I came here thinking I was gonna be the first one to say Defile, and I realitze it's probably the card that has been said more times. So cool, a little bit too powerful against token decks but against big boards you really had to calculate and it enabled really cool clears. It should be a classic :)
Ravenous Pterrordax which along with Devilsaur Egg was the card that inspired me to try and make an Egg Warlock deck when Ungoro released. I loved when I could get a huge turn 4 swing of playing Pterrordax to pop an egg and basically ending up with a 3 mana (delayed) 5/5 + 4 mana 7/7 (or a different adapt combination). I'll probably still try to make a version with Scarab Egg and the new token/board buff cards, but I don't think it will feel quite the same.
And
Elven Minstrel. While I didn't really use it when it came out, it ended up being a pretty key piece of my Pogo-Hopper deck when Boomsday released. Just the fact that it drew 2 minions for only 4 mana made it so much easier to go off on a turn and not have to rely on only topdecking one Pogo-Hopper a turn. With the new expansion, I'm probably gonna split my deck into two versions to see which works. One without Myra's Unstable Element, focused on just shuffling a ton of rabbits in and then having lots of card draw to keep getting them, rather than trying to go infinite. And maybe one replacing minstrel with Jepetto Joybuzz, which isn't as strong initially, but could go off if I get a chain of drawing Jepettos with Jepettos.
It seems Elemental Shaman won't be a thing anymore because we're losing Kalimos, Primal Lord and many good other elementals as well. Elementals are not bad I guess.
I hope they won't continue this Murloc Shaman thing this year or it will be cancerous as Odd Paladin with pre-nerfed "Level Up!". Okay, maybe I was being too extraordinary there.
Fire Fly - Best 1 drop ever made. You can't take this guy from me!
Defile - This is probably the single best card in the history of Hearthstone. It rewarded smart playing and there was never a time when I felt cheated when my opponent played it well. If only its big brother Spreading Plague wasn't so broken shoring up class deficiencies and taking forever to animate. ...or its useless twin sister Roll the Bones which is essentially spend 2 mana draw a card.
Cornered Sentry - I love so much about this card. It's essentially a combo card for Brawl but it can be played on its own for a 2 mana 2/3 taunt. Nice little raptors!
Gluttonous Ooze - So much better than your standard ooze weapon removal, this gives you armor and has 1 more health all for 1 more mana.
Stubborn Gastropod - This is such a powerful card with so many ways to play around it.
Stitched Tracker - Sacrificing tempo in hunter is something that you don't usually want to do, but it also meant that you had a better chance to get the minion that you needed for that match.
Primalfin Totem - A good general purpose token generating card. It wasn't hard to deal with either making it never unfair.
Cards that went a bit too far but didn't completely break things
Tar Creeper - Power creeper of tasdingo for 1 less mana but without 2 attack on your turn. This card slowed aggro but didn't stop it completely.
Rin, the First Disciple - This card was absurdly fun to play with. She's much less scary then people seem to think she is; only really punishing the slowest of the slow control decks. 41 mana for 33/36 worth of stats and destroy your opponent's deck. I didn't think this would work but I was glad that it occasionally did.
The Lich King - An 8/8 taunt for 8 mana is useful most of the time, but the random cards that he gave you were why you used him. The fact that each card was useful on its own but only in certain situations meant that he was scary but still manageable.
Despicable Dreadlord - This really starts to get into unfair territory but it wasn't usually a single "I WIN" minion. Usually.
Direhorn Hatchling - Cute card that combined with its Matriarch is slightly overstatted.
Saronite Chain Gang - It's funny how a card designed to work with handbuff mechanics was nerfed so that it wouldn't work with handbuff mechanics.
Cards that can go straight to hell
Stonehill Defender - Perhaps I just hate this card for odd paladin players who use it for its battlecry of adding Sunkeeper Tarim to their hand.
Ultimate Infestation - This card killed ramp druid mechanics. Out of all cards to nerf, why was this never chosen?
every single death knight including Thrall, Deathseer - Deathstalker Rexxar and Frost Lich Jaina were probably the worst due to their ability to simply win games on their own. I won't miss you bastards. You were not fun to play against.
every single mana-cheat card from Kobolds and Catacombs - Seriously, what was up with the power level of this expansion? I think I'd be fine with removing the recruit mechanic from the game.
Blood Razor, Scourgelord Garrosh, Rotface. Self-damage warrior was one of my favourite decks to come out of KoFT, and I'm very sad that it got little support afterwards, save a few cards like Redband Wasp.
I love garrosh. Imo he's one of the most balanced death knights. Also dead man's hand. I loved playing fat warrior during kft - my win-rate was awful, but those grindy wins were oh so sweet :)
I agree. Garrosh is how a well balanced death khight card should have been.
Fire Fly - Best 1 drop ever made. You can't take this guy from me!
Defile - This is probably the single best card in the history of Hearthstone. It rewarded smart playing and there was never a time when I felt cheated when my opponent played it well. If only its big brother Spreading Plague wasn't so broken shoring up class deficiencies and taking forever to animate. ...or its useless twin sister Roll the Bones which is essentially spend 2 mana draw a card.
Cornered Sentry - I love so much about this card. It's essentially a combo card for Brawl but it can be played on its own for a 2 mana 2/3 taunt. Nice little raptors!
Gluttonous Ooze - So much better than your standard ooze weapon removal, this gives you armor and has 1 more health all for 1 more mana.
Stubborn Gastropod - This is such a powerful card with so many ways to play around it.
Stitched Tracker - Sacrificing tempo in hunter is something that you don't usually want to do, but it also meant that you had a better chance to get the minion that you needed for that match.
Primalfin Totem - A good general purpose token generating card. It wasn't hard to deal with either making it never unfair.
Cards that went a bit too far but didn't completely break things
Tar Creeper - Power creeper of tasdingo for 1 less mana but without 2 attack on your turn. This card slowed aggro but didn't stop it completely.
Rin, the First Disciple - This card was absurdly fun to play with. She's much less scary then people seem to think she is; only really punishing the slowest of the slow control decks. 41 mana for 33/36 worth of stats and destroy your opponent's deck. I didn't think this would work but I was glad that it occasionally did.
The Lich King - An 8/8 taunt for 8 mana is useful most of the time, but the random cards that he gave you were why you used him. The fact that each card was useful on its own but only in certain situations meant that he was scary but still manageable.
Despicable Dreadlord - This really starts to get into unfair territory but it wasn't usually a single "I WIN" minion. Usually.
Direhorn Hatchling - Cute card that combined with its Matriarch is slightly overstatted.
Saronite Chain Gang - It's funny how a card designed to work with handbuff mechanics was nerfed so that it wouldn't work with handbuff mechanics.
Cards that can go straight to hell
Stonehill Defender - Perhaps I just hate this card for odd paladin players who use it for its battlecry of adding Sunkeeper Tarim to their hand.
Ultimate Infestation - This card killed ramp druid mechanics. Out of all cards to nerf, why was this never chosen?
every single death knight including Thrall, Deathseer - Deathstalker Rexxar and Frost Lich Jaina were probably the worst due to their ability to simply win games on their own. I won't miss you bastards. You were not fun to play against.
every single mana-cheat card from Kobolds and Catacombs - Seriously, what was up with the power level of this expansion? I think I'd be fine with removing the recruit mechanic from the game.
Fire Fly - Best 1 drop ever made. You can't take this guy from me!
Defile - This is probably the single best card in the history of Hearthstone. It rewarded smart playing and there was never a time when I felt cheated when my opponent played it well. If only its big brother Spreading Plague wasn't so broken shoring up class deficiencies and taking forever to animate. ...or its useless twin sister Roll the Bones which is essentially spend 2 mana draw a card.
Cornered Sentry - I love so much about this card. It's essentially a combo card for Brawl but it can be played on its own for a 2 mana 2/3 taunt. Nice little raptors!
Gluttonous Ooze - So much better than your standard ooze weapon removal, this gives you armor and has 1 more health all for 1 more mana.
Stubborn Gastropod - This is such a powerful card with so many ways to play around it.
Stitched Tracker - Sacrificing tempo in hunter is something that you don't usually want to do, but it also meant that you had a better chance to get the minion that you needed for that match.
Primalfin Totem - A good general purpose token generating card. It wasn't hard to deal with either making it never unfair.
Cards that went a bit too far but didn't completely break things
Tar Creeper - Power creeper of tasdingo for 1 less mana but without 2 attack on your turn. This card slowed aggro but didn't stop it completely.
Rin, the First Disciple - This card was absurdly fun to play with. She's much less scary then people seem to think she is; only really punishing the slowest of the slow control decks. 41 mana for 33/36 worth of stats and destroy your opponent's deck. I didn't think this would work but I was glad that it occasionally did.
The Lich King - An 8/8 taunt for 8 mana is useful most of the time, but the random cards that he gave you were why you used him. The fact that each card was useful on its own but only in certain situations meant that he was scary but still manageable.
Despicable Dreadlord - This really starts to get into unfair territory but it wasn't usually a single "I WIN" minion. Usually.
Direhorn Hatchling - Cute card that combined with its Matriarch is slightly overstatted.
Saronite Chain Gang - It's funny how a card designed to work with handbuff mechanics was nerfed so that it wouldn't work with handbuff mechanics.
Cards that can go straight to hell
Stonehill Defender - Perhaps I just hate this card for odd paladin players who use it for its battlecry of adding Sunkeeper Tarim to their hand.
Ultimate Infestation - This card killed ramp druid mechanics. Out of all cards to nerf, why was this never chosen?
every single death knight including Thrall, Deathseer - Deathstalker Rexxar and Frost Lich Jaina were probably the worst due to their ability to simply win games on their own. I won't miss you bastards. You were not fun to play against.
every single mana-cheat card from Kobolds and Catacombs - Seriously, what was up with the power level of this expansion? I think I'd be fine with removing the recruit mechanic from the game.
You should give this a try while you can.
https://www.youtube.com/watch?v=WnOkUT7jRZA
Kaladin's RoS Set Review
Join me at Out of Cards!
I came here thinking I was gonna be the first one to say Defile, and I realitze it's probably the card that has been said more times. So cool, a little bit too powerful against token decks but against big boards you really had to calculate and it enabled really cool clears. It should be a classic :)
Elise the Trailblazer, Bright-Eyed Scout, Curious Glimmerroot, Mirage Caller, Crystalline Oracle, Shimmering Tempest, Hallucination and Jungle Giants from un'goro.
Sindragosa, Rotface, Skulking Geist, Treachery + Howlfiend, Stitched Tracker, Dead Man's Hand, Defile, Gnomeferatu from KOFT.
Woecleaver, Geosculptor Yip, Gather Your Party, Grumble, Worldshaker, Rin, the First Disciple, Seeping Oozeling, Deck of Wonders, Sonya Shadowdancer, Murmuring Elemental from KaC
The first two cards that come to mind for me are:
Ravenous Pterrordax which along with Devilsaur Egg was the card that inspired me to try and make an Egg Warlock deck when Ungoro released. I loved when I could get a huge turn 4 swing of playing Pterrordax to pop an egg and basically ending up with a 3 mana (delayed) 5/5 + 4 mana 7/7 (or a different adapt combination). I'll probably still try to make a version with Scarab Egg and the new token/board buff cards, but I don't think it will feel quite the same.
And
Elven Minstrel. While I didn't really use it when it came out, it ended up being a pretty key piece of my Pogo-Hopper deck when Boomsday released. Just the fact that it drew 2 minions for only 4 mana made it so much easier to go off on a turn and not have to rely on only topdecking one Pogo-Hopper a turn. With the new expansion, I'm probably gonna split my deck into two versions to see which works. One without Myra's Unstable Element, focused on just shuffling a ton of rabbits in and then having lots of card draw to keep getting them, rather than trying to go infinite. And maybe one replacing minstrel with Jepetto Joybuzz, which isn't as strong initially, but could go off if I get a chain of drawing Jepettos with Jepettos.
It seems Elemental Shaman won't be a thing anymore because we're losing Kalimos, Primal Lord and many good other elementals as well. Elementals are not bad I guess.
I hope they won't continue this Murloc Shaman thing this year or it will be cancerous as Odd Paladin with pre-nerfed "Level Up!". Okay, maybe I was being too extraordinary there.
I like elementals and totems.
Cards I will actually miss
Fire Fly - Best 1 drop ever made. You can't take this guy from me!
Defile - This is probably the single best card in the history of Hearthstone. It rewarded smart playing and there was never a time when I felt cheated when my opponent played it well. If only its big brother Spreading Plague wasn't so broken shoring up class deficiencies and taking forever to animate. ...or its useless twin sister Roll the Bones which is essentially spend 2 mana draw a card.
Cornered Sentry - I love so much about this card. It's essentially a combo card for Brawl but it can be played on its own for a 2 mana 2/3 taunt. Nice little raptors!
Gluttonous Ooze - So much better than your standard ooze weapon removal, this gives you armor and has 1 more health all for 1 more mana.
Stubborn Gastropod - This is such a powerful card with so many ways to play around it.
Vilespine Slayer - Assassinate with a 3/4 body but only if you could combo it. Nice.
Stitched Tracker - Sacrificing tempo in hunter is something that you don't usually want to do, but it also meant that you had a better chance to get the minion that you needed for that match.
Primalfin Totem - A good general purpose token generating card. It wasn't hard to deal with either making it never unfair.
Cards that went a bit too far but didn't completely break things
Tar Creeper - Power creeper of tasdingo for 1 less mana but without 2 attack on your turn. This card slowed aggro but didn't stop it completely.
Rin, the First Disciple - This card was absurdly fun to play with. She's much less scary then people seem to think she is; only really punishing the slowest of the slow control decks. 41 mana for 33/36 worth of stats and destroy your opponent's deck. I didn't think this would work but I was glad that it occasionally did.
The Lich King - An 8/8 taunt for 8 mana is useful most of the time, but the random cards that he gave you were why you used him. The fact that each card was useful on its own but only in certain situations meant that he was scary but still manageable.
Despicable Dreadlord - This really starts to get into unfair territory but it wasn't usually a single "I WIN" minion. Usually.
Direhorn Hatchling - Cute card that combined with its Matriarch is slightly overstatted.
Saronite Chain Gang - It's funny how a card designed to work with handbuff mechanics was nerfed so that it wouldn't work with handbuff mechanics.
Cards that can go straight to hell
Stonehill Defender - Perhaps I just hate this card for odd paladin players who use it for its battlecry of adding Sunkeeper Tarim to their hand.
Ultimate Infestation - This card killed ramp druid mechanics. Out of all cards to nerf, why was this never chosen?
every single death knight including Thrall, Deathseer - Deathstalker Rexxar and Frost Lich Jaina were probably the worst due to their ability to simply win games on their own. I won't miss you bastards. You were not fun to play against.
every single mana-cheat card from Kobolds and Catacombs - Seriously, what was up with the power level of this expansion? I think I'd be fine with removing the recruit mechanic from the game.
Baku the Mooneater and Genn Greymane - You two should be ashamed of yourselves. Especially you Baku, as you ruined Cold Blood.
I agree. Garrosh is how a well balanced death khight card should have been.
I will miss them....for 5 mins since i am just going to play them in Wild lol
Do or do not. There is no try.
I haven't seen anyone mention it, so...
Fire Fly
Best 1-drop in the game for 2 years.
#nerfbarnes
I agree. Nobody ever complained about it.
I like elementals and totems.
Fair and good cards like Zola, Lich King, Elise and Sindragosa.
Wait, Thrall gets a special mention and not Guldan?
I hated that card so much, especially in arena. Especially when he then rolls a fkin taunt totem. Jesus christ.
right what did THRALL ever do to you!? lol i read this and like Thrall? not the demon lord raise all haha that we dealt with cudelock for months
Do or do not. There is no try.