The card i think is the worst designed is Sylvanas Windrunner. In my opinion stealing is a priest thing and making it available to every class for only 6 mana is super frustrating. And the fact that it's random is also really frustrating, almost like the really annoying card of Mind Control Tech. luckily i don't have to deal with it much since i play standard mostly
From hearthstone, my choice is definitely dead man's hand. Nothing is more infuriating than playing against a deck which can actually remove everything you play forever, but you still have to play 15 minutes of hearthstone before you're sure you've lost. You know the deck is bad, but things just didn't pan out, and now you are totally helpless to their endless pile of removal spells.
In any card game, I'd definitely say fog effects (cards that your opponent can play from hand on your turn to keep you from dealing any combat damage that turn). Your opponent is inevitably playing some kind of dumb combo, and if you can actually get your attack through you can kill them, but you end up just playing a frustrating game of 'does my opponent have a fog in their hand?' where you can no longer do anything other than attack with everything every turn and hope.
It is the result of a bad series of design decisions
Hearthstone was a beautiful game, where your decisions mattered until GVG then guess what? BAM !GVG . Suddenly you have stuff like unstable portal, deciding games due to pure RNG. Everyone hated that card so they decided to reprint 3 times in Karazan. Now, how could you make an already broken tempo card even more broken? Make it about spells instead of minions in a class where burn is a win condition! Genius! Now you only have to play around every single spell on the game when facing mage!
It makes no sense lore wise
Tasks tend to become more optimized as civilizations advance right? We have gone from the abacus to the calculator which has made math faster and easier to perform. So why on god's green earth would finding an ancient glyph make your spells more efficient? Surely the mages of Warcraft have advanced magic since the age of the dinosaurs right? It just doesn't make sense man.
If you need to ask why, then you do not understand what bad DESIGN is. Everyone else is just complaining about overpowered cards, but those cards function as intended -- All of them fill the purpose that they were explicitly designed to fill. If it was a mistake to create them because they were too powerful, that's entirely different.
Toxic arrow, in the kind of game Hearthstone is, given to the kind of class Hunter is, literally has no function and does not work as designed.
No function? Wrong. It's one of two cards that are behind Control hunter being semi-viable in Wild. Very strong when paired with Unstable Ghoul or similar. I don't think it was designed for AE, instead being designed to trade up, but I'll take it for AE.
True, but I think it would have been better and still not too overpowered if you were able to kill the minion and it still bestowed poisonous. Like working with bloat bat. They may have tested it that way, but decided it was too powerful... only problem is they then underpowered it (at least for Standard). Balance is hard I guess I just wish they took more time with rebalancing it sucks when a class like hunter which is mostly bottom barrel (except at rank 20-15 I guess) doesn't really get anything viable. I feel like the same thing has happened with Crushing walls. Priest get unconditional board clear at 7 and hunter get's crappy conditional board clear? LIke WTF. so bad design. I can easily see Crushing walls being fine at 6 mana
Oh, I completely agree that it giving poisonous before killing would be better - and it's a buff I'd love to see. Bloatbat is another card that's just not been pushed enough, and Crushing walls? That's probably bloatbat level, IMO. Ridiculously bad,
The sad thing is that if bloatbat hit itself it would probably be playable (with PD, like explosive sheep, just worse), same if poisonous was given before death. CH in STD is probably not viable anytime soon, though, primarily because it needs so many tools that are never in STD together.
Agreed. during LOE, control hunter was almost there. You could play a yogg spell deck and completely control the board. the only issue was that there was no real win condition other than getting lucky enough with Yogg. They keep adding control tools to Hunter, but they're either not good enough, or not at high enough rate to come together. Stiched tracker actually comes close to making it happen. It's actually bonkers in C'thun Hunter, C'thun hunter is just not good enough though.
reno as a design is actually sweet. it makes the highlander decks a strategy, you build a deck which lacks consistency to run a strong heal. so I think you are right, its the balance that is the issue.
People listing strong or OP cards don't really understand what "design" means. Of the expected gripes, the only one I think has merit is Jade Idol, where the design of the card opened up a huge can of worms with going infinite with huge minions that basically destroyed control decks. Raza, Patches, Shadowreaver, Ice Block... these cards are strong or annoying, but aren't bad design. They just are strong with the right support cards.
To me, I look at a bad designed card as something like The Boogeymonster, where it is so bad it doesn't even make sense. I even try to give Blizzard the benefit of the doubt where they designed it one way, and towards the end of design they realized it was too strong or might have broken the game in a way, and quickly nerfed it back a mana or a stat point (like what happened with Webweave). But the Boogeymonster is 2 mana off what it should be, and so much worse compared to Gruul it just doesn't make any sense why it was printed and what it was meant to be originally.
Another one that comes to mind is Bolf Ramshield. I /think/ it was designed to stop spell burst decks like Shaman and Mage, but how the card works makes it effectively 6 mana, gain 9 armor. How or why it was printed without taunt is just inexcusable. We have a 7 mana 5/10 taunt in Ancient of War, so a 6 mana 3/9 legendary taunt that also absorbs face spell damage is on par with that (make it 3/8 since it is not a class-card, maybe). I don't know what Blizzard did here.
Last one I can think of is pre-nerf Warsong Commander. That card single-handedly limited the design space of so many cards. I give Blizzard a pass since it was printed in the original set and they were new at this, but looking back now, that probably was the real worst designed card ever given how much it affected what could and could not be printed until they finally nerfed it.
There is a difference between well-designed powerful cards and poorly designed ones. The well designed ones take unique deck design and/or timing to work, imo keleseth, reno, kazakus. Poorly designed powerful cards are cards which require minimal or obvious deckbuilding decisions and almost always just result in an insta win when played.imo Anduin, jade idol, ultimate infestation. Many of the cards i see listed are just OP but not all are actually poorly designed
I think that spreading plague is not only an overpowered card but also very poorly designed. It compounds the already extremely frustrating draw RNG aspect of this game so much more because if your opponent is a Druid deck and you get unlucky and top deck early game stuff, not only does it suck because you’re drawing poorly, but you also can’t even play those cards because if you play them you lose the game. Also it’s in the Druid class, a class where if you don’t pressure them hard early game you lose, but if you try to pressure them they plague + mark of the lotus and then you still lose.
Reno Jackson (Made sense for Warlock, but not as a neutral)
Uhhhh what. It makes no sense in warlock at all, it was specifically cancerous by the sheer fact that warlock could use it.
Warlock should struggle with healing, cuz how OP his hero power is. Reno made it so you can shit on your hitpoints, tap whatever you want, drop molten+reno and have board/resources lead with no HP difference at all.
Warlock should have the most heals in form of lifesteal because our health should be a resource, but if we can only take a resource away and not build it up it becomes significantly less useful, so yeah Reno was amazing for lock, wouldve been dope as a lock only card. Everyone else can get a Reno when their hero power kills themselves, all that being said id love to see a blood guldan played straight through health values and healing.
Barnes. Pretty simple and not very interesting mechanic, enables a ton of extremely powerful and broken shenanigans. Play it on turn 4 in big priest and you immediately win the game 80% of the time. May be even higher than that, idk.
So what you're saying is that the problem isn't Barnes itself, interesting ... and contradictory. xD
The card i think is the worst designed is Sylvanas Windrunner. In my opinion stealing is a priest thing and making it available to every class for only 6 mana is super frustrating. And the fact that it's random is also really frustrating, almost like the really annoying card of Mind Control Tech. luckily i don't have to deal with it much since i play standard mostly
a lot of people are saying the OP cards are badly designed. I think a lot of them are well designed poorly balanced.
My list of cards that are actually poorly designed are:
knife juggler
crackle
implosion
From hearthstone, my choice is definitely dead man's hand. Nothing is more infuriating than playing against a deck which can actually remove everything you play forever, but you still have to play 15 minutes of hearthstone before you're sure you've lost. You know the deck is bad, but things just didn't pan out, and now you are totally helpless to their endless pile of removal spells.
In any card game, I'd definitely say fog effects (cards that your opponent can play from hand on your turn to keep you from dealing any combat damage that turn). Your opponent is inevitably playing some kind of dumb combo, and if you can actually get your attack through you can kill them, but you end up just playing a frustrating game of 'does my opponent have a fog in their hand?' where you can no longer do anything other than attack with everything every turn and hope.
Primordial Glyph for two reasons:
It is the result of a bad series of design decisions
Hearthstone was a beautiful game, where your decisions mattered until GVG then guess what? BAM !GVG . Suddenly you have stuff like unstable portal, deciding games due to pure RNG. Everyone hated that card so they decided to reprint 3 times in Karazan. Now, how could you make an already broken tempo card even more broken? Make it about spells instead of minions in a class where burn is a win condition! Genius! Now you only have to play around every single spell on the game when facing mage!
It makes no sense lore wise
Tasks tend to become more optimized as civilizations advance right? We have gone from the abacus to the calculator which has made math faster and easier to perform. So why on god's green earth would finding an ancient glyph make your spells more efficient? Surely the mages of Warcraft have advanced magic since the age of the dinosaurs right? It just doesn't make sense man.
reno as a design is actually sweet. it makes the highlander decks a strategy, you build a deck which lacks consistency to run a strong heal. so I think you are right, its the balance that is the issue.
People listing strong or OP cards don't really understand what "design" means. Of the expected gripes, the only one I think has merit is Jade Idol, where the design of the card opened up a huge can of worms with going infinite with huge minions that basically destroyed control decks. Raza, Patches, Shadowreaver, Ice Block... these cards are strong or annoying, but aren't bad design. They just are strong with the right support cards.
To me, I look at a bad designed card as something like The Boogeymonster, where it is so bad it doesn't even make sense. I even try to give Blizzard the benefit of the doubt where they designed it one way, and towards the end of design they realized it was too strong or might have broken the game in a way, and quickly nerfed it back a mana or a stat point (like what happened with Webweave). But the Boogeymonster is 2 mana off what it should be, and so much worse compared to Gruul it just doesn't make any sense why it was printed and what it was meant to be originally.
Another one that comes to mind is Bolf Ramshield. I /think/ it was designed to stop spell burst decks like Shaman and Mage, but how the card works makes it effectively 6 mana, gain 9 armor. How or why it was printed without taunt is just inexcusable. We have a 7 mana 5/10 taunt in Ancient of War, so a 6 mana 3/9 legendary taunt that also absorbs face spell damage is on par with that (make it 3/8 since it is not a class-card, maybe). I don't know what Blizzard did here.
Last one I can think of is pre-nerf Warsong Commander. That card single-handedly limited the design space of so many cards. I give Blizzard a pass since it was printed in the original set and they were new at this, but looking back now, that probably was the real worst designed card ever given how much it affected what could and could not be printed until they finally nerfed it.
Hemet Nesingwary, easily. Whoever thought such a terrible card should exist in the same set as Dr. Boom is mental
Temporus
So basically, this threat's name is - what card do you hate the most?
There is a difference between well-designed powerful cards and poorly designed ones. The well designed ones take unique deck design and/or timing to work, imo keleseth, reno, kazakus. Poorly designed powerful cards are cards which require minimal or obvious deckbuilding decisions and almost always just result in an insta win when played.imo Anduin, jade idol, ultimate infestation. Many of the cards i see listed are just OP but not all are actually poorly designed
Magma Rager.
I think that spreading plague is not only an overpowered card but also very poorly designed. It compounds the already extremely frustrating draw RNG aspect of this game so much more because if your opponent is a Druid deck and you get unlucky and top deck early game stuff, not only does it suck because you’re drawing poorly, but you also can’t even play those cards because if you play them you lose the game. Also it’s in the Druid class, a class where if you don’t pressure them hard early game you lose, but if you try to pressure them they plague + mark of the lotus and then you still lose.
The Caverns Below
Created the most oppressive meta pre nerf
Proud member of the real casual play network
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/222850-new-third-game-mode-real-casual-play-network
Hit rank 15 with a homebrew back in the KOFT days.
Yaayyy...
There's all my notable achievements.
I think nerfed yogg is plenty fair and a ton of fun. Its a bad meme card but it makes epic moments
For a legendary, i think Tyrantus
How can anyone say anything but Jade Idol?