The only hero card I dislike conceptually is Dawngrasp, because of the hero power eventually turning into a 2-mana pyroblast. Others like Guff are overtuned, but I don't hate their design in isolation. Kurtrus is right on the edge because of the interaction with Rush, but I think it's ultimately fine.
Questlines on the other hand have a lot of awful ones. I don't like to see inevitability on cards, especially those that bypass the typical weaknesses of OTKs: having to sacrifice tempo, being weak to hand/deck disruption, and fizzling out after one big combo turn.
I much rather prefer when slow decks rely on cards like N'Zoth to win. Big minions that give you either tons of tempo or tons of value, but that ultimately can be dealt with and hence can't reliably end games on their own, creating more variety than losing to a quest in the exact same way for the hundredth time.
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The only hero card I dislike conceptually is Dawngrasp, because of the hero power eventually turning into a 2-mana pyroblast. Others like Guff are overtuned, but I don't hate their design in isolation. Kurtrus is right on the edge because of the interaction with Rush, but I think it's ultimately fine.
Questlines on the other hand have a lot of awful ones. I don't like to see inevitability on cards, especially those that bypass the typical weaknesses of OTKs: having to sacrifice tempo, being weak to hand/deck disruption, and fizzling out after one big combo turn.
I much rather prefer when slow decks rely on cards like N'Zoth to win. Big minions that give you either tons of tempo or tons of value, but that ultimately can be dealt with and hence can't reliably end games on their own, creating more variety than losing to a quest in the exact same way for the hundredth time.