I play in this game about three years, at this month a have rank 2 in wild ranked games. I want to disscuss some cards which seems to be are not fair balanced. So, this is my top ten inbalanced cards, and group of cards of Hearthstone.
10. Keeper of Uldaman / Paladin. This is a extremely strong card which let players to destroy any dangerous units, and control iniciative of the table without spending any resources. This card equivalent both strong spell card and unit for 4 mana. As example Rogues "Blade of C'Thun" costs 9 mana and give absolutly close effect. I think this card will be balanced only if it would be 6 and more mana cost, or supported with some difficult condition like "health of the hero mast be less then 12".
9. Group of cheap spells destroing selected minios: "Hunter'sMark" / Hunter, "Naturalise" / Druid, "Shieldslam", "Execute" / Warior, Hex / Shaman, "Polymorph", "Polymorph: Boar" / Mage, "ShadowWord: Death" / Priest. I think all this spells should costs not less then 5-6 mana and follow the principle: "destroy dangerous minion = lost table control". Rogues "Assassinate" again the good example of absolutly correctly balanced card for such effect.
8. "Power Overwhelming" / Warlock. This spell is too cheap, it makes exactly the same of paladins "Blessing of Kings". The negative effect of this card is not altogether negative. It will be great if it would give 6/6 but costs 5 mana.
7. "Shadowflame" / Warlock. Also is absolutly incorrect card mana cost, it gives much more stronger effect than mages "Flamestrike" but costs 3 mana cheaper. Mass damage effect for 4 mana mast be equivalent 2-3 damage for every minion in table. Shamans "Lightning Storm" costs 3 mana but it have really strong negative effect so it it correct card, unlike Shadowflame.
6. Twisting Nether", "Doom" / Warlock. Even both these cards are rather expensive they are still continue to be not correct balanced. Cleaning the table is extremely strong effect so it should give some indemnification for opponent player, dropping three cards is one of such indemification examples. Especially "Doom", which not only clean the table but also let warlocks to continue game without any waste of resources.
5. Almost all minions with Death rattle and Summon another minions effect like "Sludge Belcher", or "Piloted Shredder" are stronger than any other minions for the same mana cost. These cards will be correct only if they would have much less health/attack value for example 2/4 for Belcherand 3/2 for Shredder.
4. Pirates. Pirates was ignored so many times so no one see that these cards always be not correct balanced.
- "Southsea Deckhand" for 1 mana. At this time there is no difference between pirates and murlocks so it should cost 2 mana.
- "Pirate" This is 5-7/3 minion for 2 mana and this is extremelly not fair play card it should cost 3 mana or have one health value.
- "Ship's Cannon". This card has too strong ability for 2 mana. It should be 2/5 minion for 4 mana or something like that.
- "Patches the Pirate". This card is not equal to "Stonetusk Boar" which also have same stats, same effect and some race value. Automatic summoning minion should have some negative effect for example dropping all weapons in current hand.
- "Bloodsail Cultist" 3/4 minion for 3 mana with legendary card effect. The legendary pirate do exactly the same "Captain Greenskin" but it is legendary card costs 5 mana and has worse health/atack stats. I don't see any logic of such inbalanced cards. This minion should cost 4 mana or has 3/2 stats but not 3/4.
Top 3!
3. Drakonid Operative. This is extremely stong minion with cheater ability. I don't like the idea of discovering opponent deck cards at all because this is card game and the opponent deck should stay secret stategy. Also it destroy any hope that your opponent has no card which can stop some your stong potential minion, so a lot of ideas and strategies with developing your minions like beasts or totems simply not working. All minions for 5 mana should be equivalent balanced but this minion is not equivalent "Pit Fighter".
2. Equality / Paladin This is extremelly not fair spell which clear all table for 2 mana. This spell make 70% of all minions cards in this game absolutly garbage cards. Also destroing the stategies with developing minios. This card should cost only more than 8 mana.
1. "Anyfin Can Happen" This card is max cheater card are possible. 2-3 minions with charge and stats more than 8 attack for 1 card. No stategy, no collect combo with more than four cards for letal just one no brain card for ten mana and end of game. Good game, Blizzard. Thank you for fair play.
Um, you seemed to have forgotten Dr. Boom and Velen's Chosen... I'm actually offended you put a card like Equality of all things over those...
Wait did you really put DOOM! and Polymorph on this list?? -.- Omg my eyes I need bleach
EDIT: This list is seriously all over the place. Some cards mentioned deserve to be here, like Power Overwhelming, but the reasoning looks all messed up.
I mean Shadowflame? Seriously? The drawback is that you destroy a minion that you had to buff (because you wouldn't sacrifice your big fat minion just to clear a board once unless you're dead that turn) to even make it as strong as Flamestrike. The only reason can be strong is because of PO, and even then thats a 2 card combo that you need to dig up along with already having the minion on board...
Doom! is a terrible Warlock card because you're using your entire turn to draw extra cards, which is completely irrelevant to a class that has that literally as their hero power. If you needed cards then you were playing the class wrong.
Hunters mark and equality and even keeper of uldaman are strong cards but are not flat removal. they require trading or the using of another card to completely eliminate the minion presence. Shadowflame and twisting nether are good cards but require you to sack yourself and are very circumstantial. The greater investment in the minion you sacrifice the greater your outcome but obviously a greater loss of mana on your part. Lets say i play a 2 mana minion with 3/2 stats and use shadow flame on it. That is 6 mana and 2 cards and reducing your own board presence for a 3 damage clear. Flamestrike is 4 damage, maintaining your board presence and only 1 card for only 1 extra mana. Similar effects different costs. Arguably a great cost for the shadowflame but it can be acticated earlier than flamestrike
Um, you seemed to have forgotten Dr. Boom and Velen's Chosen... I'm actually offended you put a card like Equality of all things over those...
Wait did you really put DOOM! and Polymorph on this list?? -.- Omg my eyes I need bleach
Even if Doom and Polimorph are not very popular in this meta these cards has extemely strong potential and as I already said destroing strategies with developing minions. Maybe DOOM will be ok with some other negative effect, for example Deathwing for ten mana makes exactly the same but with much more negative condition. DOOM is extremely strong card especially for Arena games.
Polymorph was ingored before Reno decks, now when mages has no problems with cleaning table both polymorph cards realising these potential to the full extent of one's power. The only reason why you don't dissagre that these cards are stonger than others for 4 mana is you don't play against reno mages too often. Both polymorphs should costs at least 5 mana for correct balance.
Lol. Back in the days, twisting nether was considered one of the worst cards in the game because it kills your board as well.
This card becomes compulsory for warlock reno decks and kill all your hopes to win in in late game, especially if warlock at this time summon Jaraxxus. So if you don't win warlock before ten mana cost step, with this card in warlock hand, you can forgot about table control and win in this match ever.
Many of the things you've listed aren't even valid to be here. DOOM! is a huge loss in tempo, as you lose ALL of your minions + you can't do anything else that turn. Yeah you get to kill minions, but it usually leads to early fatigue or overdraw. Equality and Polymorph still require you to trade or use other actions to remove the minions, Naturalize gives your opponent the important early-game draws. (Helps pirates win) Shield Slam requires you to get the armor needed, and Execute requires you to use your minions, spells or weapon to damage the minion first.
Unless you have insane card draws, it is very unreliable to rely on removals that require more than just itself to clear threats, lose lots of tempo, or give your opponent draws. There's a reason why people don't run Naturalize, or DOOM!. You may think they are "broken," but they generally "give" the game to your opponent instead.
then remove all see how we play HS. Arena construct mode? who have more legendary mode?? another example of player that play greedy deck.
In Hearthstone there is more then 1000 cards and more than half neutral minions are trying to developing other minions in table but all this ideas does not working and an every tournament there is 4-5 deck strategies at all which built around cheater abilities cards. It is not normal for balanced card game. All card for same mana cost should be equivavelt and only difference between them should just let realise players different stategies. I am not a greedy deck builder, most of my cards costs less than 5 mana but I found this game extremelly boring after playng thousand same matches.
Removals should give players some compensation for not plaing minions at this step, but it should not give decisive advantage for two mana.
Anyfin can happen broken? Barely.. probably a new player.. sure if you playfor a few days some stuff seem broken while they are part of the game..
Seems like you are trying to play a real slow divine spirit/inner fire priest or something.. those cards are stuff you play around..
As I already sead I playing in these game three years, a trying to divine spirit priest, both tothem shaman, buff hunter, beast druid, provocation warior and a lot of other tactics with neutral minions which are not working with cheap removals and charge minions in 4 step game for no brain players ready to donate for cheater cards of last addon.
You forgot about Patient Assassin it's so great card! You can't target it and it can kill even biggest legendary in one shot.
EDIT: Not to mention it only costs 2 mana! Ridiiculous removal.
This is one of my favorite card and it is not a cheater combination of abilities. Patient Assassin will play in full force immediately after Blizzard stop to encourage idiots.
I play in this game about three years, at this month a have rank 2 in wild ranked games. I want to disscuss some cards which seems to be are not fair balanced. So, this is my top ten inbalanced cards, and group of cards of Hearthstone.
10. Keeper of Uldaman / Paladin. This is a extremely strong card which let players to destroy any dangerous units, and control iniciative of the table without spending any resources. This card equivalent both strong spell card and unit for 4 mana. As example Rogues "Blade of C'Thun" costs 9 mana and give absolutly close effect. I think this card will be balanced only if it would be 6 and more mana cost, or supported with some difficult condition like "health of the hero mast be less then 12".
9. Group of cheap spells destroing selected minios: "Hunter'sMark" / Hunter, "Naturalise" / Druid, "Shieldslam", "Execute" / Warior, Hex / Shaman, "Polymorph", "Polymorph: Boar" / Mage, "ShadowWord: Death" / Priest. I think all this spells should costs not less then 5-6 mana and follow the principle: "destroy dangerous minion = lost table control". Rogues "Assassinate" again the good example of absolutly correctly balanced card for such effect.
8. "Power Overwhelming" / Warlock. This spell is too cheap, it makes exactly the same of paladins "Blessing of Kings". The negative effect of this card is not altogether negative. It will be great if it would give 6/6 but costs 5 mana.
7. "Shadowflame" / Warlock. Also is absolutly incorrect card mana cost, it gives much more stronger effect than mages "Flamestrike" but costs 3 mana cheaper. Mass damage effect for 4 mana mast be equivalent 2-3 damage for every minion in table. Shamans "Lightning Storm" costs 3 mana but it have really strong negative effect so it it correct card, unlike Shadowflame.
6. Twisting Nether", "Doom" / Warlock. Even both these cards are rather expensive they are still continue to be not correct balanced. Cleaning the table is extremely strong effect so it should give some indemnification for opponent player, dropping three cards is one of such indemification examples. Especially "Doom", which not only clean the table but also let warlocks to continue game without any waste of resources.
5. Almost all minions with Death rattle and Summon another minions effect like "Sludge Belcher", or "Piloted Shredder" are stronger than any other minions for the same mana cost. These cards will be correct only if they would have much less health/attack value for example 2/4 for Belcherand 3/2 for Shredder.
4. Pirates. Pirates was ignored so many times so no one see that these cards always be not correct balanced.
- "Southsea Deckhand" for 1 mana. At this time there is no difference between pirates and murlocks so it should cost 2 mana.
- "Pirate" This is 5-7/3 minion for 2 mana and this is extremelly not fair play card it should cost 3 mana or have one health value.
- "Ship's Cannon". This card has too strong ability for 2 mana. It should be 2/5 minion for 4 mana or something like that.
- "Patches the Pirate". This card is not equal to "Stonetusk Boar" which also have same stats, same effect and some race value. Automatic summoning minion should have some negative effect for example dropping all weapons in current hand.
- "Bloodsail Cultist" 3/4 minion for 3 mana with legendary card effect. The legendary pirate do exactly the same "Captain Greenskin" but it is legendary card costs 5 mana and has worse health/atack stats. I don't see any logic of such inbalanced cards. This minion should cost 4 mana or has 3/2 stats but not 3/4.
Top 3!
3. Drakonid Operative. This is extremely stong minion with cheater ability. I don't like the idea of discovering opponent deck cards at all because this is card game and the opponent deck should stay secret stategy. Also it destroy any hope that your opponent has no card which can stop some your stong potential minion, so a lot of ideas and strategies with developing your minions like beasts or totems simply not working. All minions for 5 mana should be equivalent balanced but this minion is not equivalent "Pit Fighter".
2. Equality / Paladin This is extremelly not fair spell which clear all table for 2 mana. This spell make 70% of all minions cards in this game absolutly garbage cards. Also destroing the stategies with developing minios. This card should cost only more than 8 mana.
1. "Anyfin Can Happen" This card is max cheater card are possible. 2-3 minions with charge and stats more than 8 attack for 1 card. No stategy, no collect combo with more than four cards for letal just one no brain card for ten mana and end of game. Good game, Blizzard. Thank you for fair play.
Great compilation mate, I can't disagree.
Naturalize but no flamewaker tunnel trogg Kazakus or jade idol. I'm done
Um, you seemed to have forgotten Dr. Boom and Velen's Chosen... I'm actually offended you put a card like Equality of all things over those...
Wait did you really put DOOM! and Polymorph on this list?? -.- Omg my eyes I need bleach
EDIT: This list is seriously all over the place. Some cards mentioned deserve to be here, like Power Overwhelming, but the reasoning looks all messed up.
I mean Shadowflame? Seriously? The drawback is that you destroy a minion that you had to buff (because you wouldn't sacrifice your big fat minion just to clear a board once unless you're dead that turn) to even make it as strong as Flamestrike. The only reason can be strong is because of PO, and even then thats a 2 card combo that you need to dig up along with already having the minion on board...
Doom! is a terrible Warlock card because you're using your entire turn to draw extra cards, which is completely irrelevant to a class that has that literally as their hero power. If you needed cards then you were playing the class wrong.
Long Post doesn't always equal Greatest Post
Hunters mark and equality and even keeper of uldaman are strong cards but are not flat removal. they require trading or the using of another card to completely eliminate the minion presence. Shadowflame and twisting nether are good cards but require you to sack yourself and are very circumstantial. The greater investment in the minion you sacrifice the greater your outcome but obviously a greater loss of mana on your part. Lets say i play a 2 mana minion with 3/2 stats and use shadow flame on it. That is 6 mana and 2 cards and reducing your own board presence for a 3 damage clear. Flamestrike is 4 damage, maintaining your board presence and only 1 card for only 1 extra mana. Similar effects different costs. Arguably a great cost for the shadowflame but it can be acticated earlier than flamestrike
Lol. Back in the days, twisting nether was considered one of the worst cards in the game because it kills your board as well.
You seem to forget about Dr.Boom, Lotheb, Velen's Chosen, Flamewaker, Tunnel Trogg and so many more other "balanced" cards. Don't forget Mysterious Challenger. Broken when GVG was around, and still in Wild.
Many of the things you've listed aren't even valid to be here. DOOM! is a huge loss in tempo, as you lose ALL of your minions + you can't do anything else that turn. Yeah you get to kill minions, but it usually leads to early fatigue or overdraw. Equality and Polymorph still require you to trade or use other actions to remove the minions, Naturalize gives your opponent the important early-game draws. (Helps pirates win) Shield Slam requires you to get the armor needed, and Execute requires you to use your minions, spells or weapon to damage the minion first.
Unless you have insane card draws, it is very unreliable to rely on removals that require more than just itself to clear threats, lose lots of tempo, or give your opponent draws. There's a reason why people don't run Naturalize, or DOOM!. You may think they are "broken," but they generally "give" the game to your opponent instead.
8 mana equality lul.
haha troll threads.
only PO deserve it other just troll post
all the removal are imba.
then remove all see how we play HS. Arena construct mode? who have more legendary mode?? another example of player that play greedy deck.
At the very least I found this funny
Anyfin can happen broken? Barely.. probably a new player.. sure if you playfor a few days some stuff seem broken while they are part of the game..
Seems like you are trying to play a real slow divine spirit/inner fire priest or something.. those cards are stuff you play around..
I'm fairly certain that Wobbling Runts is the most unbalanced card.
Patient Assassin is terribad when compared to Hunter's Mark/Execute shirley?
No Brawl? No Fiery War Axe?
English is not my native language, so, with a high probability, mistakes were made.
It seems you just hate paladins a lot, that's it.