I'm not going to think too hard on this, but, I'll kick it off.
Basic - Basic cards are... Basic. For my nomination I'll go with Tundra Rhino. It's a card that see spot play and can be a decent skill test for a Basic card.
Classic - I'm going to pick Doomsayer. It's a unique effect that really takes a good read of your opponent's deck to use optimally. There are lots of 'better' cards, but, I love the design on this one.
GVG - Fel Reaver. This card had the ability to swing a game. Either direction and with no RNG. Pretty strong card that saw some play and I think the unusual drawback was perfect.
Naxx - Loatheb. I didn't even have to look at the set for this one. Amazing card with a huge skill test. Runner up: Deathlord.
Blackrock - Grim Patron. A pretty hated card, but only in the hands of skilled players.
League of Explorers - Anyfin Can Happen. Great card, great design. Runner up - Elise Starseeker.
Grand Tournament - Astral Communion. I never got to play with this Epic, but, it always looked like a ton of fun and you see it pop up every 5th Tavern Brawl. Really fun.
Old Gods - Yogg. Competitive, Entertaining, and I think relatively balanced. Runner up - Evolve.
Karazhan - Barnes. No other card tried to get me to use it as much as Barnes.
Gadgetzan - Dirty Rat. Probably my pick for best of show. Elegant design.
Un'Goro - Shadow Visions. A really high skill test card.
I'm not going to think too hard on this, but, I'll kick it off.
Basic - Basic cards are... Basic. For my nomination I'll go with Tundra Rhino. It's a card that see spot play and can be a decent skill test for a Basic card.
Classic - I'm going to pick Doomsayer. It's a unique effect that really takes a good read of your opponent's deck to use optimally. There are lots of 'better' cards, but, I love the design on this one.
GVG - Fel Reaver. This card had the ability to swing a game. Either direction and with no RNG. Pretty strong card that saw some play and I think the unusual drawback was perfect.
Naxx - Loatheb. I didn't even have to look at the set for this one. Amazing card with a huge skill test. Runner up: Deathlord.
Blackrock - Grim Patron. A pretty hated card, but only in the hands of skilled players.
League of Explorers - Anyfin Can Happen. Great card, great design. Runner up - Elise Starseeker.
Grand Tournament - Astral Communion. I never got to play with this Epic, but, it always looked like a ton of fun and you see it pop up every 5th Tavern Brawl. Really fun.
Old Gods - Yogg. Competitive, Entertaining, and I think relatively balanced. Runner up - Evolve.
Karazhan - Barnes. No other card tried to get me to use it as much as Barnes. Runner up - N'Zoth.
Gadgetzan - Dirty Rat. Probably my pick for best of show. Elegant design.
Un'Goro - Shadow Visions. A really high skill test card.
Yah. He was always just "play on curve, because you stand a good chance of screwing up their plans" in the games I played. There was some strategy in saving him for a druid's Force of Nature + Savage Roar turn, but ideally you didn't want your opponent to *live* to that turn because then you're already in a bad way.
My Naxx vote would be Deathlord or Zombie Chow. Big, useful minions with interesting disadvantages, as well as ways to turn them to your advantage. Though the Auchenai Soulpriest + Prophet Velen combo made me rage a little the one time someone pulled it off against me.
GVG - Fel Reaver. This card had the ability to swing a game. Either direction and with no RNG. Pretty strong card that saw some play and I think the unusual drawback was perfect.
Old Gods - Yogg. Competitive, Entertaining, and I think relatively balanced. Runner up - Evolve.
I'd like to have what you're smoking please. As for the actual topic:
Basic: Flametongue Totem. Arguably the most skill intensive board oriented card in the game (along with Dire Wolf Alpha and Defender of Argus) in that it forces you to plan multiple turns ahead of time, properly position your minions, develop the board without overextending into a board clear, have a method to protect it or apply enough pressure to force the opponent to remove something else, and pick the correct moment to drop it and cash in on the good old "Flametongue train" value.
Classic: Gadgetzan Auctioneer. The cheater answer is Dire Wolf Alpha and Defender of Argus for the same reasons as above, but I'll go with this because it enables arguably the most skill intensive deck in the game: Miracle. Knowing when to go off and when to hold back your spells, knowing the opponent's board clear options such as Flamestrike/Dragonfire Potion, and knowing how to stave off aggression to get this down safely all make the difference between an excellent Rogue player and a garbage one.
Naxxramas: Loatheb. 100% agree here. Knowing when to drop Loatheb to get yourself the best possible board stabilization or simply prevent the opponent from going off takes a great deal of knowledge and skill in terms of gamestate evaluation and hand-reading.
GVG: Echo of Medivh. Honestly this entire set is an RNG clusterfuck cancerfest and there's not a whole lot of "well designed" cards. Echo of Medivh is one of the few cards that doesn't rely on a dice roll and is one of the more difficult cards to build a proper deck around.
Blackrock: Emperor Thaurissan. This card was overpowered. Lets get that out of the way. Even if someone used it "incorrectly", they'd still get value from it. That being said, it enabled a lot of combo decks that wouldn't have been possible without this thing and promoting diversity is what gives this points.
TGT: Polymorph: Boar. It sucks that this card wasn't quite powerful enough to warrant a deckslot in constructed because the concept is great. Being a flexible removal and reach option all in one, with no RNG elements, meant that you got however much mileage out of the card as you deserved.
LOE: Jade Idol. Arguably the most skill intensive card in Hearthstone history period, making use of one of the most skill intensive mechanics: Discover. Not only did you need to know what you're looking for and be able to select the correct option. You also have to be able to anticipate how the game is going to progress as you often will be playing this early as curve filler. This card makes you take multiple decision paths to determine whether you'll need a minion or spell and what minion or spell, with each circumstance being different on a game by game basis.
WOTOG: Shifter Zerus. Most of the time this thing only saw play off a Dark Peddler. It's not the most skill intensive card of the set, but I picked it because it's one of the most skill intensive "RNGfest" cards in that it makes you see a lot of cards you normally wouldn't in constructed, puts you into new game states, and experiment with new card mecahnics. You need to know what you're doing to take advantage of the RNG.
ONIK: Netherspite Historian. Like GVG, this was another expansion full of RNG plagued rage inducing swing cards. So I chose one of the only ones that actually requires a decision making process.
Gadgetzan: Kazakus. Is this even close? You have a grand total of 252 different possibilities with this card, each choice depending on knowing the opponent's deck type and the matchup, evaluating the current gamestate, and predicting how the game is going to progress. Moreover, it relies on the discover mechanic, but doesn't let you have every choice, so you need to not only consider what ingredients you're looking for, but also what alternatives you want to go with in case you whiff. Finally, your first choice is hugely influential on your second choice and being able to craft a potion that not only synergizes with itself, but also your deck (revived Doomsayer anyone?), while being able to swing the game in your favour is immensely rewarding.
Un'Goro: Ravenous Pterodax. Adapt is a highly skillful mechanic already. Adapting twice is even more skill testing as you need to be able to pick the correct buffs based on the current gamestate while also anticipating what the second adaptation might offer you and picking a combination that synergizes well. This card takes it one step further and requires you to sacrifice the right minion in the right circumstances in order to make use of the effect.
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I'm not going to think too hard on this, but, I'll kick it off.
Basic - Basic cards are... Basic. For my nomination I'll go with Tundra Rhino. It's a card that see spot play and can be a decent skill test for a Basic card.
Classic - I'm going to pick Doomsayer. It's a unique effect that really takes a good read of your opponent's deck to use optimally. There are lots of 'better' cards, but, I love the design on this one.
GVG - Fel Reaver. This card had the ability to swing a game. Either direction and with no RNG. Pretty strong card that saw some play and I think the unusual drawback was perfect.
Naxx - Loatheb. I didn't even have to look at the set for this one. Amazing card with a huge skill test. Runner up: Deathlord.
Blackrock - Grim Patron. A pretty hated card, but only in the hands of skilled players.
League of Explorers - Anyfin Can Happen. Great card, great design. Runner up - Elise Starseeker.
Grand Tournament - Astral Communion. I never got to play with this Epic, but, it always looked like a ton of fun and you see it pop up every 5th Tavern Brawl. Really fun.
Old Gods - Yogg. Competitive, Entertaining, and I think relatively balanced. Runner up - Evolve.
Karazhan - Barnes. No other card tried to get me to use it as much as Barnes.
Gadgetzan - Dirty Rat. Probably my pick for best of show. Elegant design.
Un'Goro - Shadow Visions. A really high skill test card.
Who you got?
Galavant Animation
Then you did something wrong, because Nerubian Egg is the best card of the entire game, let alone Naxx.
un´goro: Ultrasaur nuff said
In all seriousness i would say Spiritsinger Umbra just love how the card works, and i might be the only person on the site who LOVES her card art
~~will probably write the rest of the sets later~
Golden legendary cards opened: Ragnaros the Firelord, Auctionmaster Beardo, Kalimos, Primal Lord
I exist, I think.
Basic: Fireball
Classic: Ysera
Naxx: Kel'Thuzad
GvG: Trade Prince Gallywix
Blackrock: Chromaggus
TGT: Savage Combatant
LoE: Animated Armor
Old Gods: I'm torn: Fandral Staghelm or Call of the Wild
Karazhan: Netherspite Historian
Gadgetzan: Drakonid Operative
Un'Goro: Bittertide Hydra
Forgive me, friend. I have failed.
Loatheb is brainlessly op
Die, insect! Live, insect!
Yah. He was always just "play on curve, because you stand a good chance of screwing up their plans" in the games I played. There was some strategy in saving him for a druid's Force of Nature + Savage Roar turn, but ideally you didn't want your opponent to *live* to that turn because then you're already in a bad way.
My Naxx vote would be Deathlord or Zombie Chow. Big, useful minions with interesting disadvantages, as well as ways to turn them to your advantage. Though the Auchenai Soulpriest + Prophet Velen combo made me rage a little the one time someone pulled it off against me.
Basic: Kill Command
Classic: Edwin VanCleef
Naxx: Loatheb
GvG: Trade Prince Gallywix
BRM: Dragon Consort.
TGT: Bear Trap
LoE: Anyfin Can Happen
WotG: Xaril, Poisoned Mind
Kara: Medivh's Valet
Gadgetzan: Dragonfire Potion
Ungoro: Vilespine Slayer
Valar Morghulis
Basic: Animal companion
Classic: Deathwing
Naxx: Zombie chow
GvG: Voljin/Malganis
Blackrock: Thaurisan
TGT: Justicar
LoE: Reno
Old Gods: Yogg/Fandral
Karazhan: Arcane giant
Gadgetzan: Kazakus
Un'Goro: Open the Waygate