Illidan. He was my first legendary (golden no less) and I always try to make a deck for him. So far best use seems to be combo'd with Power of the Wild. Maybe when Dr. Boom gets nerfed other 7 attack minions (including Mech-Cat) might be able to make a comeback.
Hogger. At this point I'm basically the official spokesman for this card, but I'll reiterate once again: it's 6/6 of stats for 6 with the potential to be 8/8, 10/10, etc...and it either slows down a rush, draws out removal, or spirals out of control. I know that worst case scenario it's a bad Silver Hand Knight but if your opponent could deal with it without burning removal or sacking multiple minions, they were probably hopelessly ahead anyway. If not, then removal was used and then Belchers etc. will be played safely.
You already named the problem yourself: Silver Hand Knight does nearly the same in 90% and costs one mana less. On top of that, Silver Hand Knight himself isn't even played in any deck.
When a card is in the great majority of cases strictly worse than another card that already isn't worth playing ... You guess it.
Towards the main topic:
Deathwing. He has a unique & strong effect and an even stronger body. However, he is just so damn slow ... Every time I include him in a deck, I never actually end up playing him in a way that is game-changing - either my opponent has decisive board control, I use him out of desperation & he gets immediately removed or I DO get to fatigue after baiting out the opponents removal, but I'm already winning anyway. Maybe one day in a slower meta ...
I'm surprised no one has said Wailing Soul yet. It's one of those cards you have to build a deck around but if you draw it, it can swing the game around for you.
Edit: Provided you have minions that you wanted to be silenced on board of course
He's actually quite good vs Mech mage, since they usually can't remove him simply with their early drops. When he dies he also pulls either small drops that you can hopefully handle easily(annoyotrons, chuggas) or empty battle cry drops (Blastmage, TTT, Dr Boom!!)
Mind Control Tech although to be fair this has been seen a lot recently.
I used to play Lil' Exorcist in the control warrior deck I took to Legend in season 9 - it's always value vs. Dr. Boom. No value since the Undertaker Nerf though.
These were the first 2 cards I bought. He is still good even though Shielded Minibot replaced him in a lot of decks. Shielded Minibot is better early but later in the game Argent Protector ends up being better. The Divine Shield can be put on SHR's early to keep tempo if you don't have any other early drops in hand but even better is when you can shield a Taunt in the late game, or get a free trade or even shield a SHR for Defender of Argus combo. Also you can reshield the Argent Squire you played on turn1 and they pinged on turn2, for maximum frustration.
So undervalued. Since I started I mostly have heard bad things about Squire and never see anyone play it. It can do amazing things. Originally I had 2x in a Paladin deck cause I didn't have any other "good" 1-drops for a control-ish deck. Sometimes experimenting is the only way to find out new ways to play. Even if it's a control deck, I love having a play, any play on turn 1. Helps keep tempo and force responses. Also running SoJ gives a huge boost to Argent Squire, making it a 1 mana Shielded Minibot. If against a ping class, I still play on turn 1. If they Hero power it, I consider it an even greater gain, as the tempo swings even more in your favor and they essentially wasted a turn/mana to ping a Divine Shield. Also it doesn't really have the problem of most other 1-drops in the late game. Even before GvG I've been comboing it with Defender of Argus, for the Annoy-o-Tron effect. Works great as a "You must hit this weakling twice" Taunt. Also for the confusion. Many people will play different depending on if they are against Aggro or Control. Playing fast has it's advantages. If ya get the Squire in opening hand and play it quick on turn1, often they will assume you're Aggro and possibly misplay. Only running one right now, but I consider it a very valuable part of my deck. Eases Argus combos, gives a potential turn 1 play, and just generally does good work.
I know it's used quite a bit in arena but I like it a bit in constructed also. 5 mana slot is only clogged if you use Belchers, if you get Taunts from other places 5 slot has a lot of room. Love the SHK for after you get board cleared. Always sucks getting your board cleared, but it feels great to respond with an immediate SHK + maybe SHR or other minion if it's turn 7 or later. Immediately puts back up a great board presence , and it must be pretty frustrating to be playing against it, use your AoE clear and next turn already there are 2-3 decent sized minions on the board again. Even compared against a Azure Drake or Faceless Manipulator I still like it. In Paladin deck, you typically don't use the spell power, and if you don't need the card draw, no reason to use Drake. Faceless can be so situational, hard to play Faceless and clear the copied minion the same turn, which is the only way to play it IMO. Just coping something and doing nothing else is typically a loss of tempo. SHK does work.
Because who doesn't like SirLoin? Mmmmmmmmmmmmmm. Paladin has a pretty set spell set up, most decks run the standard 2x Equality, Consecration, and Truesilver leaving only a few spell/weapon spots left most of the time. If your not running Mustard, SoJ works similar. You get a 1 Atk weapon and it combos to buff minions like Mustard. Difference is it's a bit slower but still has it's uses. IMO Mustard is better in the Aggro/Mid/Tempo type builds that are being run right now, but SoJ is better in pure control. If in a topdeck war, and near the end of the decks, such a great card to pull, SHR can get pinged, but if you get SoJ in a topdeck war, you pretty much just won. Also keepable if you get coin. Most say it's too slow for an early play but if you don't need to respond to anything right away, it can work, coin it on turn 2 or wait turn 3. It will be a slight tempo loss, but if it's not against aggro it doesn't matter too much and you will more than get it back over the next few plays. Plus with all the Mages running around lately, a weapon that doesn't require swinging, works quite well, since your gonna be frozen anyways.
Illidan. He was my first legendary (golden no less) and I always try to make a deck for him. So far best use seems to be combo'd with Power of the Wild. Maybe when Dr. Boom gets nerfed other 7 attack minions (including Mech-Cat) might be able to make a comeback.
You already named the problem yourself: Silver Hand Knight does nearly the same in 90% and costs one mana less. On top of that, Silver Hand Knight himself isn't even played in any deck.
When a card is in the great majority of cases strictly worse than another card that already isn't worth playing ... You guess it.
Towards the main topic:
Deathwing. He has a unique & strong effect and an even stronger body. However, he is just so damn slow ... Every time I include him in a deck, I never actually end up playing him in a way that is game-changing - either my opponent has decisive board control, I use him out of desperation & he gets immediately removed or I DO get to fatigue after baiting out the opponents removal, but I'm already winning anyway. Maybe one day in a slower meta ...
I'm surprised no one has said Wailing Soul yet. It's one of those cards you have to build a deck around but if you draw it, it can swing the game around for you.
Edit: Provided you have minions that you wanted to be silenced on board of course
"When you only have good cards in your deck, there is no such thing as topdecking"- Sean "Day9" Plott
Pretty cool deck! But I have a love for Druids and I still someday I can pull out the Onyxia + Cenarius combo!
He's actually quite good vs Mech mage, since they usually can't remove him simply with their early drops. When he dies he also pulls either small drops that you can hopefully handle easily(annoyotrons, chuggas) or empty battle cry drops (Blastmage, TTT, Dr Boom!!)
Mind Control Tech although to be fair this has been seen a lot recently.
I used to play Lil' Exorcist in the control warrior deck I took to Legend in season 9 - it's always value vs. Dr. Boom. No value since the Undertaker Nerf though.
Lorewalker Cho I understand its terrible in nearly everyway but if another mill deck with cho comes out my life is complete
Crazed Alchemist of course!
It has a huge synergy in almost every deck, especially in Priest and Pally decks!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
Argent Squire, Argent Protector, Silver Hand Knight, and Sword of Justice. 4 cards I almost never see in constructed.
Argent Protector
These were the first 2 cards I bought. He is still good even though Shielded Minibot replaced him in a lot of decks. Shielded Minibot is better early but later in the game Argent Protector ends up being better. The Divine Shield can be put on SHR's early to keep tempo if you don't have any other early drops in hand but even better is when you can shield a Taunt in the late game, or get a free trade or even shield a SHR for Defender of Argus combo. Also you can reshield the Argent Squire you played on turn1 and they pinged on turn2, for maximum frustration.
Argent Squire
So undervalued. Since I started I mostly have heard bad things about Squire and never see anyone play it. It can do amazing things. Originally I had 2x in a Paladin deck cause I didn't have any other "good" 1-drops for a control-ish deck. Sometimes experimenting is the only way to find out new ways to play. Even if it's a control deck, I love having a play, any play on turn 1. Helps keep tempo and force responses. Also running SoJ gives a huge boost to Argent Squire, making it a 1 mana Shielded Minibot. If against a ping class, I still play on turn 1. If they Hero power it, I consider it an even greater gain, as the tempo swings even more in your favor and they essentially wasted a turn/mana to ping a Divine Shield. Also it doesn't really have the problem of most other 1-drops in the late game. Even before GvG I've been comboing it with Defender of Argus, for the Annoy-o-Tron effect. Works great as a "You must hit this weakling twice" Taunt. Also for the confusion. Many people will play different depending on if they are against Aggro or Control. Playing fast has it's advantages. If ya get the Squire in opening hand and play it quick on turn1, often they will assume you're Aggro and possibly misplay. Only running one right now, but I consider it a very valuable part of my deck. Eases Argus combos, gives a potential turn 1 play, and just generally does good work.
Silver Hand Knight
I know it's used quite a bit in arena but I like it a bit in constructed also. 5 mana slot is only clogged if you use Belchers, if you get Taunts from other places 5 slot has a lot of room. Love the SHK for after you get board cleared. Always sucks getting your board cleared, but it feels great to respond with an immediate SHK + maybe SHR or other minion if it's turn 7 or later. Immediately puts back up a great board presence , and it must be pretty frustrating to be playing against it, use your AoE clear and next turn already there are 2-3 decent sized minions on the board again. Even compared against a Azure Drake or Faceless Manipulator I still like it. In Paladin deck, you typically don't use the spell power, and if you don't need the card draw, no reason to use Drake. Faceless can be so situational, hard to play Faceless and clear the copied minion the same turn, which is the only way to play it IMO. Just coping something and doing nothing else is typically a loss of tempo. SHK does work.
Sword of Justice
Because who doesn't like SirLoin? Mmmmmmmmmmmmmm. Paladin has a pretty set spell set up, most decks run the standard 2x Equality, Consecration, and Truesilver leaving only a few spell/weapon spots left most of the time. If your not running Mustard, SoJ works similar. You get a 1 Atk weapon and it combos to buff minions like Mustard. Difference is it's a bit slower but still has it's uses. IMO Mustard is better in the Aggro/Mid/Tempo type builds that are being run right now, but SoJ is better in pure control. If in a topdeck war, and near the end of the decks, such a great card to pull, SHR can get pinged, but if you get SoJ in a topdeck war, you pretty much just won. Also keepable if you get coin. Most say it's too slow for an early play but if you don't need to respond to anything right away, it can work, coin it on turn 2 or wait turn 3. It will be a slight tempo loss, but if it's not against aggro it doesn't matter too much and you will more than get it back over the next few plays. Plus with all the Mages running around lately, a weapon that doesn't require swinging, works quite well, since your gonna be frozen anyways.
ooze
I'm working on watcher druid and watcher priest this cards is pretty awasome.
Blood Knight is a value card anyways but against pala its super value
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Foe Reaper 4000
Deathwing
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Onyxia
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Wisp a.k.a "Infinite Value".
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