While not the worst, I think the odd/even legendaries are very poorly designed for the most part- giving the justicar benefit at the start of game is too skewed toward aggro. Giving paladin to spam the board from the start of the game was especially dumb.
For me it's anything with Charge. There is nothing fun or interesting about game play where you go from 20+ to 0 because of some Cube/Charge nonsense. It's gotten to the point where I got desperate and had to throw Gnomeferatu, Treachery and Howlfiend into my Control Warlock deck.
Turned out to be a decent call because not only could I rip Cubes right outta their grubby hands, it also worked wonders on breaking up all sorts of combos by sucking key cards right out of their hands. Watching Quest Priests lose an Amara and a Shadowreaper Anduin, or Big Mage lose Jaina or (my favorite) taking Shudderwock right out of a Shammies hand is very satisfying and a good way to neutralize those decks.
I'll go with Poisoned Blade. It may LOOK like a 1/3 for 4, but after 3 turns of using your hero power but not attacking, you'll have a 4/3 for 10, which is definitely good!
Worst designed? Aesthetically Abominable Bowman, the ability makes NO SENSE. AT ALL.
As for ability, Lillian Voss. Seemed cool in concept, but in reality it's basically unplayable.
Don't understand the hate on Lillian in this thread. Did it work in a competitive deck? No, but that doesn't necessarily mean it was badly designed. And doesn't mean it won't be competitive in the future. There's a bunch of cards that ranged from unused to a meme when released, that have since found places in top decks once the right support cards or the right meta appeared. Purify, Archbishop Benedictus, Spiritsinger Umbra all found decks one or two expansions after release, off the top of my head. I'm sure there are countless more.
As a wild player id say Its reno jackson.mainly bècause it will forever be used in greedy reno-nzoth-hero card-warclock.and every timmy thinks that this deck is the strongest so ofc 80% enemies play this deck and it will stay like this forewer.
Funny thing is this deck is so easy to counter with some others,people just dont know it...because there are no popular wild meta reports ha
not a card, a mechanic: charge, blizz copied it from physical card games without accounting that in thsoe games you can react to your opponent in their turns so they blatantly put it in the game and it has ruined so many cards that it's still befuddling on why they just don't get rid of it, they got rid of enrage instead cuz logic, an i mean legendaries like leeroy and king krush could still keep the effect of "can gof ace when summoned" but that should be reserved for legendaries.
Hemet Nesingwary is the worst card ever. I think I hate it more than average because it was my second legendary. Nearly 3 years ago, about 50-60 packs in (as a F2P player, it takes a while), and I open that garbage.
Also, I disagree with you on Yogg-Saron, Hope's End being bad design. In fact, that's probably my favorite card ever created.
prenerf undertaker I think. that and cogmaster, which absolutely crushed people back in the old days and were much worse than a lot of 'OP' cards today. seen some people saying spreading plague or reno, where you need to reach turn 6. back in naxx and gvg turn 6 was mythical, since hardly anyone got there.
prenerf undertaker I think. that and cogmaster, which absolutely crushed people back in the old days and were much worse than a lot of 'OP' cards today. seen some people saying spreading plague or reno, where you need to reach turn 6. back in naxx and gvg turn 6 was mythical, since hardly anyone got there.
On the other hand some of the best designed cards in my opinion are ... all of the death knights.
You must be kidding me. Death knights are horrible, some of them would be at the top of my "worst designed cards ever" list (if I had one). You're saying you don't like RNG, but Deathstalker Rexxar is the essence of RNG. With his hero power you basically roll the dice every turn and outvalue your opponent without even playing any cards.
Also, if you're playing Jaina or Gul'dan control decks, it makes sense to keep death knight cards in the opening hand, and they are 9 and 10 mana cards respectively. How is this good design? lol
I hate Big Priest, just because I don't have the will to spend the dust to craft it, not worst design, Kingbane Rogue ez counter. I am though quite sad that there are so many unplayable legendary cards.
I don't really know if Imp-losion is the worst designed card ever, but it is one of the worst without any doubt. For 4 mana, the warlock player has a 33.33% chance of dealing 2 damage and summoning only 2 Imps, while at the same time a 33.33% chance of dealing 4 damage and summoning 4 Imps. The difference between the two outcomes is insane for a four mana card and the worst thing is that rolling a 2 or a 4 when playing it is not uncommon. Most of the time it leaves one player (the warlock one or his opponent) completely frustrated by the result, and that is terrible design.
I'm going to take a different stance on bad design and say that many of the removal cards (I was specifically thinking of Twisting Nether), that is flat out removal with no limitations placed on what it can remove, is bad design. Twisting Nether is akin to Yu-Gi-Oh's Black Hole spell card, and that was one of the first cards to get banned in their banned format. You just a bunch of big threats on the board and if you're not going to die or lose right away or anytime soon, and you can's afford to use another piece of removal then you just mindless throw the card down and reset the board.
Execute, Shield Slam, Devolve, Dragon's Fire Potion, Shadow Strike, SWD, SWP, Defile, Dragon's Fury, etc are actual forms of smart removal because they are usually various conditions and/or prerequisites needed in order to fulfill the card's clearing of threats. Twisting Nether, Flamestrike, Siphon Soul, Assassinate, Polymorph, etc are more poorly designed removals because they are all flat out removal that have fewer choices needing to be made to use them outside of mana cost, tempo, and whether you will need those answers for bigger threats later on.
There is a reason card games like Yu-Gi-Oh banned and/or limited flat out hard removal that required no conditions to fulfill the card's removal other than 'just playing it'.
While not the worst, I think the odd/even legendaries are very poorly designed for the most part- giving the justicar benefit at the start of game is too skewed toward aggro. Giving paladin to spam the board from the start of the game was especially dumb.
For me it's anything with Charge. There is nothing fun or interesting about game play where you go from 20+ to 0 because of some Cube/Charge nonsense. It's gotten to the point where I got desperate and had to throw Gnomeferatu, Treachery and Howlfiend into my Control Warlock deck.
Turned out to be a decent call because not only could I rip Cubes right outta their grubby hands, it also worked wonders on breaking up all sorts of combos by sucking key cards right out of their hands. Watching Quest Priests lose an Amara and a Shadowreaper Anduin, or Big Mage lose Jaina or (my favorite) taking Shudderwock right out of a Shammies hand is very satisfying and a good way to neutralize those decks.
Yogg is the best you shut your mouth.
I'll go with Poisoned Blade. It may LOOK like a 1/3 for 4, but after 3 turns of using your hero power but not attacking, you'll have a 4/3 for 10, which is definitely good!
Don't understand the hate on Lillian in this thread. Did it work in a competitive deck? No, but that doesn't necessarily mean it was badly designed. And doesn't mean it won't be competitive in the future. There's a bunch of cards that ranged from unused to a meme when released, that have since found places in top decks once the right support cards or the right meta appeared. Purify, Archbishop Benedictus, Spiritsinger Umbra all found decks one or two expansions after release, off the top of my head. I'm sure there are countless more.
As a wild player id say Its reno jackson.mainly bècause it will forever be used in greedy reno-nzoth-hero card-warclock.and every timmy thinks that this deck is the strongest so ofc 80% enemies play this deck and it will stay like this forewer.
Funny thing is this deck is so easy to counter with some others,people just dont know it...because there are no popular wild meta reports ha
not a card, a mechanic: charge, blizz copied it from physical card games without accounting that in thsoe games you can react to your opponent in their turns so they blatantly put it in the game and it has ruined so many cards that it's still befuddling on why they just don't get rid of it, they got rid of enrage instead cuz logic, an i mean legendaries like leeroy and king krush could still keep the effect of "can gof ace when summoned" but that should be reserved for legendaries.
Genn, Baku, and Spiteful Summoner were made for idiots. Keleseth is just highroll garbage.
I think the most broken card for me is Guldan Hero card from the Knights of the frozen trone. It is rly powerful feelsbadman
Hemet Nesingwary is the worst card ever. I think I hate it more than average because it was my second legendary. Nearly 3 years ago, about 50-60 packs in (as a F2P player, it takes a while), and I open that garbage.
Also, I disagree with you on Yogg-Saron, Hope's End being bad design. In fact, that's probably my favorite card ever created.
Magnataur Alpha the wasted opportunities
Jade Idol, no doubt. I want to know what they were thinking during designing process.
prenerf undertaker I think. that and cogmaster, which absolutely crushed people back in the old days and were much worse than a lot of 'OP' cards today. seen some people saying spreading plague or reno, where you need to reach turn 6. back in naxx and gvg turn 6 was mythical, since hardly anyone got there.
Useless Voidlord shit
By cogmaster you mean Tinkertown Technician?
It's also a class that has no good aoe cards and very few ways of gaining health. Vilespine is what keeps a most rogue decks alive.
No, by Cogmaster he means Cogmaster ;) .
You must be kidding me. Death knights are horrible, some of them would be at the top of my "worst designed cards ever" list (if I had one). You're saying you don't like RNG, but Deathstalker Rexxar is the essence of RNG. With his hero power you basically roll the dice every turn and outvalue your opponent without even playing any cards.
Also, if you're playing Jaina or Gul'dan control decks, it makes sense to keep death knight cards in the opening hand, and they are 9 and 10 mana cards respectively. How is this good design? lol
As for other cards, I think they should've never printed Spiteful Summoner, Carnivorous Cube and all mana cheating cards there are like Eternal Servitude, Recruit, Possessed Lackey etc.
I hate Big Priest, just because I don't have the will to spend the dust to craft it, not worst design, Kingbane Rogue ez counter. I am though quite sad that there are so many unplayable legendary cards.
The goal of all life is death.
I don't really know if Imp-losion is the worst designed card ever, but it is one of the worst without any doubt. For 4 mana, the warlock player has a 33.33% chance of dealing 2 damage and summoning only 2 Imps, while at the same time a 33.33% chance of dealing 4 damage and summoning 4 Imps. The difference between the two outcomes is insane for a four mana card and the worst thing is that rolling a 2 or a 4 when playing it is not uncommon. Most of the time it leaves one player (the warlock one or his opponent) completely frustrated by the result, and that is terrible design.
I'm going to take a different stance on bad design and say that many of the removal cards (I was specifically thinking of Twisting Nether), that is flat out removal with no limitations placed on what it can remove, is bad design. Twisting Nether is akin to Yu-Gi-Oh's Black Hole spell card, and that was one of the first cards to get banned in their banned format. You just a bunch of big threats on the board and if you're not going to die or lose right away or anytime soon, and you can's afford to use another piece of removal then you just mindless throw the card down and reset the board.
Execute, Shield Slam, Devolve, Dragon's Fire Potion, Shadow Strike, SWD, SWP, Defile, Dragon's Fury, etc are actual forms of smart removal because they are usually various conditions and/or prerequisites needed in order to fulfill the card's clearing of threats. Twisting Nether, Flamestrike, Siphon Soul, Assassinate, Polymorph, etc are more poorly designed removals because they are all flat out removal that have fewer choices needing to be made to use them outside of mana cost, tempo, and whether you will need those answers for bigger threats later on.
There is a reason card games like Yu-Gi-Oh banned and/or limited flat out hard removal that required no conditions to fulfill the card's removal other than 'just playing it'.