Jade idol and tunnel trogg are what come to mind. Dr. boom back in GvG was a pretty bad card too as it was either you have it on turn 7 and get a massive advantage or you don't and get a massive disadvantage.
I'd also like to nominate Flame Leviathan to be a very poorly designed card.
You have almost no control over when to take advantage of the effect. You could randomly draw it and trigger the effect when you have board control, when you are behind, or even when there is no board. For such a weak 2 damage shot-in-the-dark aoe effect you'd expect that the mana cost would be slightly lower to make the card worth drawing, or that the stats were a little higher, but nope! It is just a standard 7 mana 7/7. So impressive.
I have no clue why you would ever use this card in any situation. It would even be extremely hard (nearly impossible) to create an otk based around it even. The card even has the downside of turning into a vanilla 7/7 if you mulligan into it. Legendaries are supposed to do something, not turn into flavorless minions.
"That is true, but at the same time it both bad gameplay to a degree in that sense that it potentially allows a bad losing player to get back on the top with an easy board clear/answer is easy to use since it has no condition of using it (Although, admittedly these bad cards do also serve the purpose of teaching players to be good by not overextending, though something like Twisting Nether or Flamestrike are not required to teach that same lesson)."
I think you and I have different ideas about bad gameplay. "The best player doesn't always win" is a fundamental part of card game design. Poker, cribbage, MtG, HS and others all share this feature. If you build your deck to stall until you can flip the board with Nether that's not playing poorly, that's playing your deck. The drawback of Nether is that it costs 8 mana, and Siphon costs 6 mana, and that ain't free.
Maybe an unpopular opinion, but honestly fuck any deck that turns each turn into a diceroll. It's just no fun losing or winning based on wether your fireball decided to hit the right target or not. Doesn't help that it'S one of the only working warrior decks right now
Cards that are obviously so far below the power curve that they will never be played. Like Curio Collector from the current set. Weak, under statted garbage that doesn't even fit the theme of the class at all. There's no point. It's fine to have weak cards but at least make them useful in fringe situations.
Special runner up goes to Dirty Rat, because hey, why WOULDN'T we print a card that fucks over every combo deck ever?
The real question is why aren't they doing more of that. This game needs means of disruptive play so bad.
I disagree. Otherwise your options are SMOrc, Snooze (Control, even though I play it, I can't say I find it that much fun) or mid-range. Combo gives you a chance to do something neat and actually require significant thought and interaction. Dirty Rat basically derps out any combos with a little luck. And everybody HAD to run it back in the day for just such a reason. Wow. What great design!
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A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
I was an enthusiast back then, but i see now that its gameplay may even involve strategy, but it is inherently clunky, and it makes no sense whatsoever with Rogue, flavourwise.
If greed must have a hardcounter, Miracle should be the way...
in no particular order: ImplosionPiloted ShredderUnstable PortalVoidcaller [/card][card]Spreading Plague Jade IdolKazakus [/card][card]Reno Jackson Sunkeeper Tarim are all horribly designed cards. People will freak out over kazakus and reno, but the reason why I included them were because warlock took all of the fun out of them. Reno allowed warlocks to not really have any weaknesses because their faults as a class: (being able to play POWERFUL cards and tempo plays AT THE COST of life points, discards, etc.) were completely negated. Voidcaller/ Voidlord/ Skull of the Man'Aari all fit that same theme, but at least the skull costs 5 mana and can be removed. You get this stupidly strong deck and the only cost is that you have to not run 2 copies of like 6 cards (because most decks in HS don't even run duplicates of more than half the cards in them. Reno decks are also extremely uninteractive and frustrating to play against, because you have to play around a lot more removal than usual because they're going to have 2x as much variety of it.
But the top 3 worst cards ever by far are Emperor ThaurissanPrince Keleseth and Obsidian Statue. Emperor because it enabled and buffed some of the least fun to play against combo decks, and it was basically like if you didn't kill it the turn it was played, you almost ALWAYS lost the next turn with -2 mana to everything. You also lost most of the time even if you did kill it the turn it was played.... Prince Keleseth because it's sooooo bad on any turn after 6, and almost a free win on turn 2. It also gets thrown into decks with the same boring neutral minions over and over again and keeps them all seeing play. Obsidian Statue is just ridiculously un-fun to play against. It's wayy too powerful in big priest decks, is yet another card that punishes players for playing decks with minions on the board, which are the most fun (and cheapest) decks in the game. It also has coin flip RNG and playing 1 of these things even if you've passed like 4 turns in a row, can single-handedly win you the game.
yogg saron without a doubt. It was just Hearthstone at it's "finest". The competitive scene became even more of a joke and it made me shut down a game for days more than a once. Basically, it's a card that ruined my attitude toward hearthstone the most.
Never enjoyed playing this card. Never enjoyed seeing it in action. Never yogg saron.
Card for a group of people wanting nothing more than easy undeserved win and fun coming out from the purest form of RNG.
I'm going with Sunkeeper Tarim, it's the most impactful 6-drop in Hearthstone (yeah, even more so than Reno and pre-nerf Spiteful).
You can be in a decent position for most of the game but a top-decked Tarim by your opponent at the right time and place can outright win the game there and then. No other 6-mana card has as much offensive and defensive power rolled into one.
Even the stats are ridiculous, 3/7 with taunt means you then have to suicide 3 of your newly aquired 3/3s just to bring down Tarim, nevermind the rest of their board. Even reducing his attack or health by 1 would make it a lot more balanced.
are pretty damn terrible. Completely unplayable and forgettable both of them. What were they thinking??
if Leviathan also got its effects as battlecries i'd say they'd be pretty viable anti aggro AoE. But the funny part is that they repeated the mistake with Sea Reaver and,on top of that, made it only attack your minions. What were they thinking?
Yeah I hate Divine Favor because there's no counterplay. Other than playing your cards differently than you would in other matchups and understanding that it's the best card in their deck and assessing how bad it would be if they play it on their next turn and understanding that their cards work better as a critical mass rather than individually. But other than that there's no way to beat that card.
UI is straight up awesome, it's the card that finally made me enjoy playing Wild Growth Druid decks.
Divine Favor - Punish your opponent for having more cards than u! Spreading Plague - Insta-Win vs. aggro decks, just because they have more minions than u have! Kingsbane, The Caverns Below - Punish your opponent, because he is playing control!
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.
For me I would say vicious fledgling is up there for poor design though. It is one of my favorite cards and I am sad it's not in arena, but from a design perspective blizzard should never have made it.
Divine Favor - Punish your opponent for having more cards than u! Spreading Plague - Insta-Win vs. aggro decks, just because they have more minions than u have! Kingsbane, The Caverns Below - Punish your opponent, because he is playing control!
Divine Favor - Punish your opponent for always playing their deck the same way and not playing around one of your best cards!
Spreading Plague - Punish aggro decks with no ways to buff their minions for not playing around one of your best cards!
Quest/Kingsbane - Because control decks should never have bad matchups!
Divine favor f that card
Jade idol and tunnel trogg are what come to mind. Dr. boom back in GvG was a pretty bad card too as it was either you have it on turn 7 and get a massive advantage or you don't and get a massive disadvantage.
Why u hav to be mad? is only card gaem.
I'd also like to nominate Flame Leviathan to be a very poorly designed card.
You have almost no control over when to take advantage of the effect. You could randomly draw it and trigger the effect when you have board control, when you are behind, or even when there is no board. For such a weak 2 damage shot-in-the-dark aoe effect you'd expect that the mana cost would be slightly lower to make the card worth drawing, or that the stats were a little higher, but nope! It is just a standard 7 mana 7/7. So impressive.
I have no clue why you would ever use this card in any situation. It would even be extremely hard (nearly impossible) to create an otk based around it even. The card even has the downside of turning into a vanilla 7/7 if you mulligan into it. Legendaries are supposed to do something, not turn into flavorless minions.
The real question is why aren't they doing more of that. This game needs means of disruptive play so bad.
"That is true, but at the same time it both bad gameplay to a degree in that sense that it potentially allows a bad losing player to get back on the top with an easy board clear/answer is easy to use since it has no condition of using it (Although, admittedly these bad cards do also serve the purpose of teaching players to be good by not overextending, though something like Twisting Nether or Flamestrike are not required to teach that same lesson)."
I think you and I have different ideas about bad gameplay. "The best player doesn't always win" is a fundamental part of card game design. Poker, cribbage, MtG, HS and others all share this feature. If you build your deck to stall until you can flip the board with Nether that's not playing poorly, that's playing your deck. The drawback of Nether is that it costs 8 mana, and Siphon costs 6 mana, and that ain't free.
and
are pretty damn terrible. Completely unplayable and forgettable both of them. What were they thinking??
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Fire Plume's Heart
Maybe an unpopular opinion, but honestly fuck any deck that turns each turn into a diceroll. It's just no fun losing or winning based on wether your fireball decided to hit the right target or not. Doesn't help that it'S one of the only working warrior decks right now
I tried having fun once. It was awful.
Cards that are obviously so far below the power curve that they will never be played. Like Curio Collector from the current set. Weak, under statted garbage that doesn't even fit the theme of the class at all. There's no point. It's fine to have weak cards but at least make them useful in fringe situations.
I disagree. Otherwise your options are SMOrc, Snooze (Control, even though I play it, I can't say I find it that much fun) or mid-range. Combo gives you a chance to do something neat and actually require significant thought and interaction. Dirty Rat basically derps out any combos with a little luck. And everybody HAD to run it back in the day for just such a reason. Wow. What great design!
A never-Legend Dad who keeps making rank 2 or 1, but then sliding.
Rumbling around Gurubashi Arena. Shirvallah is the best loa. Go Tigers!
Bad design?
Admittedly, The Caverns Below.
I was an enthusiast back then, but i see now that its gameplay may even involve strategy, but it is inherently clunky, and it makes no sense whatsoever with Rogue, flavourwise.
If greed must have a hardcounter, Miracle should be the way...
For me Jade Idol and Kingsbane are the worst offenders
in no particular order: Implosion Piloted Shredder Unstable Portal Voidcaller [/card][card]Spreading Plague Jade Idol Kazakus [/card][card]Reno Jackson Sunkeeper Tarim are all horribly designed cards. People will freak out over kazakus and reno, but the reason why I included them were because warlock took all of the fun out of them. Reno allowed warlocks to not really have any weaknesses because their faults as a class: (being able to play POWERFUL cards and tempo plays AT THE COST of life points, discards, etc.) were completely negated. Voidcaller/ Voidlord/ Skull of the Man'Aari all fit that same theme, but at least the skull costs 5 mana and can be removed. You get this stupidly strong deck and the only cost is that you have to not run 2 copies of like 6 cards (because most decks in HS don't even run duplicates of more than half the cards in them. Reno decks are also extremely uninteractive and frustrating to play against, because you have to play around a lot more removal than usual because they're going to have 2x as much variety of it.
But the top 3 worst cards ever by far are Emperor Thaurissan Prince Keleseth and Obsidian Statue. Emperor because it enabled and buffed some of the least fun to play against combo decks, and it was basically like if you didn't kill it the turn it was played, you almost ALWAYS lost the next turn with -2 mana to everything. You also lost most of the time even if you did kill it the turn it was played.... Prince Keleseth because it's sooooo bad on any turn after 6, and almost a free win on turn 2. It also gets thrown into decks with the same boring neutral minions over and over again and keeps them all seeing play. Obsidian Statue is just ridiculously un-fun to play against. It's wayy too powerful in big priest decks, is yet another card that punishes players for playing decks with minions on the board, which are the most fun (and cheapest) decks in the game. It also has coin flip RNG and playing 1 of these things even if you've passed like 4 turns in a row, can single-handedly win you the game.
yogg saron without a doubt. It was just Hearthstone at it's "finest". The competitive scene became even more of a joke and it made me shut down a game for days more than a once. Basically, it's a card that ruined my attitude toward hearthstone the most.
Never enjoyed playing this card. Never enjoyed seeing it in action. Never yogg saron.
Card for a group of people wanting nothing more than easy undeserved win and fun coming out from the purest form of RNG.
I'm going with Sunkeeper Tarim, it's the most impactful 6-drop in Hearthstone (yeah, even more so than Reno and pre-nerf Spiteful).
You can be in a decent position for most of the game but a top-decked Tarim by your opponent at the right time and place can outright win the game there and then. No other 6-mana card has as much offensive and defensive power rolled into one.
Even the stats are ridiculous, 3/7 with taunt means you then have to suicide 3 of your newly aquired 3/3s just to bring down Tarim, nevermind the rest of their board. Even reducing his attack or health by 1 would make it a lot more balanced.
if Leviathan also got its effects as battlecries i'd say they'd be pretty viable anti aggro AoE. But the funny part is that they repeated the mistake with Sea Reaver and,on top of that, made it only attack your minions. What were they thinking?
Yeah I hate Divine Favor because there's no counterplay. Other than playing your cards differently than you would in other matchups and understanding that it's the best card in their deck and assessing how bad it would be if they play it on their next turn and understanding that their cards work better as a critical mass rather than individually. But other than that there's no way to beat that card.
UI is straight up awesome, it's the card that finally made me enjoy playing Wild Growth Druid decks.
Divine Favor - Punish your opponent for having more cards than u!
Spreading Plague - Insta-Win vs. aggro decks, just because they have more minions than u have!
Kingsbane, The Caverns Below - Punish your opponent, because he is playing control!
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.
For me I would say vicious fledgling is up there for poor design though. It is one of my favorite cards and I am sad it's not in arena, but from a design perspective blizzard should never have made it.
Divine Favor - Punish your opponent for always playing their deck the same way and not playing around one of your best cards!
Spreading Plague - Punish aggro decks with no ways to buff their minions for not playing around one of your best cards!
Quest/Kingsbane - Because control decks should never have bad matchups!
Agree, rat is a well designed card and should be inducted into the classic set