I've never had a particular hatred for any specific card. If anything, it's deck archetypes or smug players. I disliked playing against the original patron warrior and freeze mage with ice lance. It's not that I thought it was unfair or my opponents were getting a win handed to them. The decks required a skilled player to just do okay. They were just frustrating to play against and in the case of patron, you were punished for trying to win. The defenders of the deck were often telling complainers, "lol just don't play minions, scrub." So either die over the course of a few turns or get otk.
If you play a mostly minion based deck, or anyway a deck which relies on early board presence, how the heck can you play around it? Its mere existence basically screws up your first turns. Am I supposed to pass / Hero power until I can drop something with 3+ attack? Or hope for an empty board to drop a 2- atk minion?
Boy the list is Long! Glyph, Stonehill Defender, Devolve, Hex, Fledgling, Living Mana, Bloodsea Cultist, Shadow Vision and for the Wild Players: Reno and Brann
Reno was definitely a given. Glad he rotated out of standard.
I despise cards that you can't play around, or have to have the exact answer to it (some classes of which don't have an answer), piss me off the most. Some instances:
Finja, the Flying Star - Unless you can do four AoE damage, the value from this card is insane and can win a game
Gadgetzan Auctioneer - This one card created two "bad" deck archetypes, miracle rogue and jade druid which killed control decks. The fact that someone can cycle through their deck, or create an infinite army of jades, is stupid. FYI, Jade Idol is fine without Auctioneer, I don't mind that card. And to look at it another way, the existence of Auctioneer is preventing any new Rogue archetypes from existing too.
Anyfin Can Happen - Yeah, it's a wild card, but I hated this card in Wild as a control player. Absolutely nothing you can do to avoid it if your deck doesn't have the power to kill the Paladin early, or somehow can transform the critical murlocs. I know I'm in the minority on this one, but I hated this more than Mysterious Challenger. I don't mind OTK's, but OTK's from a single card is dumb.
Tirion Fordring - The value on this card is just too stupid. Yeah, you know it's coming and can plan for it, but unless you can somehow steal it or polymorph it, it can single handedly win games for Paladins. There's not one paladin deck that wouldn't run it (Antonidas is up there too).
Blizz needs to stop printing these one cards that can't be answered and then provide insane value. I don't mind Ice Block for instance, since we have an answer to it. And in general, Blizzard needs to print more answer (reactive) cards than question (proactive) cards. MSG had a good number of answer cards, but Un'Goro was all question cards. It killed control.
Love your list, but I wouldn't include Tirion. I'm Glad he's built like a beast.
I despise cards that you can't play around, or have to have the exact answer to it (some classes of which don't have an answer), piss me off the most. Some instances:
Finja, the Flying Star - Unless you can do four AoE damage, the value from this card is insane and can win a game
Gadgetzan Auctioneer - This one card created two "bad" deck archetypes, miracle rogue and jade druid which killed control decks. The fact that someone can cycle through their deck, or create an infinite army of jades, is stupid. FYI, Jade Idol is fine without Auctioneer, I don't mind that card. And to look at it another way, the existence of Auctioneer is preventing any new Rogue archetypes from existing too.
Anyfin Can Happen - Yeah, it's a wild card, but I hated this card in Wild as a control player. Absolutely nothing you can do to avoid it if your deck doesn't have the power to kill the Paladin early, or somehow can transform the critical murlocs. I know I'm in the minority on this one, but I hated this more than Mysterious Challenger. I don't mind OTK's, but OTK's from a single card is dumb.
Tirion Fordring - The value on this card is just too stupid. Yeah, you know it's coming and can plan for it, but unless you can somehow steal it or polymorph it, it can single handedly win games for Paladins. There's not one paladin deck that wouldn't run it (Antonidas is up there too).
Blizz needs to stop printing these one cards that can't be answered and then provide insane value. I don't mind Ice Block for instance, since we have an answer to it. And in general, Blizzard needs to print more answer (reactive) cards than question (proactive) cards. MSG had a good number of answer cards, but Un'Goro was all question cards. It killed control.
Love your list, but I wouldn't include Tirion. I'm Glad he's built like a beast.
Who wouldn't run Tirion? There's so much value in him and he is the powercore of paladins. Besides, most GOOD legendaries if not removed early they become huge threats each turn they stay alive.
Jade Idol and Bloodlust. Jade Idol because it breaks an almost fundamental rule of the game and Bloodlust because with the current compliment of Shaman cards it's just too easy for a lot of shamans to create a full 7 minion board even after a board wipe and just OTK you with over 30 damage.
In addition to the obvious I'M IN CHARGE NOW!, a personal hate-card of mine is Aldor Peacekeeper. Half the reason why I hate him is his voice line when played; "Follow the rules". It just always annoys me that since Hearthstone has no rules against minions having high attack, why does he have the permission to lower that stat? :D
The thing that gets me about Aldor Peacekeeper is that he doesn't even follow the rules! If your so called "rules" are that you can't have more than 1 attack, then why the hell do you have 3 attack you little Hypocrite!?
Mildly surprised at a lack of mention of Spikeridged Steed, since it's kind of amazingly nuts. Definitely not an OP card, just one that makes me groan every time I have to figure out how to get through it.
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@DiamondDM13; eh, I don't think comparisons between classes are ever very effective. Look at Recycle/Siphon Soul/Entomb for 6-mana removal that were all at different levels of power for the mana cost. It's arguable that it's actually correct to have Paladin have the stronger buffs between the two since its board is basically its removal, unlike Priests who have a stable of AoE and spell-based single target.
In the context of Paladin I don't think it's OP, but god is it messy to deal with.
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I'll go ahead and jump in with the Ice Block crowd.
Freeze mage has been around since beta, and it hasn't even changed all that much. I think it's time to give it the old Druid treatment.
How's this for a nerf: "Secret: When your hero takes fatal damage, prevent it and summon a 0/15 Block of Ice with taunt."
Easier to counter (with removal), and not a guaranteed extra turn if opponent has enough damage on board, but still numerically better than Ice Barrier, which is easier to trigger.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
@FortyDust; I think HoF rotation is probably better, tbh. Which I'm mostly okay with, though I think I'd rather see Pyroblast (or some other burn) rotate first if the goal is really still to target Freeze Mage. Then they could continue printing things to interact with secrets and call it a day. Alternatively they could also just rotate Alexstraza.
Fair warning, I'm a huge fan of keeping Ice Block mainly because janky Control builds of Mage are really the only ones I've ever liked. Depending on what they do for healing it might not be as big of a deal to me when rotation hits next year.
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@DiamondDM13; eh, I don't think comparisons between classes are ever very effective. Look at Recycle/Siphon Soul/Entomb for 6-mana removal that were all at different levels of power for the mana cost. It's arguable that it's actually correct to have Paladin have the stronger buffs between the two since its board is basically its removal, unlike Priests who have a stable of AoE and spell-based single target.
In the context of Paladin I don't think it's OP, but god is it messy to deal with.
Yeah but even in the Priest class we see a comparison that is very unfavourable. All classes have different benefits, that is correct. Even still, I'm not sure I would find +2/+6 + Taunt for 2 Mana to be very fair. Which is what I get removing the Deathrattle... Still seems like ridiculous value for the Mana. Then again, Hunter has Savannah Highmane.
I'd concede that Velen's is probably better than Tentacles in a vacuum, but I think people overstate by how much; Priest generally just has more exciting things to do at 5 mana than at 3 (or at least used to, since it's gained more options since Tentacles was initially evaluated). And for Priest, the 2 health is a bigger deal than it is for most classes.
Steed is indeed ridiculous value for the mana, I don't think anyone is going to argue otherwise. 4/12 stats broken over two bodies, both with taunt, for 6 mana is nuts! But Paladin has been seemingly manageable so I'm not really concerned (yet). I'd be worried we end up with Call of the Wild all over again.
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Yogg-Saron, Hope's End
Some shit like Swashburglar, Babbling Book, Cabalist's Tome, etc
Savannah Highmane
Scavenging Hyena
Eater of Secrets and every single hate card including Acidic Swamp Ooze even if I don't play weapon-based decks
Reno Jackson and Kazakus. Such a stupid condition make decks looks like i just build an insane arena deck
every single Hunter secret
Lightning Storm and Totemic Call
I've never had a particular hatred for any specific card. If anything, it's deck archetypes or smug players. I disliked playing against the original patron warrior and freeze mage with ice lance. It's not that I thought it was unfair or my opponents were getting a win handed to them. The decks required a skilled player to just do okay. They were just frustrating to play against and in the case of patron, you were punished for trying to win. The defenders of the deck were often telling complainers, "lol just don't play minions, scrub." So either die over the course of a few turns or get otk.
Potion of Madness
If you play a mostly minion based deck, or anyway a deck which relies on early board presence, how the heck can you play around it? Its mere existence basically screws up your first turns. Am I supposed to pass / Hero power until I can drop something with 3+ attack? Or hope for an empty board to drop a 2- atk minion?
No
MSoG set in general is painful to play against.
FOR THE HORDE!
Jade Idol and Bloodlust. Jade Idol because it breaks an almost fundamental rule of the game and Bloodlust because with the current compliment of Shaman cards it's just too easy for a lot of shamans to create a full 7 minion board even after a board wipe and just OTK you with over 30 damage.
Balancing busted cards version 1.0.
"Let me change your mind..."
Mildly surprised at a lack of mention of Spikeridged Steed, since it's kind of amazingly nuts. Definitely not an OP card, just one that makes me groan every time I have to figure out how to get through it.
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Ice block is my most hated card
@DiamondDM13; eh, I don't think comparisons between classes are ever very effective. Look at Recycle/Siphon Soul/Entomb for 6-mana removal that were all at different levels of power for the mana cost. It's arguable that it's actually correct to have Paladin have the stronger buffs between the two since its board is basically its removal, unlike Priests who have a stable of AoE and spell-based single target.
In the context of Paladin I don't think it's OP, but god is it messy to deal with.
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I'll go ahead and jump in with the Ice Block crowd.
Freeze mage has been around since beta, and it hasn't even changed all that much. I think it's time to give it the old Druid treatment.
How's this for a nerf: "Secret: When your hero takes fatal damage, prevent it and summon a 0/15 Block of Ice with taunt."
Easier to counter (with removal), and not a guaranteed extra turn if opponent has enough damage on board, but still numerically better than Ice Barrier, which is easier to trigger.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
He serves the firelord, and with The Coin and some Arcane Missiles this piece of shit clears the whole board on turn 3
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
@FortyDust; I think HoF rotation is probably better, tbh. Which I'm mostly okay with, though I think I'd rather see Pyroblast (or some other burn) rotate first if the goal is really still to target Freeze Mage. Then they could continue printing things to interact with secrets and call it a day. Alternatively they could also just rotate Alexstraza.
Fair warning, I'm a huge fan of keeping Ice Block mainly because janky Control builds of Mage are really the only ones I've ever liked. Depending on what they do for healing it might not be as big of a deal to me when rotation hits next year.
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Patches the Pirate tops the list. Worst card ever made. Cards that need the HoF treatment that I also hate playing or playing against: Alexstrasza, Gadgetzan Auctioneer, Ice Block.
Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
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