, more like a win more card. I feel like he was made to counter 2 things in decks, but other Legendaries do it better.
1 is he counter's spells, however Trade Prince Gallywix (who is barely seen btw) does it better because the sheer act of trying to remove him using one will give you the same spell to regain lost board presence. Or buffs placed on minions to kill him will leave you with a copy which can benefit you if your minions are too weak for the current state of the board. Troggzor only summons minions (albeit ones that can grow exponentially if your opponent is dumb enough to allow that), and the fact that insta killing him will only leave you with one trogg, you literally ended up playing a Burly Rockjaw Trogg with a deathrattle that resummons himself. Definitely not worth 7 mana.
2. is that he is supposed to regain board presence. This is great for a card, but it was executed terribly on it. Why would you play to fill your opponent's board knowing this thing is there? You might as well play big minions until Troggzor gets killed. It also didn't help that the Tempo King Dr. Boom came out the same expansion, so he was immediately overshadowed. And he couldn't even make a comeback later on, because you'll come to realize that Hogger, Doom of Elwynn at least spawn minions with Taunt when triggered, which is extremely valuable, as it protects your face from Aggro turn plays, something Troggor is a complete potato around, and it opens up the possibility for you to be able to trade with Hogger if your opponent can't reach it past the taunt that turn. You can't trigger Troggzor yourself, so he completely relies on your opponent to be good. The fact that Hogger isn't even played often shows how unplayable he is.
Troggzor was trying to do too much at once, which is why he failed. I can see people's view on his effect, which is indeed amazing, but if they had stuck to one goal instead of trying to cover all of them he would've probably played. As of now he still stands in the "Strictly Unplayable" list, even with all the fanciness. He might help win a game, but if he did, its because you were already winning. If you want a good win-more card your better off using Rafaam or something.
Yeah I'm serious. I get that he is great value, but he doesn't actually help you if you're behind, more like a win more card.
Yeah, agreed that he's not a "pull you back from defeat" card, certainly. Though I think he is still a good card for "even" play (where neither player has the upper hand).
Yeah I'm serious. I get that he is great value, but he doesn't actually help you if you're behind, more like a win more card.
Yeah, agreed that he's not a "pull you back from defeat" card, certainly. Though I think he is still a good card for "even" play (where neither player has the upper hand).
That's a fair point. He's definitely not the best, but he is ok.
I think the worst legendaries are the ones that are not only unplayably terrible, but super-boring. These five aren't even worthy of being called legendary:
Gruul isn't that bad. The problem with it is that it is completely overshadowed by cards like rag and tirion. Also, I think you should have mentioned millhouse and majordomo, who pretty much lose you the game outside of arena. At least the cards you mentioned have some niche uses.
Yeah I'm serious. I get that he is great value, but he doesn't actually help you if you're behind, more like a win more card. I feel like he was made to counter 2 things in decks, but other Legendaries do it better.
1 is he counter's spells, however Trade Prince Gallywix (who is barely seen btw) does it better because the sheer act of trying to remove him using one will give you the same spell to regain lost board presence. Or buffs placed on minions to kill him will leave you with a copy which can benefit you if your minions are too weak for the current state of the board. Troggzor only summons minions (albeit ones that can grow exponentially if your opponent is dumb enough to allow that), and the fact that insta killing him will only leave you with one trogg, you literally ended up playing a Burly Rockjaw Trogg with a deathrattle that resummons himself. Definitely not worth 7 mana.
2. is that he is supposed to regain board presence. This is great for a card, but it was executed terribly on it. Why would you play to fill your opponent's board knowing this thing is there? You might as well play big minions until Troggzor gets killed. It also didn't help that the Tempo King Dr. Boom came out the same expansion, so he was immediately overshadowed. And he couldn't even make a comeback later on, because you'll come to realize that Hogger, Doom of Elwynn at least spawn minions with Taunt when triggered, which is extremely valuable, as it protects your face from Aggro turn plays, something Troggor is a complete potato around, and it opens up the possibility for you to be able to trade with Hogger if your opponent can't reach it past the taunt that turn. You can't trigger Troggzor yourself, so he completely relies on your opponent to be good. The fact that Hogger isn't even played often shows how unplayable he is.
Troggzor was trying to do too much at once, which is why he failed. I can see people's view on his effect, which is indeed amazing, but if they had stuck to one goal instead of trying to cover all of them he would've probably played. As of now he still stands in the "Strictly Unplayable" list, even with all the fanciness. He might help win a game, but if he did, its because you were already winning. If you want a good win-more card your better off using Rafaam or something.
I also wasn't ignoring your other points (I just had to nip off before finishing my post).
I agree with pretty much all the other bits you list. I think Trog's saving grace is perhaps his 6/6 fat body (which puts him in line with other 7 cost minions that have similar stats. His power and presence on release - as you mention - was indeed overshadowed by Dr Boom who was quite rightly considered vastly overpowered for some time. I'm surprised he was never really nerfed or dealt with actually - but that's another thread entirely! Heh!
His power and presence on release - as you mention - was indeed overshadowed by Dr Boom who was quite rightly considered vastly overpowered for some time. I'm surprised he was never really nerfed or dealt with actually - but that's another thread entirely! Heh!
I think Boom was deliberately meant to be OP and Blizz wanted to keep it that way. I guess to keep the community in know about which cards are good to use, and which cards are Magma Ragers. Then Standard was developed and they realized the never had to actually nerf it, so they didn't.
Druid could turn 3 Coin/InnervateFandral Staghelm, Wrath Millhouse for 4 damage + cycle a card, and Nourish for 2 mana crystals and three more cards, then possibly another Nourish after that.
That would leave the Druid with 4 mana so he could toss out a Jade Spirit and the following turn he would have 8 mana and be holding at least half a dozen cards.
Convinced it sucks yet? And that's actually a pretty normal hand to hold as Druid.
Imo, every legendary in the game, no matter how bad they are, have a room somewhere, a niche to fill, and have synergy with other cards.
So my list would only consist of Gruul and The Boogeymonster. Design wise, they serve no purpose, they are just stats. Balance wise, they are reverse-powercreep, they are the worst cards for their cost, for any class, any deck.
How has no one mentioned Troggzor the Earthinator yet? O.o
He's not even good in Arena :/
Personally I find Troggzor to be an amazing card - though as with some of the others, it needs proper set up to achieve it's momentum correctly. Obviously, drawing this card when you're topdecking and staring down a board full of minions is less than ideal.
But against an empty table it has great value, being able to summon a replacement (if being disposed of).
His power and presence on release - as you mention - was indeed overshadowed by Dr Boom who was quite rightly considered vastly overpowered for some time. I'm surprised he was never really nerfed or dealt with actually - but that's another thread entirely! Heh!
5. Genzo
4. Flame Leviathan / Dreadscale (could have been decent cards in Warrior)
3. Mogor
2. Nat the Darkfisher
1. Hemet
My vote goes to Rend Blackhand: The single most situational card in the entire game.
IF Gruul is that bad, whats left for this one The Boogeymonster
I would point out that Cho is actually good for some fun with adventures, and also great to test cards with friends
Manastorm is somewhat playable in lets say Pirate Warrior, it a decent coin or 2 drop, and sucks every other time
List: 1# The Boogeymonster this is worst than an alrdy bad CLASSIC CARD
2# Majordomo Executus Worst Deathrattle ever
3# Nat, the Darkfisher 50% chance of a card for ur opp for 1 extra life???
4# Hemet Nesingwar this is worst than an alrdy bad CLASSIC CARD that isnt even a legendary
5# AcidmawYeah sure CONTROL HUNTER FTW, worst concept ever
Worth mention:
Nozdormu
Madam Goya
Mayor Noggenfogger
So it occurred to me (in another thread) that Millhouse could actually be considered really strong against the current wave of Pirate Warrrior decks?
I mean, they have the strikes, but they are hitting your face most of the time anyway.
Playing Lorewalker Cho almost always gets you at least one spell from your opponent. I'm tempted to craft one as an anti-Mage and Miracle Rogue play.
Forgive me, friend. I have failed.
Play Millhouse against Pirate Warrior.
Look smug. :-)