So, it's almost been a month since Hearthstone's second expansion, The Grand Tournament was released. Pretty much from the first day of the expansion people have been evaluating the cards, and I think I've come to the conclusion of what cards I think have reached a peak of terrible with their design.
The Worst Cards of:
*Note that by worst I mean not by how viable the card is (well kinda), but just how terribly it was executed in design.
Here's what I absolutely hate about this card. It fails at being an Ogre. We know from cards like Ogre Brute, Dunemaul Shaman and Ogre Ninja, that the 50% chance to attack the wrong enemy effect that plagues these cards is seen as a negative effect, as such these cards have more than vanilla stats. Ogre Brute is a 4/4 for 3 mana even though the vanilla stats for 3 mana are 3/4. Same can be said for the other two Ogres, but not for Mogor's Champion, however. It is an 8/5 for six mana --- 13 total stats. A vanilla six drop, the Boulderfist Ogre too has 13 stats.Mogor's Champion however, has a negative effect which doesn't grant it extra stats than a vanilla minion. Not to mention it has more attack than health, which is already something that player's don't appreciate. Negative effect, with no actual benefit to stats because of it (even though there should have been). Just a bad card even in Ogre-only decks; and that's saying ALOT.
Can't have a worst TGT card list without a rogue card being there, can you? They got mostly trash this time around, but one card stood out to me, the:
Alright, so in the recent interview with Ben Brode, he discusses this card especially. (So bad he needed to answer for their mistakes?) According to the developers, they wanted this card to give the Rogue of once again having a Hero Power as they did in beta.
(Pro Tip: In the beta the Rogue Hero Power gave your weapon +1 attack if you had one equipped. Otherwise it was equip a 1/2 weapon.)
While I must admit, the idea for the card is rather cute, the way it was actually implemented into the game is quite laughable. Poisoned Blade is a four mana 1/3 weapon; an even worse Light's Justice, which itself costs three less. B-but Poisoned Blade has an effect! And what exactly is this amazing effect that increases the cost of this weapon by 3.5 mana? Inspire: Gain +1 Attack. Hey, Lowly Squire called, he wants his effect back! So yeah basically, every turn you invest two mana into this already 4 mana weapon so that it gains +1 attack. The problem of course with this is that gaining +1 attack each turn where you need to pay two mana as well isn't going to quite suffice especially with Harrison Jones wanting to hog everything to the museum. You need to pay four to six mana, just to get this weapon to become something like Assassin's Blade. Sorry Rogues, you're outta luck. There's always next time though! ;)
Don't do Fel kids; but if you do, don't make cards while under its effects, because chances are you might end up creating cards like Fearsome Doomguard. This "amazing" minion has literally no text. Talk about not wanting to do your job, eh? But even though this card is quite an abomination, it still isn't the worst card that Warlocks got. No-no, the worst in fact is,
Let's talk about this card and it's effect. Stat-wise this card was given the boot. It's a 5/4 for six mana. It's stats are worth just four mana. So, you're paying two mana for the effect and that sweetsweet Demon synergy (Demonfuse OP). So what exactly is this effect, that requires you to pay 1.5 to two whole mana crystals on a class card? Inspire: Destroy a random minion for each player. S-say what? So this card not only destroys a minion for your opponent, but also for you. Now that's value (not really). Another one of those cards that could have been okay-ish but due to horrible design actually become completely useless. Here's why: Warlocks have quite a lot of tokens, in the form of Imps. Imp Gang Boss, Imp-losion and now the great, Dreadsteed. Needless to say, your board is more or less covered with these 1/1 Imps; and while the idea of destroying your 1/1 minion for your opponent's Molten Giant is quite sweet, in reality this isn't quite what will happen. First of all, maintaining a board of 1/1 Imps is difficult (do you know how much they eat?). Furthermore, if you read the card text for Void Crusher again, you'll notice that this idiot can destroy itself. NOW THAT'S VALUE! But seriously, even if you have a board full of Nerubian Eggs, chances are Void Crusher will in fact "crush" it's own self. So, if you want to pay two mana for an asymmetrical effect, that can quite easily back fire, go ahead and add this piece of Demonic Design to your deck.
Conclusion:
Wow, that was long, eh? Finally, I'm no game designer ( I might be, but that's classified), so I don't know why Blizzard took the decisions they did with these cards. But nonetheless, I am a player and it's my job to review the game I play and make sure I make my opinion known, and that's exactly what I've done. Agree or disagree, do comment below. What's the worst cards that you think were released this time around?
I disagree with you in general. They can't make every single card good. Also cards that seem crazy OP at the moment like Mysterious Challenger that single handedly created secret Paladin, will eventually be figured out. Cards like Fearsome Doomguard may have no text, but once again not all cards can have text on them. This card is also a fine pick in arena.
The one thing I do really agree with you on is Poisoned Blade (and Demonfuse, but who doesn't think that card is terrible?). One of the most underestimated parts of TGT was that several of the inspire minions (like Murloc Knight) require instant removal. Rogue has a very hard time activating Inspire minions while still doing Rogue-like things. Poisoned Blade tries to answer this problem, but it costs so much mana that it's not worth it. The other problem is that the neutral inspire minions are not powerful enough to justify playing multiple of them and then also playing this card.
I don't think many people will disagree, but if it's any consolation, i think Coliseum Manager and Flame Lance is okay in Arena?
I think they missed the point on Poisoned Blade. "Hey guyss, if you were in the beta you would know how awesome it is! I mean like it adds to its attack instead of making a new weapon and stuff, isn't it keeewl?". Yeah, but it was a hero power, period. This takes up a card slot AND costs 4 mana. If you really wanted high attack on your knife, there are a bajillion spells that do it just as well. Plus, just look at that Blade Flurry anti-synergy!
Just a note: you put the wrong card on the Warlock's one (Void Terror instead of Void Crusher). Actually I don't think crusher is really an unplayable card (ofc is far from being a top card, but still it could get some value - maybe if summoned with Voidcaller and putting some Deathrattle minions into the deck). Cutpurse imho is also a nice card, too bad rogue can't achieve much these days. Light's Champion can be comboed with Wrathguard in the first three turns (again, far from being a must include in all decks, but there are much more useless cards). Sea Reaver was most certainly designed for Patron decks with berserker, the fact is you don't need anything else when you can pull 40+ damage in a single turn with an empty board.
A i the only one who thinks that Poisoned Blade would've been pretty cool at a cost of 2 mana?
Maybe worth considering at 0 mana, 1 mana is already too much i think, 2 mana is way too high to be used in constructed, 3 mana is ridiculously high and 4 mana.... I don't even know what they were thinking, it's 4 full crystals too much, it's like a Kidnapper that costs 9-10.
>> The Ogre since it was spoiled bugged me for the same reasons you mentioned. Salty Dog and Corehound exist and are very similar stat/value/survivability comparatively....but aren't ogre cursed....and aren't rare...? Hell, even if he were 5/8 for 6 with ogre curse I'd have been much happier even though the stat distribution to cost would've been equal - the fact that he accidently trades down a lot is just absurd.
>>Poisoned Dagger - it's just too slow and requires you to sit around on a dagger for far too long to generate value. I don't care what Ben Brode is selling.
>>Void Crusher killing itself is bad. I think what likely happened is they wanted it to kill "another friendly minion" and tested it, and it became too easy for it to take over games. If your opponent can't play more than 1 minion while Crusher is out, you can just lock them out.
I think some of your honorable mentions are off the mark though. With the exceptions of Mysterious Challenger, who just feels stupid lazy on the dev side (Guys, we made all these paladin secrets but how do we get ppl to use them...anywhere? How about a strong minion that just puts like every secret you have into play? That's fair because they're individually so bad right?) and Light's Champion who just doesn't do enough and is bad tech against one hero, I think all of the other cards are interesting design choices. They just aren't necessarily strong (yet).
I don't quite understand why Icehowl exists. Most classes have strong minions and strong removal spells. So, Icehowl is kind of like a mix of both, but he can't damage the face (unlike minions), and is severely overcosted for its purpose (unlike most spells).
Why the Fearsome Doomguard hate? Sure, it's not spectacular or exciting, but it's far from "terrible". It has the same cost and stat total as War Golem but much more conveniently-placed to avoid Big Game Hunter and also gets Demon synergy. And, most importantly, it's a Common card. There aren't very many high-cost Common cards, which is why newer players are usually stuck playing aggro and rush decks, so the more higher-cost, bigger-bodied Common cards we get the better. It may not be good, but it has a definite role to fill, and it fills that role competently.
I don't quite understand why Icehowl exists. Most classes have strong minions and strong removal spells. So, Icehowl is kind of like a mix of both, but he can't damage the face (unlike minions), and is severely overcosted for its purpose (unlike most spells).
I can't help but feel like that card would have been really awesome if it had been a Common minion rather than a Legendary one. =/
What a stupid mechanic. And the designers say they wanted to "encourage people to build decks around the mechanic" even though it would get destroyed by aggro and you have a 50% or less chance of winning a Joust. The entire mechanic is RNG, because RNG = life.
A i the only one who thinks that Poisoned Blade would've been pretty cool at a cost of 2 mana?
Maybe worth considering at 0 mana, 1 mana is already too much i think, 2 mana is way too high to be used in constructed, 3 mana is ridiculously high and 4 mana.... I don't even know what they were thinking, it's 4 full crystals too much, it's like a Kidnapper that costs 9-10.
0 mana 1/3 weapon that gets buffed with one hero power? that's not balanced.
1 mana would be really strong, and there probably will be found a way to be abused
2 mana is balanced, maybe a little too weak, but at least usable.
I definitely agree the three cards you chose are some of the worst, even if I might un-favor Demonfuse or Flame Lance over some of them.
But I do want to point out Mysterious Challenger is hardly overpowered in text. Pretty much no one predicted it would be as good as it was with ratings varying from bad to usable, maybe to mediocre. I also think cards like Fearsome Doomguard have their own niche even if they'll never see use in pro-play.
About Poisoned Blade you have to realize that for 0 Mana you equip the blade, then you use hero power on turn two and you get a 2/3 weapon so its 2 mana for a 2/3, that's balanced, then you need two more mana for a 3/3 weapon if you haven't swing yet then another 2 mana to get a 4/3 weapon and that costed 6 mana and that is the best case scenario, to use 6 mana for a 4/3 weapon without actually using the weapon for at least 3 turns...
It may be playable, but I really don't think that even at 0 mana it would find much love.
Yeah. that's weird. Most players seem to agree that Poisoned Blade is most hypothetically balanced at 2 or 3 mana, so around 2.5 mana. Yet, Blizzard decided to make it 4 mana.
Shady Dealer is an interesting card on its own due to the stats, if it gets buffed... But it's not a pirate? It had to be a pirate to make the deck being strong enough to see play.
Anub'arak is a pretty decent Legendary, if you're running a heavy control deck, that can survive forever... like Priest or Warrior. In Rogue however Anub'arak CAN'T see play, because Rogues don't have the options to safely transition to the late game.
Poisoned Blade is so bad, that I wouldn't even play it if it cost 2 mana. Even if it cost 1 mana, I wouldn't be playing it... You might think that it's a better version of the regular Rogue Hero Power at that point, but by thinking that, you would totally fail to realize, that you're spending 1-2 card slots on that card... which would still be bad due to the overall pace of the matches.
Burgle is straight up an insult. Rogues at the moment are all about tempo. They can't play other deck archetypes, because they don't have the tools to support those. And Burgle is an anti-tempo card. You play a 3 mana card, that won't do much for you on that turn. If you can still stabilize, then it might win you the game, but it also might end up being worthless.
Beneath the Grounds has similar issues to Burgle. On the first glimpse it's an anti-tempo card. You might get that tempo back big time, if you draw Nerubians in the next few turns, but you might go the entire game without ever drawing one. I had that happening to me and I've seen other people facing the same problem. Simply not consistent enough to be taken seriously.
And then the other cards... Ugh, I'm not even going to waste time by thinking about them.
I feel like your post, while it holds merit and truth to the current meta, is somewhat short sighted. You're judging with the assumption that rogue has to be played a certain way - I think what they started to really push for with TGT is broadening class play style. You could say a ton of the hunter cards aren't "hunter cards" because they tend towards more control elements while hunter has always been more aggressive to mid-range.
You can't start to open up new play options like the potential for control rogue and control hunter without starting somewhere. Cards like Anub'arak and Beneath the Grounds are tough to slot into a current rogue deck for the meta at the present time, but they both seem like potentially huge value cards for a control oriented rogue that may emerge as early as the next adventure for all we know. Now, to some extent I'm making an assumption as well that that's what Blizz is doing, but where a lot of these cards seem to have a clear direction (especially the hunter cards) and given that they'd done something similar with Dragon cards between BRM and TGT (dragons weren't a thing after BRM, but they are definitely a thing after TGT - they just didn't happen over one release) - I would bet that Blizzard's plan is to push the borders of what deck construction per hero class can look like.
Why the Fearsome Doomguard hate? Sure, it's not spectacular or exciting, but it's far from "terrible". It has the same cost and stat total as War Golem but much more conveniently-placed to avoid Big Game Hunter and also gets Demon synergy. And, most importantly, it's a Common card. There aren't very many high-cost Common cards, which is why newer players are usually stuck playing aggro and rush decks, so the more higher-cost, bigger-bodied Common cards we get the better. It may not be good, but it has a definite role to fill, and it fills that role competently.
Just felt it wasn't that exciting as a class minion. I'm all for getting vanilla cards so that newer players are helped out but just a line of text would have added so much more flavor to this card.
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So, it's almost been a month since Hearthstone's second expansion, The Grand Tournament was released. Pretty much from the first day of the expansion people have been evaluating the cards, and I think I've come to the conclusion of what cards I think have reached a peak of terrible with their design.
The Worst Cards of:
*Note that by worst I mean not by how viable the card is (well kinda), but just how terribly it was executed in design.
Let's start off with everyone's favorite Ogre,
Mogor's Champion.
Here's what I absolutely hate about this card. It fails at being an Ogre. We know from cards like Ogre Brute, Dunemaul Shaman and Ogre Ninja, that the 50% chance to attack the wrong enemy effect that plagues these cards is seen as a negative effect, as such these cards have more than vanilla stats. Ogre Brute is a 4/4 for 3 mana even though the vanilla stats for 3 mana are 3/4. Same can be said for the other two Ogres, but not for Mogor's Champion, however. It is an 8/5 for six mana --- 13 total stats. A vanilla six drop, the Boulderfist Ogre too has 13 stats.Mogor's Champion however, has a negative effect which doesn't grant it extra stats than a vanilla minion. Not to mention it has more attack than health, which is already something that player's don't appreciate. Negative effect, with no actual benefit to stats because of it (even though there should have been). Just a bad card even in Ogre-only decks; and that's saying ALOT.
Can't have a worst TGT card list without a rogue card being there, can you? They got mostly trash this time around, but one card stood out to me, the:
Poisoned Blade.
Alright, so in the recent interview with Ben Brode, he discusses this card especially. (So bad he needed to answer for their mistakes?) According to the developers, they wanted this card to give the Rogue of once again having a Hero Power as they did in beta.
(Pro Tip: In the beta the Rogue Hero Power gave your weapon +1 attack if you had one equipped. Otherwise it was equip a 1/2 weapon.)
While I must admit, the idea for the card is rather cute, the way it was actually implemented into the game is quite laughable. Poisoned Blade is a four mana 1/3 weapon; an even worse Light's Justice, which itself costs three less. B-but Poisoned Blade has an effect! And what exactly is this amazing effect that increases the cost of this weapon by 3.5 mana? Inspire: Gain +1 Attack. Hey, Lowly Squire called, he wants his effect back! So yeah basically, every turn you invest two mana into this already 4 mana weapon so that it gains +1 attack. The problem of course with this is that gaining +1 attack each turn where you need to pay two mana as well isn't going to quite suffice especially with Harrison Jones wanting to hog everything to the museum. You need to pay four to six mana, just to get this weapon to become something like Assassin's Blade. Sorry Rogues, you're outta luck. There's always next time though! ;)
Don't do Fel kids; but if you do, don't make cards while under its effects, because chances are you might end up creating cards like Fearsome Doomguard. This "amazing" minion has literally no text. Talk about not wanting to do your job, eh? But even though this card is quite an abomination, it still isn't the worst card that Warlocks got. No-no, the worst in fact is,
Void Crusher.
Let's talk about this card and it's effect. Stat-wise this card was given the boot. It's a 5/4 for six mana. It's stats are worth just four mana. So, you're paying two mana for the effect and that sweet sweet Demon synergy (Demonfuse OP). So what exactly is this effect, that requires you to pay 1.5 to two whole mana crystals on a class card? Inspire: Destroy a random minion for each player. S-say what? So this card not only destroys a minion for your opponent, but also for you. Now that's value (not really). Another one of those cards that could have been okay-ish but due to horrible design actually become completely useless. Here's why: Warlocks have quite a lot of tokens, in the form of Imps. Imp Gang Boss, Imp-losion and now the great, Dreadsteed. Needless to say, your board is more or less covered with these 1/1 Imps; and while the idea of destroying your 1/1 minion for your opponent's Molten Giant is quite sweet, in reality this isn't quite what will happen. First of all, maintaining a board of 1/1 Imps is difficult (do you know how much they eat?). Furthermore, if you read the card text for Void Crusher again, you'll notice that this idiot can destroy itself. NOW THAT'S VALUE! But seriously, even if you have a board full of Nerubian Eggs, chances are Void Crusher will in fact "crush" it's own self. So, if you want to pay two mana for an asymmetrical effect, that can quite easily back fire, go ahead and add this piece of Demonic Design to your deck.
Conclusion:
Wow, that was long, eh? Finally, I'm no game designer ( I might be, but that's classified), so I don't know why Blizzard took the decisions they did with these cards. But nonetheless, I am a player and it's my job to review the game I play and make sure I make my opinion known, and that's exactly what I've done. Agree or disagree, do comment below. What's the worst cards that you think were released this time around?
And before we end this:
Un-honorable Mentions:
Demonfuse, Fearsome Doomguard, Dark Bargain,Cutpurse, Magnataur Alpha, Sea Reaver, Mysterious Challenger(OP card in writing and practice), Coliseum Manager, Light's Champion, Flame Lance,Acidmaw.
Edit: Fixed some mistakes, here and there.
I disagree with you in general. They can't make every single card good. Also cards that seem crazy OP at the moment like Mysterious Challenger that single handedly created secret Paladin, will eventually be figured out. Cards like Fearsome Doomguard may have no text, but once again not all cards can have text on them. This card is also a fine pick in arena.
The one thing I do really agree with you on is Poisoned Blade (and Demonfuse, but who doesn't think that card is terrible?). One of the most underestimated parts of TGT was that several of the inspire minions (like Murloc Knight) require instant removal. Rogue has a very hard time activating Inspire minions while still doing Rogue-like things. Poisoned Blade tries to answer this problem, but it costs so much mana that it's not worth it. The other problem is that the neutral inspire minions are not powerful enough to justify playing multiple of them and then also playing this card.
Would have been worth trying for sure.
Didn't say they had to, but wanted to identify what cards I thought were the worst.
I don't think many people will disagree, but if it's any consolation, i think Coliseum Manager and Flame Lance is okay in Arena?
I think they missed the point on Poisoned Blade. "Hey guyss, if you were in the beta you would know how awesome it is! I mean like it adds to its attack instead of making a new weapon and stuff, isn't it keeewl?". Yeah, but it was a hero power, period. This takes up a card slot AND costs 4 mana. If you really wanted high attack on your knife, there are a bajillion spells that do it just as well. Plus, just look at that Blade Flurry anti-synergy!
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Just a note: you put the wrong card on the Warlock's one (Void Terror instead of Void Crusher).
Actually I don't think crusher is really an unplayable card (ofc is far from being a top card, but still it could get some value - maybe if summoned with Voidcaller and putting some Deathrattle minions into the deck).
Cutpurse imho is also a nice card, too bad rogue can't achieve much these days.
Light's Champion can be comboed with Wrathguard in the first three turns (again, far from being a must include in all decks, but there are much more useless cards).
Sea Reaver was most certainly designed for Patron decks with berserker, the fact is you don't need anything else when you can pull 40+ damage in a single turn with an empty board.
To me you missed Astral Communion and Argent Watchman, maybe Aviana and Draenei Totemcarver; pretty much agree with the rest.
Maybe worth considering at 0 mana, 1 mana is already too much i think, 2 mana is way too high to be used in constructed, 3 mana is ridiculously high and 4 mana.... I don't even know what they were thinking, it's 4 full crystals too much, it's like a Kidnapper that costs 9-10.
I agree with all 3 of your main picks.
>> The Ogre since it was spoiled bugged me for the same reasons you mentioned. Salty Dog and Corehound exist and are very similar stat/value/survivability comparatively....but aren't ogre cursed....and aren't rare...? Hell, even if he were 5/8 for 6 with ogre curse I'd have been much happier even though the stat distribution to cost would've been equal - the fact that he accidently trades down a lot is just absurd.
>>Poisoned Dagger - it's just too slow and requires you to sit around on a dagger for far too long to generate value. I don't care what Ben Brode is selling.
>>Void Crusher killing itself is bad. I think what likely happened is they wanted it to kill "another friendly minion" and tested it, and it became too easy for it to take over games. If your opponent can't play more than 1 minion while Crusher is out, you can just lock them out.
I think some of your honorable mentions are off the mark though. With the exceptions of Mysterious Challenger, who just feels stupid lazy on the dev side (Guys, we made all these paladin secrets but how do we get ppl to use them...anywhere? How about a strong minion that just puts like every secret you have into play? That's fair because they're individually so bad right?) and Light's Champion who just doesn't do enough and is bad tech against one hero, I think all of the other cards are interesting design choices. They just aren't necessarily strong (yet).
Balancing busted cards version 1.0.
Noticed that after posting, fixed. ^^
I don't quite understand why Icehowl exists. Most classes have strong minions and strong removal spells. So, Icehowl is kind of like a mix of both, but he can't damage the face (unlike minions), and is severely overcosted for its purpose (unlike most spells).
That'll do, Huffer. That'll do.
Why the Fearsome Doomguard hate? Sure, it's not spectacular or exciting, but it's far from "terrible". It has the same cost and stat total as War Golem but much more conveniently-placed to avoid Big Game Hunter and also gets Demon synergy. And, most importantly, it's a Common card. There aren't very many high-cost Common cards, which is why newer players are usually stuck playing aggro and rush decks, so the more higher-cost, bigger-bodied Common cards we get the better. It may not be good, but it has a definite role to fill, and it fills that role competently.
I can't help but feel like that card would have been really awesome if it had been a Common minion rather than a Legendary one. =/
Everything with Joust.
What a stupid mechanic. And the designers say they wanted to "encourage people to build decks around the mechanic" even though it would get destroyed by aggro and you have a 50% or less chance of winning a Joust. The entire mechanic is RNG, because RNG = life.
... and 4 mana? xD
I definitely agree the three cards you chose are some of the worst, even if I might un-favor Demonfuse or Flame Lance over some of them.
But I do want to point out Mysterious Challenger is hardly overpowered in text. Pretty much no one predicted it would be as good as it was with ratings varying from bad to usable, maybe to mediocre. I also think cards like Fearsome Doomguard have their own niche even if they'll never see use in pro-play.
About Poisoned Blade you have to realize that for 0 Mana you equip the blade, then you use hero power on turn two and you get a 2/3 weapon so its 2 mana for a 2/3, that's balanced, then you need two more mana for a 3/3 weapon if you haven't swing yet then another 2 mana to get a 4/3 weapon and that costed 6 mana and that is the best case scenario, to use 6 mana for a 4/3 weapon without actually using the weapon for at least 3 turns...
It may be playable, but I really don't think that even at 0 mana it would find much love.
Yeah. that's weird. Most players seem to agree that Poisoned Blade is most hypothetically balanced at 2 or 3 mana, so around 2.5 mana. Yet, Blizzard decided to make it 4 mana.
That'll do, Huffer. That'll do.
I feel like your post, while it holds merit and truth to the current meta, is somewhat short sighted. You're judging with the assumption that rogue has to be played a certain way - I think what they started to really push for with TGT is broadening class play style. You could say a ton of the hunter cards aren't "hunter cards" because they tend towards more control elements while hunter has always been more aggressive to mid-range.
You can't start to open up new play options like the potential for control rogue and control hunter without starting somewhere. Cards like Anub'arak and Beneath the Grounds are tough to slot into a current rogue deck for the meta at the present time, but they both seem like potentially huge value cards for a control oriented rogue that may emerge as early as the next adventure for all we know. Now, to some extent I'm making an assumption as well that that's what Blizz is doing, but where a lot of these cards seem to have a clear direction (especially the hunter cards) and given that they'd done something similar with Dragon cards between BRM and TGT (dragons weren't a thing after BRM, but they are definitely a thing after TGT - they just didn't happen over one release) - I would bet that Blizzard's plan is to push the borders of what deck construction per hero class can look like.
Balancing busted cards version 1.0.
Just felt it wasn't that exciting as a class minion. I'm all for getting vanilla cards so that newer players are helped out but just a line of text would have added so much more flavor to this card.