The Most Fun Cards From Un'Goro You'll Never Play in Ranked

Fun fact: There are more cards in Hearthstone than just pirates and Jade Golems. If your focus is purely on Ranked Mode, you might not be aware that there's a wealth of cards out there that - while fun - simply can't cut the muster and hold their own in the upper echelons of competitive play. Will these fun cards set the world on fire and change the face of Hearthstone? Eh, probably not. However, that doesn't mean you can't have bit of non-meta fun in the meantime. Let's take a look at the most fun cards from Un'Goro that you'll never play in Ranked. 

Chittering Tunneler

In a world where Warlock decks are still searching for an identity, a card like Chittering Tunneler merely muddles any potential clear paths. While this card represents the Warlock philosophy of "pain for pleasure" in its trade-off of health for a spell, there's just too much of a wildcard factor at work. 

Given that other classes have cards that have a similar effect but without the inherent disadvantages, Tunneler feels as if it's sticking to the theme at the detriment of the player. That said, in a Zoo deck, this card can either be a solid early-game fetch card or a late-game Hail Mary, hoping for a big spell to turn the tide. 

Fun in that random sort-of Hearthstone way? Absolutely. Worth a spot in a serious deck? Nada. 


The Last Kaldeidosaur/Galvadon  

Real talk: The Paladin quest lost any chance of being a true threat once Brann Bronzebeard cycled out of standard... which is to say that this card was never in the discussion. This quest's true strength appears to be in Wild, where cards that generate Spare Parts and other similar spell cards create an easy path to quest completion. There's real strength in Galvadon's Booker-T-esque Adapt, but a lack of consistency leaves this card's true power in the hands of RNJesus. 

Alas, Brann left us too soon. This card is left to rot once you hit Rank 15. 


Primalfin Totem 

I'll be the first to admit that my love of all things Murloc leans somewhat into irrational territory. Not only do I almost exclusively play Murloc decks these days, but I was brought back into the game by the likes of Finja, the Flying Star and the prospect of a dumb, fun card like Primalfin Totem. That said, the card's ongoing effect loses out to the speed of Ranked Mode almost every time. Unlike the similarly-priced Mana Tide Totem, this 2-cost Murloc beckoner doesn't beg to be destroyed immediately; even more so in a meta, where small creature removal and control is easier than ever. 

Too many regularly-played cards with a 2 and 3 cost exist as near-direct counters to whatever kind of aggro push this totem can provide, despite it having some of the best art of the expansion. There is some great synergy here with cards like Unite the Murlocs and Murloc Warleader, but it's just too slow, even for a mid-range Murloc-based Shaman deck. 

Alas: We hardly mrrgled. 


 

Hemet, Jungle Hunter

If ever a card defined the feeling of "That's looks fun, but..." - then it's dear old Hemet, Jungle Hunter. I appreciate the card's dedication to flavor and sticking the motif that Mr. Nesingwary wants to kill everything in his path, but this card is a severe risk that puts any match into a "kill or be killed" scenario. 

The obvious upside is that you're able to play this card at a point in the late-game where you've deemed specific cards as nothing but filler, but the effect just doesn't seem advantageous given the risk involved. Somehow, if your deck is made up of so many 3-cost cards and below that you feel the urge to quell them from existence, you're simply placing yourself on a timer and relying on the mercy of top-decking to win the day. Far from a sure thing.

That said, there is something magical about Hemet blowing into town and acing everything in sight. Never change, Hemet.


Do you like to live dangerously? I almost feel like this card should be renamed "LEEEEROY JEEEEEEENKINS" because of its very YOLO-like nature. On one hand, I do find the idea of playing a card that essentially says "This deck is no good. I'll just make my own as I go" somewhat interesting. However, I think I prefer winning. Explore Un'Goro doesn't appear to allow that to happen. 

I appreciate that this card sums up the very nature of Hearthstone's mechanics in one fell swoop, but Explore Un'Goro should probably never leave Casual Play or Arena. 


Bright-Eyed Scout

If this were a Magic: The Gathering card I'd be all over Bright-Eyed Scout. Given the amount of cards in M:TG that allow you to rig the top of your deck, there could be real value in an mid-game 4-drop that lets you bring in a heavy hitter for less than retail price. However, I've just been reminded by my superiors that we are in fact talking about Hearthstone, a game that prefers randomness, "interactivity," and turn-1 pirates. Apologies. 

There's simply too much of a risk involved. The most likely outcomes are either making a lower-cost card into a sudden liability or praying to the deities of your choice that something like this guy graces the top of your deck at that specific moment. By the time you're having that internal debate, your Rank 10 opponent will have already surrounded you, destroyed your best cards, and began tapping their fingers in anticipation of your hitting the concede button. 

Enjoy playing that 5-cost Execute

 

What other Un'Goro cards have you enjoyed playing outside of Ranked Mode?  We're anxiously awaiting your picks.

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