Hmm, that can be said about a LOT of cards. I remember disbelief and disappointed when I played that card for the first time, though.
But thinking more about it, as someone mentioned,
is probably even worse. Remembering how a similar early beta/alfa rogue heropower was OP, they made this one of the very worst cards in the game. Have a look at this guy in comparison:
An easier question would be which expansion was the worst. The answer to that is MSoG. Patches, Buccaneer, and Jade all were in that expansion and existed at the same time as tunnel trogg.
Honestly, the dev team gets away with a lot of bullshit by just making aggressive/mid range decks better than everything else for 99% of the games existence. See jade druid and quest rogue.
Ice Block, specially at the period when you could obtain even more copies of it. Put it up, ignore everything and proceed to play solitaire for perhaps multiple turns until you just auto-win.
Explosive Runes could be nerfed to 4 damage and would still be in every aggressive mage deck ever. The non-sense interaction with Divine Shield minions seems more like a failure of the game coders than "working as intended".
Shudderwock is walking that path too, you just play 3-4 specific battlecries and win the game. Though maybe the problem is more Grumble adding a bazillion 1 mana cost Shudderwocks than the thing itself...
The sad thing is that those combos were never discovered by player experimentation. It was spoon fed by Team 5. The Shudder combo was being explained step-by-step by Ben Brode to Day9 on the set reveal. And so far nobody deviated from that specific path, at best just refining the deck to get to those steps faster.
Planning sets ahead they made Raza just to combo with Shadowreaper later for Highlander Priest to be the way to play Priest. Or when the Cubelock package was released in its vast majority in Kobolds and Catacombs.
Some of the answers crack me up. Just because you hate the card does not mean it's poorly designed. Also there is a difference between poor design and poor balance. Call too arms is a well designed card that is now balanced...
If was a "well designed" card then don't needed nerf, a "well designed" card broken the meta, put alone the class in the best spot beyond all classes and need to be nerfed some months later is not a well designed card, a poor balanced card is a bad designed card, balance is a very important aspect in this kind of game.
If was 5 manas from the start I can agree but for 4 manas is just retarded OP, all paladin decks Tier 1 is a fact destroy any deny of it.
So much this. Also special emphasis on Shudderwock, it's one thing to be an unbalanced or OP card, it's another to give your opponent a 2 minute turn on a game. It's a joke.
Personally, I don't consider something more or less powerful than it should be to necessarily be a bad design. The numbers were too high on Corridor Creeper. The numbers were too low on The Boogeymonster. I think they're basically OK designs, however. Drakonid Operative - a 5/6 for 5 who lets you discover a card - is certainly overpowered, but isn't necessarily a bad design. If they'd had the right stats for the body (like, a 4/5 or 5/4), they'd have been entirely fair, and I like the design of discovering a card from an opponent's deck.
To that end, the worst-designed card in Hearthstone, IMHO, is Skulking Geist. This is a card made simply because Jade Idol was too strong. It was kinda necessary (as I said, Jade Idol was too strong), but it's kinda toxic. I'd much rather not have tech cards like this which are incredibly potent but wicked narrow, and instead have their targets be rationally weakened.
Surprised it hasn't been mentioned, but Preparation is horrible design.
The quest really highlighted it, by showing that you can spend a ton of mana getting an expensive reward card, and then playing it immediately for almost nothing. There are so many broken things you can do with this card. It enables combo spells, and then makes them free. It can be played with Sprint for a 4 mana draw 3. It can turn 3 a Vanish.
Surprised it hasn't been mentioned, but Preparation is horrible design.
The quest really highlighted it, by showing that you can spend a ton of mana getting an expensive reward card, and then playing it immediately for almost nothing. There are so many broken things you can do with this card. It enables combo spells, and then makes them free. It can be played with Sprint for a 4 mana draw 3. It can turn 3 a Vanish.
Really bad design.
So far the only thing prep is bonkers with is the quest. As far as the design goes, it really is fine to get some discount, however the problem is when you cheat 3 mana out of it(That's more than innervate, which was nerfed). So a nerf would be reasonable, but the design should stay the same.
Yes, you play out your cards more aggressively and play for tempo and board presence. If your deck is all 8 and 9 drops that you can't deploy quickly, then you're the exact type of greedy deck that DF is meant to punish, and you lose that game fair and square. I've intentionally missed on Curious Glimmeroot and used a Silence just to pop a divine shield because I expected DF soon based on the way they play. I only life tap against Pally when I feel like I can't win with my current hand because I realize DF changes the way I have to play, it's usually on my mind from turn 1. I've DF'd for zero cards in a mirror match because I was ahead and didn't want them to be able to cycle theirs. I guess these are all brainless plays caused by a poorly designed card, playing your cards the same way every game is much more skillful.
Absolutely Shudderwock, zero skill 100% rng card, just play bunch of battlecry minions in any order and without any interaction, and get a free win without considering board, yours or enemy's health or any other thing. God, even give this deck to a bot it can play it.
Yes, you play out your cards more aggressively and play for tempo and board presence. If your deck is all 8 and 9 drops that you can't deploy quickly, then you're the exact type of greedy deck that DF is meant to punish, and you lose that game fair and square. I've intentionally missed on Curious Glimmeroot and used a Silence just to pop a divine shield because I expected DF soon based on the way they play. I only life tap against Pally when I feel like I can't win with my current hand because I realize DF changes the way I have to play, it's usually on my mind from turn 1. I've DF'd for zero cards in a mirror match because I was ahead and didn't want them to be able to cycle theirs. I guess these are all brainless plays caused by a poorly designed card, playing your cards the same way every game is much more skillful.
Silence is 0 mana, you can play it whenever you want (unlike virtually every other card, as long as there is any minion on the board) so it's not the most pertinent example.
If you you run any sort of midrange to control deck, you'l have a number of cards at higher mana and above that you simply cannot just dump, even if you wanted to.
The way many paladin decks play, the deck is half one drops (literally one of the top decks right now has 14 one cost cards). They can just vomit their hands and refill them by turn 4 or 5..
Unless your deck is filled with 0 mana cards like silence, you can't possibly reduce your hand size enough to prevent this divine favor from being a 3 mana draw 3, 4, 5, even more cards- making it stupidly overpowered considering how much card draw is usually priced in terms of mana.
So yes, silencing minions that you would never normally silence( popping a shield in your example-given how many buffs paladins have especially) just to try to prevent the paladin drawing 1 extra card, that's a dumb play encouraged by the poor design of divine favor.
Bad design? LITERALLY EVERY PACK FILLER CARD EVER. They're lazy, and almost no one plays them effectively, its fine to have poor cards, but at least make them interesting,
>>So yes, silencing minions that you would never normally silence( popping a shield in your example-given how many buffs paladins have especially) just to try to prevent the paladin drawing 1 extra card, that's a dumb play encouraged by the poor design of divine favor.
Guess I'm dumb then. Complaining about the card is the smart play, adapting to it is dumb.
Bad design? LITERALLY EVERY PACK FILLER CARD EVER. They're lazy, and almost no one plays them effectively, its fine to have poor cards, but at least make them interesting,
To be fair, the predictions about pre nerf corridor creeper were hilariously wrong. Hard to say what is going to be a pack filler.
Arch-Thief Rafaam is designed pretty badly. I don't know if it's the worst designed card, but I feel like it's at least on the weak side of a villain that has had an entire expansion damn near built around him. You can Discover a 10 mana card. The three cards you can choose from aren't very good. Filling your board with 3/3 minions is okay. 10 damage randomly split among enemies... Cinderstorm costs less than half and deals half that damage. A 10 mana Dinosize isn't very good, serving as almost strictly a card you play when you want to finish a game.
Rafaam might not be the worst card, but personally, he's easily one of the worst Legendaries.
I think the odd/even thematic is OK. But, Upgraded hero powers from Justicar Trueheart have different impact in early, mid or late game. Team 5 should create new hero powers for early game instead.
Rollback Post to RevisionRollBack
Greetings, traveler.
Let's make Hunter great.
To post a comment, please login or register a new account.
Hmm, that can be said about a LOT of cards. I remember disbelief and disappointed when I played that card for the first time, though.
But thinking more about it, as someone mentioned,
is probably even worse. Remembering how a similar early beta/alfa rogue heropower was OP, they made this one of the very worst cards in the game. Have a look at this guy in comparison:
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
That’s an easy one:
1. Caverns Below
2. Ice Block
3. Jade Idol
4. Shudderwock
5. Barnes
An easier question would be which expansion was the worst. The answer to that is MSoG. Patches, Buccaneer, and Jade all were in that expansion and existed at the same time as tunnel trogg.
Honestly, the dev team gets away with a lot of bullshit by just making aggressive/mid range decks better than everything else for 99% of the games existence. See jade druid and quest rogue.
Ice Block, specially at the period when you could obtain even more copies of it. Put it up, ignore everything and proceed to play solitaire for perhaps multiple turns until you just auto-win.
Explosive Runes could be nerfed to 4 damage and would still be in every aggressive mage deck ever. The non-sense interaction with Divine Shield minions seems more like a failure of the game coders than "working as intended".
Others already mentioned Flame Leviathan, Boogeymonster, Barnes, Patches, Keleseth and pre-nerf Raza+Shadowreaper.
Shudderwock is walking that path too, you just play 3-4 specific battlecries and win the game. Though maybe the problem is more Grumble adding a bazillion 1 mana cost Shudderwocks than the thing itself...
The sad thing is that those combos were never discovered by player experimentation. It was spoon fed by Team 5. The Shudder combo was being explained step-by-step by Ben Brode to Day9 on the set reveal. And so far nobody deviated from that specific path, at best just refining the deck to get to those steps faster.
Planning sets ahead they made Raza just to combo with Shadowreaper later for Highlander Priest to be the way to play Priest. Or when the Cubelock package was released in its vast majority in Kobolds and Catacombs.
If was a "well designed" card then don't needed nerf, a "well designed" card broken the meta, put alone the class in the best spot beyond all classes and need to be nerfed some months later is not a well designed card, a poor balanced card is a bad designed card, balance is a very important aspect in this kind of game.
If was 5 manas from the start I can agree but for 4 manas is just retarded OP, all paladin decks Tier 1 is a fact destroy any deny of it.
So much this. Also special emphasis on Shudderwock, it's one thing to be an unbalanced or OP card, it's another to give your opponent a 2 minute turn on a game. It's a joke.
back stab
nothing better than fok into backstab. Fok should read if bs is in your deck then draw it
such salt much BM.
Quests are the most uninteractive cards in the game and the worst design blizzard ever made imo. I wait patiently for their rotation.
Personally, I don't consider something more or less powerful than it should be to necessarily be a bad design. The numbers were too high on Corridor Creeper. The numbers were too low on The Boogeymonster. I think they're basically OK designs, however. Drakonid Operative - a 5/6 for 5 who lets you discover a card - is certainly overpowered, but isn't necessarily a bad design. If they'd had the right stats for the body (like, a 4/5 or 5/4), they'd have been entirely fair, and I like the design of discovering a card from an opponent's deck.
To that end, the worst-designed card in Hearthstone, IMHO, is Skulking Geist. This is a card made simply because Jade Idol was too strong. It was kinda necessary (as I said, Jade Idol was too strong), but it's kinda toxic. I'd much rather not have tech cards like this which are incredibly potent but wicked narrow, and instead have their targets be rationally weakened.
Surprised it hasn't been mentioned, but Preparation is horrible design.
The quest really highlighted it, by showing that you can spend a ton of mana getting an expensive reward card, and then playing it immediately for almost nothing. There are so many broken things you can do with this card. It enables combo spells, and then makes them free. It can be played with Sprint for a 4 mana draw 3. It can turn 3 a Vanish.
Really bad design.
So far the only thing prep is bonkers with is the quest. As far as the design goes, it really is fine to get some discount, however the problem is when you cheat 3 mana out of it(That's more than innervate, which was nerfed). So a nerf would be reasonable, but the design should stay the same.
Yes, you play out your cards more aggressively and play for tempo and board presence. If your deck is all 8 and 9 drops that you can't deploy quickly, then you're the exact type of greedy deck that DF is meant to punish, and you lose that game fair and square. I've intentionally missed on Curious Glimmeroot and used a Silence just to pop a divine shield because I expected DF soon based on the way they play. I only life tap against Pally when I feel like I can't win with my current hand because I realize DF changes the way I have to play, it's usually on my mind from turn 1. I've DF'd for zero cards in a mirror match because I was ahead and didn't want them to be able to cycle theirs. I guess these are all brainless plays caused by a poorly designed card, playing your cards the same way every game is much more skillful.
Absolutely Shudderwock, zero skill 100% rng card, just play bunch of battlecry minions in any order and without any interaction, and get a free win without considering board, yours or enemy's health or any other thing. God, even give this deck to a bot it can play it.
Silence is 0 mana, you can play it whenever you want (unlike virtually every other card, as long as there is any minion on the board) so it's not the most pertinent example.
If you you run any sort of midrange to control deck, you'l have a number of cards at higher mana and above that you simply cannot just dump, even if you wanted to.
The way many paladin decks play, the deck is half one drops (literally one of the top decks right now has 14 one cost cards). They can just vomit their hands and refill them by turn 4 or 5..
Unless your deck is filled with 0 mana cards like silence, you can't possibly reduce your hand size enough to prevent this divine favor from being a 3 mana draw 3, 4, 5, even more cards- making it stupidly overpowered considering how much card draw is usually priced in terms of mana.
So yes, silencing minions that you would never normally silence( popping a shield in your example-given how many buffs paladins have especially) just to try to prevent the paladin drawing 1 extra card, that's a dumb play encouraged by the poor design of divine favor.
Bad design? LITERALLY EVERY PACK FILLER CARD EVER. They're lazy, and almost no one plays them effectively, its fine to have poor cards, but at least make them interesting,
Look mom, I'm Rank 24!
Guess I'm dumb then. Complaining about the card is the smart play, adapting to it is dumb.
To be fair, the predictions about pre nerf corridor creeper were hilariously wrong. Hard to say what is going to be a pack filler.
Arch-Thief Rafaam is designed pretty badly. I don't know if it's the worst designed card, but I feel like it's at least on the weak side of a villain that has had an entire expansion damn near built around him. You can Discover a 10 mana card. The three cards you can choose from aren't very good. Filling your board with 3/3 minions is okay. 10 damage randomly split among enemies... Cinderstorm costs less than half and deals half that damage. A 10 mana Dinosize isn't very good, serving as almost strictly a card you play when you want to finish a game.
Rafaam might not be the worst card, but personally, he's easily one of the worst Legendaries.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
I just read a comment saying Dirty Rat is a poorly designed card (page 2 or 3 here). Now I've seen everything.
Baku, The mooneater
I think the odd/even thematic is OK. But, Upgraded hero powers from Justicar Trueheart have different impact in early, mid or late game. Team 5 should create new hero powers for early game instead.
Greetings, traveler.
Let's make Hunter great.