A necro would be fine here after a quick search:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/207454-worst-designed-card-ever
2
A necro would be fine here after a quick search:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/207454-worst-designed-card-ever
-8
Spirit of the Dead both Prophet Velen and Malygos, then just play them + Auchenai Soulpriest and 2x Regenerate for 32 damage
Malygos only buffs damage spells not heal ones sadly.
3
Quote from KingSevault >>why do you watch that guy? so cringey
I should have seen it coming. Pretty fair dude.
22
I'm just going to make a long list of all the deathrattles just so it's easier to see it. (I'll do standard first, then have wild cards after them)
Good Deathrattles: Cursed Disciple, Deranged Doctor, Eggnapper, Harvest Golem, Igneous Elemental, Lost Spirit, Leper Gnome, Loot Hoarder, Plated Beetle, Rotten Applebaum, Swamp Dragon Egg, Violet Wurm, Bone Drake, Cursed Castaway, Devilsaur Egg, Shallow Gravedigger, Splitting Festeroot, Arfus, Bloodmage Thalnos, Cairne Bloodhoof, Mechanical Whelp Blightnozzle Crawler and Weaponized Piñata as of now. For wild cards, the good ones are Anubisath Sentinel, Backstreet Leper, Clockwork Gnome, Deadly Fork, Haunted Creeper, Huge Toad, Infested Tauren, Jade Swarmer, Piloted Shredder, Polluted Hoarder, Runic Egg, Southsea Squidface, Spawn of N'Zoth, Tomb Pillager, Zealous Initiate, Nerubian Egg, Sludge Belcher, Undercity Huckster, Wobbling Runts, Piloted Sky Golem, Aya Blackpaw, Sneed's Old Shredder, Sylvanas Windrunner, Toshley, Twilight Summoner, Anub'arak and Xaril, Poisoned Mind.
Situational Deathrattles (and other cards that would have a strange interaction): Silver Vanguard, Skelemancer, Volatile Elemental, Vryghoul, Abomination, Kobold Illusionist, Meat Wagon, Carnivorous Cube (Pretty sure you can get this card from it seeing as how it comes back from N'zoth), Voodoo Doll, Sherazin, Corpse Flower. For wild cards, there is Explosive Sheep, Mad Scientist, Mechanical Yeti, Mistress of Mixtures, Tentacle of N'Zoth, Unstable Ghoul, Moat Lurker, Weasel Tunneler (only a good deathrattle when it's your opponents birthday), Chillmaw, Deathwing, Dragonlord, Feugen, Sergeant Sally, Stalagg and The Skeleton Knight.
Bad Deathrattles: Hoarding Dragon, Ticking Abomination, Rattling Rascal, The Beast. Now for Wild Cards, Anub'ar Ambusher, Dancing Swords, Zombie Chow, Bomb Squad, Corrupted Healbot, Deathlord and Majordomo Executus,
As always, there is going to be some cards that are in a grey space, such as Deathlord being good for getting combo pieces out of your opponents deck and other scenarios like that, so take the list with a grain of salt. Otherwise, there is a total of 86 cards wild cards (36 standard), with there being 104 cards (42 in standard) in selection due to how discover works. That means that if you want to get a certain card, you'd have a 2% chance of getting a card you'd want (6% if it's a rogue card) in wild and a 7% chance for getting a specific one in standard with once again, a 21% chance if that specific card was a rogue card. This I expected just because of how many deathrattles there are in the game. However, in standard, you also only have a 28% chance to be offered any bad cards, meaning that most of the cards you can pick from are going to be either good for you or just not effect anything, with this only going up to be 31% in wild. This means that in standard, you have a 54% to be shown a card that is always beneficial (granted it includes things like Lost Spirit, but shh) and a 38% chance to be shown good stuff in wild. Just a quick note, I suck buns with math so if someone wants to go and tell me in a reply, just go ahead and I'll concede that you are probably right, just numbers look flashy and helpful so I wanted to try my best.
That being said, I don't think this card is going to see play, even if you get a good deathrattle most the time. A 5 mana 4/2 is just bad and unless the deathrattle is really strong or can help clear the board, you are losing tempo on this play and I don't think it'll be worth it then. I want to like this card, but it's just not there right now and seeing how Rogue right now looks like it's getting a bunch of half-baked ideas this expansion, this just adds to the pile and doesn't do anything with it. Maybe if there was a card that lets you get multiple things off of discover? I don't know, I'm just not feeling this card.
P.S. Sorry for the essay. Also, if you notice any missing cards, just yell at me in a reply and make me feel bad, I'll try to update all the statistics and lists as fast as possible.
26
Perfect synergy with Purify... wait
2
10
Flavor: That's the problem with boy kings. Anduin will break your toys then say they belong to him.
A short lifeline when you get to the fatigue portion of the game that isn't completely useless before then. Turn those dead minions against your opponent.
Edit: Balance change
-5
Honestly, the comparison between Yogg and Tess is ridiculous and this article is making a long argument on a bad premise.
Tess' battlecry is only based on cards played by the player, cards that the player chooses to play. Everything Tess does is based on choices, with targets and order being the only RNG. The same goes for the Shudderwock nerf.
Yogg's battlecry is based on the number of spells played and results in completely random spells with completely random targets. The only choice the player has with Yogg is if/when to play him.
Let's see those downvotes come streaming in from the salty ones.
I retract my statement. I was wrong. See below for my full recant of this false doctrine. Please love me again, fellow commenters. I desperately crave your approval.
Also, I was actually wrong.
3
You know I just talked with a buddy of mine and I see the actual issue that makes this complaint legitimate: consistency. Blizzard isn't treating this like they treat other nerfed cards, and I stupidly and completely missed the comment Donais made about Tess being like pre-nerf Yogg.
The demand for dust is fair.
1
A nice simple card. You can use it to extend a minion's lifetime or to make value trades with nearly dead minions.
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3
Nerfs are for cards that single-handedly shape the meta in an unfair way. I don't think any individual card is strong enough to do that, but if I had to choose, Heistbaron Togwaggle has highroll potential and combo potential that might make him way too strong.
19
"it's a terrible play mode"
"I've never played it"
Alrighty then
1
By time time you hit turn 10, tempo isn't that intentimp
1
The odds of pulling both legendary cards by turn 6 is tiny. Even if you draw like mad, you'll probably be at 15 cards left in deck by turn 6, which gives you a 1/4 chance of having drawn both Nomi and MUE. It'll work a quarter of the time, and that's an optimistic guess. It's more likely you'll be at 18 or so, in which case you'll have a 15% chance of having the combo.
3
A smaller Violet Wyrm. And, like Violet Wyrm, it'll be good in Arena and terrible in Constructed.
2
That will work once, but the second Undatakah won't use it's Battlecry so it's not infinite. Still a lot of value though
2
You guys seriously underestimate how powerful Start of Game effects are. Every single Start of Game effect in this set is 100% busted. Lord Anduin is the only entry that isn't OP and/or clunky, so it here my vote
1
It's undustable, but it's also incredibly powerful. Stop complaining
4
Warrior still has Shield Slam, Brawl, Execute, and all of the Raven removal, so they'll be alright in that regard. They could probably use more armor gain, but the Dragon package and the Mech Package are both hanging around, so again, they'll be fine.
1
You want to pull, what, exactly Ysera? I can never see this being good