Deathstalker Rexxar has one of the coolest secret interactions in the game. So most of hunter’s weapons are bows and the 2 aoe Rexxar does fires out arrows. If you have a weapon equipped any attributes the weapon has (poison, lifesteal, etc) will also be given to the aoe as well. So it actually feels like your hero is firing the weapon’s arrows at the enemies!
Do Hagatha and Tamsin do the same thing? Cause I wonder if that's just a side effect of having your hero deal damage, and the weapon's effects getting applied to that because that's how heroes deal damage 99% of the time
Hagatha and Tamsin do this too, as do some of the Boss hero cards from the Witchwood Solo Adventure. I tested it with the Overkill weapon for Warrior, and got to smack them in the face a TON.
disagree about snip snap - its inevitable that after some amount of time there would be some infinite value combo abusing discounted echo cards in wild, snip snap just happened to be the first to come up. On its own snip snap is a flavorful combination of mechanics and fun to play with I think the list is majorly missing rest-of-game battlecries (brann, helya) and variable damage removal (implosion, crackle, old lightning storm)
I've done like 4 videos on brann already cause people really fucking hate that card so beating the dead horse is pointless, the rng shit of old cards is also up there but who TF wants to watch that over like actually broken cards. Helya is awkward cause they just removed the "problematic" part of it for standard just cause for fun
@@Vict0rRezn0v highlander cards from Badlands went from saying "if your deck has no duplicates" to "if your STARTING deck had no duplicates" This way they couldn't be abused by highlander decks like wheelock did, nor could plagues deactivate them
that meta was really funny cuz on the way to legend i only met one sn1p-sn4p warlock and thats probably because they had already gotten to legend before me
Problem with Yogg Saron Unleashed, Snip Snap and many other neutrals such as Sire Denathrius, The Jailer, etc etc.. lie on an intrinsic design flaw HS neutral pool system has. All (or most) of these cards got banned because they could be exploitied by one or a handfull of classes in particular. Neutral cards had been the premier way that power has been pushed up across all classes (its easier to design one generic win con for every class like Astalor than designing one for each class), but balancing them so that they are able to provide an equal amount of power for each class is impossible, so cards that would otherwise be ok or good in many classes are obliterated beause of their bonkers high sinergy with others (Sire Denarhrius). My take is that neutral cards should either be assigned to specific classes (like dual but more) or just straight banned for certain classes, like getting Denathrius reverted which would be cool for even dk but can't use it on druid.
I despise Astalor. Every deck that plays the long game I ever face uses it as a win con. Plus it abuses every broken mechanic stupidly well (deepminer brann? Yeah, deal 28 two turns in a row. Guff? Yeah, just brann both out in a turn and deal 56.)
ngl I disagree with Snip snap, the issue wasn't the card, it was the mechwarper being poorly implemented. Having stuff cost significantly less than what they should will always be an issue.
I think for Pirates the only poorly designed card is Patches. It allows the Pirate package to be incredibly compact compared to other types like Elementals. Classes like Priest don’t even need to play a fully dedicated Pirate deck to reap the benefits meanwhile Mage is the only class that gets Elementals and the deck is 100% strictly an Elemental deck. There aren’t even other Mage decks using an Elemental “package” in the same way.
I think Sigil is powerful and the fact you can’t interact with it isn’t great, but I don’t think it’s out of line with Wild power level. It’s an above rate card in DH exactly in a format of above rate cards and needs to be followed up by Hozen exactly to be game winning, which I feel is a fine spot. Like, there are non-DH Pirates decks that perform well and non-Pirate DH decks that perform well. It’s hard to pinpoint Sigil as a problematic design specifically when the advantage Patches gives you Turn 1 is the common denominator.
I'll never forget how they waited until like a month before Patches was rotating out to nerf it. Patches without Charge these days is OK IMO but Year of the Raven Charge Patches was a nightmare, as if Baku needed the help.
Honestly I think deepminer brann should be mentioned for the hell that was the standard Workshop brann meta. They buffed brann to not be countered by plagues but left it at 6 mana. It made Reno warrior have a 20 to 25 percent play rate across the ladder and basically strangle the meta around it. At the same time they buffed boom boss to shuffle into your opponents deck so now Reno warrior easily beat wheel warlock. Which ironically also got nerfed due to how broken its interactions were too.
You know boom boss shuffle change was nerf because people used gatekeeper to instantly detonate 5-6 TNT immediately regardless of matchup. It literally happened on same patch as gatekeeper going from 3 to 4 lmao.
i'm gonna go on a bit of a rant, but since the card is not on the list, I want to talk about it. Chaos Creation is easily one of the worst designed cards in the game, and easily the worst designed dual class card. First off, the combination of Warlock and Mage is present in the card, as it is a 1 mana discount on Firelands Portal, but with a side of deck burning for Warlock. The big problem lies however how imbalanced it is in both classes. In Mage, for 1 mana discount on Firelands Portal, burning 1/5th of your entire deck is certainly not worth it, especially with how heavily Mage relied on combos with Sif back when it was printed. Mage has no way to utilize this effect to its benefit and its universally a detriment to the card, making it completly unplayable, as it can very easily burn your Sif, rendering your deck useless, because for 1 mana discount on an ok card, you destroyed your wincon. In Warlock however, this card was excellent in Sludge strategies. Disposal Assistant as well as Sludge on Wheels made putting sludge at the bottom of your deck incredibly easy by just playing on curve. (Using Finley to put your hand Sludge from other cards also works). The other support cards of Waste Remover and Fracking were designed a lot more tighly, to have more limitations (Waste Remover would eventually start burning your actual deck, could be stopped and was slower, and Fracking only burned 2 cards). Chaos Creation however, burns 6 cards and has a positive effect attached to it. Warlock's weakness has always been face damage, and that's part of its design philosphy and class identity. That was even stated by Blizzard back in 2019 in their class identity post. Dual Class cards are meant to fill in those gaps, to allow one class to borrow aspects of the other to cover their own weaknesses. That's the core design of those cards. Chaos Creation however, is a crazy outlier in that departament. The card for only 6 mana can deal up to 30 damage from hand in addition to summoning a 6 cost, just by playing on curve. Its ridiciolous to print a card THIS GOOD at its job. Especially since its a common you run two of. This card feels like around Reno, Lone Ranger for Highlander or Patches the Pirate for aggro decks just by sheer efficiency at what it does. The power level might not be as consistent as the other two, the sole potential pay off by playing this card is immense and incredibly strong in the right situation, to levels very few cards can pull off. Let alone commons that reward playing on tempo. And then again, we get to the dual class aspect of it. Why is this card dual class when it's meant to be exclusively a Warlock card, by being its most powerful tool in Sludge decks, while Mage gets a slap in the face when it was in last place in terms of class winrate? This reads as devs borrowing aspects of one class just to lift the other one up, without the consideration for both classes to use the card well. It's sorta like if we got a Demon Hunter-Paladin card that gave you +4 Attack for each Divine Shield minion you control. It's simply ridicioulous how such a card can be printed with such favoritism as its core design philosophy. I hate this card with all my heart and I think whoever designed it failed at what they were doing. I don't see any positive aspect to this card's design.
I feel somewhat bad for iceblock because i think its a cool card if it's a 1 time thing but got completely ruined by being repeatable. I also think Radiant Elemental/Sorcerers apprentice and other "X cost X less" cards deserves a mention because how many times we had shits broken because things that shouldn't cost 0 becomes 0 cost and you just play your entire deck.
37:04 Okay, that's genuinely hilarious. I always figured your name was referencing the Flare spell but I didn't know it stemmed from how much you hated Ice Block 😄
22:13 only new highlander cards were updated. OG Reno, Raza, og Kazakus, Inkmaster, Uldum ones and Alextraza still have "if your deck has no duplicates"
26:00 I actually have a theory that this set was originally designed to be the first set of next year, so that Reno, Yogg, etc wouldn’t be in standard. But they were forced to swap it with whatever was originally going to come out.
Alternatively, all discards should be replaced with a choice and the discard enablers should all be nerfed to compensate. The format of playing these cards that are absolutely awful, horrible if they discard non discard enablers, but then cheat 5 mana when they do, is terrible.
Rexxar DK is a very fond one for me. The season with deathrattle hunter sinergies and Rexxar hero in a midrange-cobtrol build was one of the two best performance seasons for me playing ladder in years playing HS and I m talking holding -100 legend rank for the better second half of the month.
The echo nerf was probably the worst nerf to a keyword in memory. The "random bonus effect" keyword got nerfed. "deathrattle" got nerfed to always trigger before reborn (used to be in summoning sequence, had interactions with drakkari embalmer because of infinite effects) "fatigue" got kinda nerfed when they made it that overkill damage doesn't show on the opponent, just the first tick gets displayed.
Starships being mostly unplayable in standard because reno wasn't removed for new expansion makes me sad. So many fun decks that have the main focus of the deck to build the set's themed 1 big minion into exodar (8 mana ship card), only for it all to be developed into Reno on turn 10+, is very sad. I don't like surrendering at all, but the desire to becomes insurmountable after Reno wipes my board state that has been built and maintained over the whole game (dormant minions/ locations/ starships) included.
Reno is so poorly designed that instead of working as a way to survive against early game aggression to pull out a late game, it just punishes anyone playing a deck that cares about filling your mana crystals. Reno is an objectively strong effect, one that actively counters many other “late game” win cons, such as Sargeras, Rheastraza, even Juggernaut if that somehow hasn’t killed you yet. But it does nothing against turn 6 combos, or turn 4 pushes. It absolutely fails to do what OG Reno accomplished, and only makes late game decks (which are not favored by the meta whatsoever) feel all the worse to play.
Darkglare should be in this list too. I’d say it’s slightly less broken than the other 3 Warlock cards mentioned but it’s still egregious. It was originally 3 mana 3/4 refresh TWO mana crystals absolutely disgusting. No testing at all for that. Just after one proc it’s practically a 1 mana 3/4 and then it cheats insane amount of mana from there. Then they “nerfed” it to a 2 mana 2/3 refresh one crystal, still broken. Now it’s back at 3 mana and it refreshes one, and it’s still OP.
As a Rexxar player, I always thought Frost Lich Jaina was way worse. They both get free minions, but Rexxar has to roll decently for Lifesteal and pay Mana for all their minions, and Jaina just gets it guaranteed, from any Elemental they want to run as well as from their Hero Power. Sure, they needed enemy minions at 1 HP, but it never felt like they suffered much to meet that condition. Rexxar was a little better against extra-slow control decks, but not by much, and they both lost to OTKs. Jaina was the first card in the entire game I just groaned at every time I saw it. I so rarely won the game after that card was played.
I used to play freeze mage. A notoriously difficult deck to pilot in its time (2014-2015), auto lost to wallet warrior. But, at a certain point when mage became too strong in wild, and could start copy ice blocks, and tutor ice block, and all that shenanigans, it became a really toxic card for me.
I can't quite remember if it was exactly the reason, but it was either something like Shadow Visions or Palmreading that got the keyword Discover nerfed so that it could no longer discover the same card
rexxar was a one card wincon but no deck with rexxar in it was ever extremely good afaik. Maybe spell hunter in kobolds meta but otherwise no. And back then even cubelock and dude paladin were just better.
@FlareIsGone rastakhans? So that was one expansion, in standard only, at the very end of its life, and after that it was not very good. I feel like, it isn't really that poorly designed. It has infinite value, but so do cards like Lakkari Sacrifice and raid the sky temple, both of which are terrible memes. Infinite value doesn't equal good. Rexxar was good at one time because it was like the only board clear Hunter had, and Standard had good beasts at that point, and it just so happened that at this point in time, slow Hunter was actually viable which has historically not been the case.
The only other time i can think of a keyword being nerfed or changed is in another game! Companions in magic the gathering. Which is even funnier as because physical card game, you just have to know about the change in the companion rules. Every companion had a deck building restriction which if met you could play the card from OUTSIDE YOUR DECK. It was in your sideboard and you cold play it at any time. They changed the mechanic to where you had to pay 3 mana to put the card into your hand first before you could play it.
I Hate Reno, Lone Ranger with my whole soul. Right now if I see someone play the card I'll just concede because that card isn't fun. It should at the very least ignore the starships if not it should just kill and not poof the cards. Fuck whoever designed that card.
That would kinda kill it tbf. If it was easier to proc (like the rogue secret) it'd probably be less obnoxious (so if you would take damage, prevent it and become immune this turn). It would mean that you can't play ice block early to use later, cause a ping pops it and then you are defenceless. But you'd still be able to loop it and become immune for like 12 turns, so just remove it from the game. Make a new secret called Icy block, that says when an opponent's minion attacks freeze it.
@@unaffectedbycardeffects9152 “that’s would kill the card, just remove it!” Thats what you just said. Fr? Just Like that? On god? My suggestion puts the card in line with other mage secrets like Ice Barrier
@@Fate_Ya_Man your suggestion would make it very bad. If you just play against it as people do now it basically does nothing. I said that mine would nerf it, but keep a very annoying part of the card, so I jokingly suggested removing it and adding a meme card (which is also really unplayable, but it wouldn't matter as it would be a meme card)
@@Fate_Ya_Man freezing one dude for 3 mana is really bad for hostage mage. 3 mana there freezes all, you can freeze 3 for 1 mana or one for 5 and gain armour. I really don't think freezing one guy is that huge of a buff for hostage mage
You could always change Ice Block to be a card where you can't activate them in sequential turns (You get a debuff called Hypothermia in wow to prevent Cold Snap allowing two instant ice blocks), or you could make Ice Block (or pre-nerf innervate as well) as cards with Once Per Game clauses to prevent abuse. My original idea for nerfing Innervate back in the day was to actually just make it a legendary, but then the card would feel "sacky" as they would call it in yugioh, where it just feels horrible if your opponent draws it when they're less likely to do so, especially in the mirror.
@@TheBigMan0706 it may be, but it`s unfun to play against. Every card that you cannot interact with it`s just unfun. He can infinitely delete your board with reno or freeze it so if you cannot somehow remove the card from the hand you just concede, this is not a good card design
@@TheBigMan0706 kill himself too?How:)), it doesn`t cast random spells, he replays battecries you chose to play that game, unless you have a full hand so as the copies that he generates on the board could not return to your hand, it`s an endless spam of battlecries that cannot be stopped
A little too much yapping but i agree, some of these cards are supposed to be used for different prototypes than it is. Developers intended different combos and things like that.
I got back into the game because of Yogg's release, I caught a glimps of a miniset review and thought it was a fun card and started to play again after not playing since Whispers of the Old God. So in my opinion its one of my favourite cards for that reason.
There are 2 Glaring Omissions: -1 was Cavern Dreamer from the 1st Taverns of Time Arena event. It was a ridiculous Mage exclusive Minion that snowballed so hard that you almost auto lost if you couldn't immediately kill it since it snowballed so hard -2 Shudderwock. Any card that can stall a game with like 10 min worth of animations when it was released is terrible design on multiple levels
That first one isn't a real card and Shudderwock isn't even remotely as toxic as the other cards. It's been a known thing for years that Shudderwock is one of the worst cards in Shudderwock shaman, since he doesn't do anything on his own and requires a full game of setup to do anything. Only because of Reno is shudder even remotely toxic since now you're actually just fully time warped by shudder due to reno
@FlareIsGone Cavern Dreamer is definitely a real card. You can watch TH-cam videos of people playing the card and numerous posts about it. Implying it is made up is silly LOL. Also, in regards to Shudderwock for some reason you are trying to change the argument. The power level of a card is a different argument from the quality of design. A card could have the lowest win rate in the game yet still be the worst designed card
DS Rexxar was not badly designed. Changing the hero power from smOrc into a midrange gameplam was fun. Especially since it wasnt a minion, only spell hunter back then had a way to reload and build a board but you still technically had to PAY 2 and the mana for a 6+ cost random combo of beasts. Id rather have to see them build custom beasts than hero power shoot me and aggro me.
im surprised jade idol didnt make the list tho i guess its more of a "if im at the point of getting infinite jade idols then ive already won before" kinda deal
Demon Seed, while it may not make the top 10 worst-designed cards per se, is the only card in Wild currently that actively pisses me off. I can deal just fine with losing to decks that are probably better in the meta, but there's something about Demon Seed Warlock, as a deck, that tilts me to hell and back. I'd argue the QL reward should be nerfed to say "damage dealt to your hero on your turn is dealt to BOTH heroes instead", but that's just me. Either that or nerf Crystallizer
On my list for worst designed cards there definitely would be helya. like every other disruption/damage you put into your opponents deck (bombs/curse of agony...) they can draw it all and if they can heal it good for them. imagine any other shuffle card if it had the ability to go infinite, aside from framed cards because shaman can go infinite with shudderwock every other class that shuffles things would go absolutely crazy. infinite bleeds and rouge would be back in tier 1, infinite bombs and warrior could just beat other highlander decks just cause and so on. the only way to counter it late game is to either run really bad tech cards or completely throw your decks game plan out the window. add to this the fact that not only is it random when you draw it but also what it does. and even better it just goes back into the deck and doesn't go away, you can even draw the same plague twice with the same card if it draws more than one. no matter how good or bad it actually is i think it just sucks to play against.
I have to say, as a viewer who has quit HS YEARS ago and has only recently started watching some content creators again as popcorn entertainment, I absolutely hate Reno LR. It's like, there's a whole bunch of all these cool cards that put these permanent or passive effects onto the board that you're supposed to just HAVE, and then the other guy just plays this fckn card, and all of that is gone and we're back to basic bitch Hearthstone. What garbage. I have no idea how it survived all the way up till now without a change in function, can only assume all the blizz employees were busy stealing milk again. Really glad it finally got put in the line with the latest patch announcement.
Warsong commander was pretty bad too. Speaking of, why don't they warsong commander cards anymore? I think snipsnap could've been a +1 attack mechlolord instead of nerfing the best mechanic in the third worst set.
Not even remotely close kj you have to draw, it kills cards in your deck, is 7 mana, doesn't damage the board, and random demons are just worse than combined beasts
17:48 I swear I always said like "if blizzard didn't care about wild they wouldn't do mass unnerfs and sone buffs here and there as well as bans, but holy fuck I swear chamber of viscidus just screams "we didn't playtested the 'wild' only expansion in wild." because oh ny fucking god if it was just draw one card it would be fuckig amazing but no, it had to be also a +1 on EVERY single use
20:20 also I don't know how blizzard fucked up that much making soul barrage a real card they fucking obliterated my funny 47% winrate meca'thun warlock from existence
i would actually like to see that disco warlock video, i used to find it cool as deck. like, aesthetically, discarding cards and getting benifits is cool and it made me feel evil and cool, but then using the deck on ranked made me feel like evil and cringe
My Top 10 Worst Designed Hearthstone Cards!: RENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGER LOOKING FOR A STANDOFF? CAREFUL, ITS AGAINST ME! COULDNT HAVE DONE IT BETTER MYSELF! NO ONE WILL BELIEVE THIS! I LOVE RENO WOOOOOO
I feel like OG patches warped the meta atleast as much as new yogg, cuz like all and i mean all of the decks ran him, because why would you not? 29 cards? Yes sir. If i recall correctly even like mage ran him
druid as a class was so badly designed after frozen throne. surprised you didn't mention spreading plague, ultimate infestation, branching paths, jade idol, basically anything lol
Hostage Mage is the only deck ive ever described to other ccg players and they've been mystified why Blizz would let that deck exist. Its the most degen deck ever in any game imo.
@@FlareIsGone can you make a short powerpoint about either FTKs or fastest OTKs that have existed in hearthstones history. Off the top of my head I can think of like three FTKs existed, but there have been enough turn 2 OTKs as well that I think it could be an interesting topic
Rexxar is specifically 7 years old where doing that exact thing was good, KJ is really not even remotely as powerful as DK rexxar was and it's not even close
@ it’s a neutral card, one of, that gives you infinite cards, infinite fatigue, infinite life steal & taunts with giant stats. I would agree with you, but the portal makes you immune to deck disruptions. You can no longer draw warrior bombs, or Dk plagues, symphony of sins movement of envy doesn’t hurt you.
I’m not gonna lie to you but the starship and Reno stuff isn’t relevant because nobody plays Highlander, so nobody plays Reno, right now starships are just too slow for the game, Reno isn’t the issue, he would be if he was actually played
sometimes you start to sound like Bill Burr when you're reminescing these crazy untested archetypes and how stupid they are or were XD Jokes aside, its impossible cards like chambers of viscidus are tested in semi-stable archetypes for at least 5k games... it seemed like its not so good but when you get used to it and let very good player test them.. impossible it passes the test. 70% win rate is completly crazy lmao.
Folks lemme tell ya what the worst designed card actually is, and it's Icehowl. 9 mana, 10/10 with charge that cant attack heroes. Silencing it loses the charge, so why it has charge instead of rush is bad design on the devs 0/10 only combos with jormungandr hunter that runs audio amplifier
I don't really think it's on blizz to make cards that were dogshit even in TGT evergreen... if icehowl gained rush it would be slightly less useless, and that's it.
Ignite. Infinite value combo card that actually just kills you. People would cheat the game to play this thing, what an awful card. Snowfall Guardian. Shudderwock has its sins but is overall cool, except when this card came in and just made Shaman unbearable. Card had to be completely reworked because the effect, even on it's own in standard, is impressively unfun.
i know im objectively wrong but i dont really get how yogg was that dominant. ( i didnt play during that time). his abilities other than tendrils are all control based, and he has 5 health. even in the meta that he was dominant, how was it just whoever got yogg first won when he is more a control card. if you got to him first how did you just auto-win? but like i said i know i am wrong. and i am not trying to start a flame war.
Reno singlehandedly killed one third of the matchup triangle. Control isn't viable in Standard because of him and it's not gonna be viable in Wild once he rotates out. It's so fucking stupid they introduced Sargeras in the same rotation, such a powerful, amazing card that crumbles to dust because of Reno's existence.
Please stop deep throating your microphone when you want to emphasize something. Or at lest run a quick limiter pass on the audio before inputting it into whatever editing software you use. One or the other.
Deathstalker Rexxar has one of the coolest secret interactions in the game. So most of hunter’s weapons are bows and the 2 aoe Rexxar does fires out arrows. If you have a weapon equipped any attributes the weapon has (poison, lifesteal, etc) will also be given to the aoe as well. So it actually feels like your hero is firing the weapon’s arrows at the enemies!
Holy, thats cool def gonna try that out
Back when the game had Soul
Do Hagatha and Tamsin do the same thing? Cause I wonder if that's just a side effect of having your hero deal damage, and the weapon's effects getting applied to that because that's how heroes deal damage 99% of the time
Hagatha and Tamsin do this too, as do some of the Boss hero cards from the Witchwood Solo Adventure. I tested it with the Overkill weapon for Warrior, and got to smack them in the face a TON.
Pretty simple it’s you Hero doing damage any liefertest ect will trigger
You can see how tilted someone is when writing someone when you can notice the spell mistakes in the slides.
HAHA
The commentary: 😡😡
The music: 🎉🎉
I fucking hate the newest pirate shit with cards that summon pirates with CHARGE. They do not and should not have Charge!
It's because pirate is the charge type like dranei is the spellburst type
@@Frogthejam1 they're not tho? literally only skycaptn cragg and ss deckhand have charge outside of the stupid 1/1s
@@nmmeswey3584 yes but "charrrrge" is so iconic that it became a tribe identity
Than what the point of pirates?
@@nmmeswey3584Mr smite
disagree about snip snap - its inevitable that after some amount of time there would be some infinite value combo abusing discounted echo cards in wild, snip snap just happened to be the first to come up. On its own snip snap is a flavorful combination of mechanics and fun to play with
I think the list is majorly missing rest-of-game battlecries (brann, helya) and variable damage removal (implosion, crackle, old lightning storm)
I've done like 4 videos on brann already cause people really fucking hate that card so beating the dead horse is pointless, the rng shit of old cards is also up there but who TF wants to watch that over like actually broken cards. Helya is awkward cause they just removed the "problematic" part of it for standard just cause for fun
Actually I disagree with you @anonagon4550 because I think it was less on echo and more on magnetic being with it. Those two keywords shouldn’t mix.
What did they change?@@FlareIsGone
@@Vict0rRezn0v highlander cards from Badlands went from saying "if your deck has no duplicates" to "if your STARTING deck had no duplicates"
This way they couldn't be abused by highlander decks like wheelock did, nor could plagues deactivate them
that meta was really funny cuz on the way to legend i only met one sn1p-sn4p warlock and thats probably because they had already gotten to legend before me
Problem with Yogg Saron Unleashed, Snip Snap and many other neutrals such as Sire Denathrius, The Jailer, etc etc.. lie on an intrinsic design flaw HS neutral pool system has. All (or most) of these cards got banned because they could be exploitied by one or a handfull of classes in particular. Neutral cards had been the premier way that power has been pushed up across all classes (its easier to design one generic win con for every class like Astalor than designing one for each class), but balancing them so that they are able to provide an equal amount of power for each class is impossible, so cards that would otherwise be ok or good in many classes are obliterated beause of their bonkers high sinergy with others (Sire Denarhrius). My take is that neutral cards should either be assigned to specific classes (like dual but more) or just straight banned for certain classes, like getting Denathrius reverted which would be cool for even dk but can't use it on druid.
I despise Astalor. Every deck that plays the long game I ever face uses it as a win con. Plus it abuses every broken mechanic stupidly well (deepminer brann? Yeah, deal 28 two turns in a row. Guff? Yeah, just brann both out in a turn and deal 56.)
To be honest, if you implemented this druid wouldn't be allowed to use ANY neutral legendaries.
@@eisgnom7383 good. They already have too much
Reno reads ‘if you HAVE duplicates’ in the pic for some reason
@@therealpubby15 cuz he used the unnerfed versions for every card
Battlecry: for the rest of the game...
Double all battlecries this turn, Incindius, return your minions to your hand for 1 mana, 1 mana Incindius, shudderwock, quit the game
Chills when I see that line of texts...
One of the most toxic crap
ngl I disagree with Snip snap, the issue wasn't the card, it was the mechwarper being poorly implemented. Having stuff cost significantly less than what they should will always be an issue.
I kinda like the flavor of current demon seed in the sense that you have to sacrifice the full health of your hero
I think for Pirates the only poorly designed card is Patches. It allows the Pirate package to be incredibly compact compared to other types like Elementals. Classes like Priest don’t even need to play a fully dedicated Pirate deck to reap the benefits meanwhile Mage is the only class that gets Elementals and the deck is 100% strictly an Elemental deck. There aren’t even other Mage decks using an Elemental “package” in the same way.
Sigil of Skydiving is actually one of the worst designed cards ever man do not ignore that one like actually what the fuck were they thinking
I think Sigil is powerful and the fact you can’t interact with it isn’t great, but I don’t think it’s out of line with Wild power level. It’s an above rate card in DH exactly in a format of above rate cards and needs to be followed up by Hozen exactly to be game winning, which I feel is a fine spot. Like, there are non-DH Pirates decks that perform well and non-Pirate DH decks that perform well. It’s hard to pinpoint Sigil as a problematic design specifically when the advantage Patches gives you Turn 1 is the common denominator.
I'll never forget how they waited until like a month before Patches was rotating out to nerf it. Patches without Charge these days is OK IMO but Year of the Raven Charge Patches was a nightmare, as if Baku needed the help.
Honestly I think deepminer brann should be mentioned for the hell that was the standard Workshop brann meta. They buffed brann to not be countered by plagues but left it at 6 mana. It made Reno warrior have a 20 to 25 percent play rate across the ladder and basically strangle the meta around it. At the same time they buffed boom boss to shuffle into your opponents deck so now Reno warrior easily beat wheel warlock. Which ironically also got nerfed due to how broken its interactions were too.
You know boom boss shuffle change was nerf because people used gatekeeper to instantly detonate 5-6 TNT immediately regardless of matchup. It literally happened on same patch as gatekeeper going from 3 to 4 lmao.
i'm gonna go on a bit of a rant, but since the card is not on the list, I want to talk about it.
Chaos Creation is easily one of the worst designed cards in the game, and easily the worst designed dual class card.
First off, the combination of Warlock and Mage is present in the card, as it is a 1 mana discount on Firelands Portal, but with a side of deck burning for Warlock. The big problem lies however how imbalanced it is in both classes.
In Mage, for 1 mana discount on Firelands Portal, burning 1/5th of your entire deck is certainly not worth it, especially with how heavily Mage relied on combos with Sif back when it was printed. Mage has no way to utilize this effect to its benefit and its universally a detriment to the card, making it completly unplayable, as it can very easily burn your Sif, rendering your deck useless, because for 1 mana discount on an ok card, you destroyed your wincon.
In Warlock however, this card was excellent in Sludge strategies. Disposal Assistant as well as Sludge on Wheels made putting sludge at the bottom of your deck incredibly easy by just playing on curve. (Using Finley to put your hand Sludge from other cards also works). The other support cards of Waste Remover and Fracking were designed a lot more tighly, to have more limitations (Waste Remover would eventually start burning your actual deck, could be stopped and was slower, and Fracking only burned 2 cards). Chaos Creation however, burns 6 cards and has a positive effect attached to it.
Warlock's weakness has always been face damage, and that's part of its design philosphy and class identity. That was even stated by Blizzard back in 2019 in their class identity post. Dual Class cards are meant to fill in those gaps, to allow one class to borrow aspects of the other to cover their own weaknesses. That's the core design of those cards. Chaos Creation however, is a crazy outlier in that departament. The card for only 6 mana can deal up to 30 damage from hand in addition to summoning a 6 cost, just by playing on curve.
Its ridiciolous to print a card THIS GOOD at its job. Especially since its a common you run two of. This card feels like around Reno, Lone Ranger for Highlander or Patches the Pirate for aggro decks just by sheer efficiency at what it does. The power level might not be as consistent as the other two, the sole potential pay off by playing this card is immense and incredibly strong in the right situation, to levels very few cards can pull off. Let alone commons that reward playing on tempo.
And then again, we get to the dual class aspect of it. Why is this card dual class when it's meant to be exclusively a Warlock card, by being its most powerful tool in Sludge decks, while Mage gets a slap in the face when it was in last place in terms of class winrate? This reads as devs borrowing aspects of one class just to lift the other one up, without the consideration for both classes to use the card well. It's sorta like if we got a Demon Hunter-Paladin card that gave you +4 Attack for each Divine Shield minion you control. It's simply ridicioulous how such a card can be printed with such favoritism as its core design philosophy.
I hate this card with all my heart and I think whoever designed it failed at what they were doing. I don't see any positive aspect to this card's design.
I feel somewhat bad for iceblock because i think its a cool card if it's a 1 time thing but got completely ruined by being repeatable.
I also think Radiant Elemental/Sorcerers apprentice and other "X cost X less" cards deserves a mention because how many times we had shits broken because things that shouldn't cost 0 becomes 0 cost and you just play your entire deck.
Definitely up there but they got gutted so I don't care about them anymore xd
37:04 Okay, that's genuinely hilarious. I always figured your name was referencing the Flare spell but I didn't know it stemmed from how much you hated Ice Block 😄
I remember far watchpost being the best turn 2 card even in AGGRO decks
What a batshit insane card it was
I’m surprised you didn’t put
Deepminer Brann on that list.
Brann is a badly designed card, but it’s also a massive tempo loss that’s unplayable against aggro decks. It’s only playable against slower decks.
I find Corrupt the Waters to be more toxic imo
22:13 only new highlander cards were updated. OG Reno, Raza, og Kazakus, Inkmaster, Uldum ones and Alextraza still have "if your deck has no duplicates"
26:00 I actually have a theory that this set was originally designed to be the first set of next year, so that Reno, Yogg, etc wouldn’t be in standard. But they were forced to swap it with whatever was originally going to come out.
First of all chamber of viscidus shouldn’t allows you to CHOOSE that card you want to discard. It is a denial of discard mechanic.
I'll be honest, discarding at random feels like shit, so the fact that at least it allows a choice is very welcome
Alternatively, all discards should be replaced with a choice and the discard enablers should all be nerfed to compensate. The format of playing these cards that are absolutely awful, horrible if they discard non discard enablers, but then cheat 5 mana when they do, is terrible.
@@dracoblizzard7944 I would actually like this.
Rexxar DK is a very fond one for me. The season with deathrattle hunter sinergies and Rexxar hero in a midrange-cobtrol build was one of the two best performance seasons for me playing ladder in years playing HS and I m talking holding -100 legend rank for the better second half of the month.
The echo nerf was probably the worst nerf to a keyword in memory.
The "random bonus effect" keyword got nerfed.
"deathrattle" got nerfed to always trigger before reborn (used to be in summoning sequence, had interactions with drakkari embalmer because of infinite effects)
"fatigue" got kinda nerfed when they made it that overkill damage doesn't show on the opponent, just the first tick gets displayed.
pre-nerf titan yogg was absolutely diguisting, having a zero mana mind-control that can avoid elusive was good no matter what deck you went against.
Starships being mostly unplayable in standard because reno wasn't removed for new expansion makes me sad. So many fun decks that have the main focus of the deck to build the set's themed 1 big minion into exodar (8 mana ship card), only for it all to be developed into Reno on turn 10+, is very sad. I don't like surrendering at all, but the desire to becomes insurmountable after Reno wipes my board state that has been built and maintained over the whole game (dormant minions/ locations/ starships) included.
Reno is so poorly designed that instead of working as a way to survive against early game aggression to pull out a late game, it just punishes anyone playing a deck that cares about filling your mana crystals. Reno is an objectively strong effect, one that actively counters many other “late game” win cons, such as Sargeras, Rheastraza, even Juggernaut if that somehow hasn’t killed you yet. But it does nothing against turn 6 combos, or turn 4 pushes. It absolutely fails to do what OG Reno accomplished, and only makes late game decks (which are not favored by the meta whatsoever) feel all the worse to play.
Darkglare should be in this list too. I’d say it’s slightly less broken than the other 3 Warlock cards mentioned but it’s still egregious. It was originally 3 mana 3/4 refresh TWO mana crystals absolutely disgusting. No testing at all for that. Just after one proc it’s practically a 1 mana 3/4 and then it cheats insane amount of mana from there. Then they “nerfed” it to a 2 mana 2/3 refresh one crystal, still broken. Now it’s back at 3 mana and it refreshes one, and it’s still OP.
As a Rexxar player, I always thought Frost Lich Jaina was way worse. They both get free minions, but Rexxar has to roll decently for Lifesteal and pay Mana for all their minions, and Jaina just gets it guaranteed, from any Elemental they want to run as well as from their Hero Power. Sure, they needed enemy minions at 1 HP, but it never felt like they suffered much to meet that condition. Rexxar was a little better against extra-slow control decks, but not by much, and they both lost to OTKs. Jaina was the first card in the entire game I just groaned at every time I saw it. I so rarely won the game after that card was played.
I used to play freeze mage. A notoriously difficult deck to pilot in its time (2014-2015), auto lost to wallet warrior.
But, at a certain point when mage became too strong in wild, and could start copy ice blocks, and tutor ice block, and all that shenanigans, it became a really toxic card for me.
Haven't watched it yet but I predict Implosion.
14:25 Shadow Word Pain: Am I a joke to you?
I can't quite remember if it was exactly the reason, but it was either something like Shadow Visions or Palmreading that got the keyword Discover nerfed so that it could no longer discover the same card
It was Renew in Ashes of Outland I'm pretty sure
16:14 imagine if Mana Burn was in standard while this card was in standard. It would’ve main demon Hunter more fun to play as
rexxar was a one card wincon but no deck with rexxar in it was ever extremely good afaik. Maybe spell hunter in kobolds meta but otherwise no. And back then even cubelock and dude paladin were just better.
RR midrange Hunter was one of if not the best decks in the format the entire expansion and Rexxar was the best card in the deck
@FlareIsGone rastakhans? So that was one expansion, in standard only, at the very end of its life, and after that it was not very good. I feel like, it isn't really that poorly designed. It has infinite value, but so do cards like Lakkari Sacrifice and raid the sky temple, both of which are terrible memes. Infinite value doesn't equal good. Rexxar was good at one time because it was like the only board clear Hunter had, and Standard had good beasts at that point, and it just so happened that at this point in time, slow Hunter was actually viable which has historically not been the case.
The only other time i can think of a keyword being nerfed or changed is in another game! Companions in magic the gathering. Which is even funnier as because physical card game, you just have to know about the change in the companion rules. Every companion had a deck building restriction which if met you could play the card from OUTSIDE YOUR DECK. It was in your sideboard and you cold play it at any time. They changed the mechanic to where you had to pay 3 mana to put the card into your hand first before you could play it.
17:47 I'm scared
I Hate Reno, Lone Ranger with my whole soul. Right now if I see someone play the card I'll just concede because that card isn't fun. It should at the very least ignore the starships if not it should just kill and not poof the cards. Fuck whoever designed that card.
31:26 HulkPls 🕺
Ice block shouldn’t say “this turn”. It just prevents the damage that causes it to go off
That would kinda kill it tbf. If it was easier to proc (like the rogue secret) it'd probably be less obnoxious (so if you would take damage, prevent it and become immune this turn). It would mean that you can't play ice block early to use later, cause a ping pops it and then you are defenceless. But you'd still be able to loop it and become immune for like 12 turns, so just remove it from the game. Make a new secret called Icy block, that says when an opponent's minion attacks freeze it.
@@unaffectedbycardeffects9152 “that’s would kill the card, just remove it!” Thats what you just said. Fr? Just Like that? On god? My suggestion puts the card in line with other mage secrets like Ice Barrier
@@Fate_Ya_Man your suggestion would make it very bad. If you just play against it as people do now it basically does nothing. I said that mine would nerf it, but keep a very annoying part of the card, so I jokingly suggested removing it and adding a meme card (which is also really unplayable, but it wouldn't matter as it would be a meme card)
@@unaffectedbycardeffects9152 how don’t you see that your suggestion is a buff for hostage mage?
@@Fate_Ya_Man freezing one dude for 3 mana is really bad for hostage mage. 3 mana there freezes all, you can freeze 3 for 1 mana or one for 5 and gain armour. I really don't think freezing one guy is that huge of a buff for hostage mage
7:02 let's do not forget about the clownfishes 🤓☝️
sounds like your favourite card is boulderfist ogre.
You could always change Ice Block to be a card where you can't activate them in sequential turns (You get a debuff called Hypothermia in wow to prevent Cold Snap allowing two instant ice blocks), or you could make Ice Block (or pre-nerf innervate as well) as cards with Once Per Game clauses to prevent abuse.
My original idea for nerfing Innervate back in the day was to actually just make it a legendary, but then the card would feel "sacky" as they would call it in yugioh, where it just feels horrible if your opponent draws it when they're less likely to do so, especially in the mirror.
You should have put Jade Idol in the list. For me it was literally so bad that I stopped playing hearthstone for 2 years.
Shudderwock should be definitely top 5, one of the most frustrating cards to play againts
Hey it’s fun to use (especially its diamond variant)
@@TheBigMan0706 it may be, but it`s unfun to play against. Every card that you cannot interact with it`s just unfun. He can infinitely delete your board with reno or freeze it so if you cannot somehow remove the card from the hand you just concede, this is not a good card design
@ it can also accidentally kill itself too, that’s why Shudderwock is fun. It’s the randomness factor
@@TheBigMan0706 kill himself too?How:)), it doesn`t cast random spells, he replays battecries you chose to play that game, unless you have a full hand so as the copies that he generates on the board could not return to your hand, it`s an endless spam of battlecries that cannot be stopped
@ if a minion has a spell it can cast (like a fairytale slime that has meteor shower)
A little too much yapping but i agree, some of these cards are supposed to be used for different prototypes than it is. Developers intended different combos and things like that.
I got back into the game because of Yogg's release, I caught a glimps of a miniset review and thought it was a fun card and started to play again after not playing since Whispers of the Old God. So in my opinion its one of my favourite cards for that reason.
There are 2 Glaring Omissions:
-1 was Cavern Dreamer from the 1st Taverns of Time Arena event. It was a ridiculous Mage exclusive Minion that snowballed so hard that you almost auto lost if you couldn't immediately kill it since it snowballed so hard
-2 Shudderwock. Any card that can stall a game with like 10 min worth of animations when it was released is terrible design on multiple levels
That first one isn't a real card and Shudderwock isn't even remotely as toxic as the other cards. It's been a known thing for years that Shudderwock is one of the worst cards in Shudderwock shaman, since he doesn't do anything on his own and requires a full game of setup to do anything. Only because of Reno is shudder even remotely toxic since now you're actually just fully time warped by shudder due to reno
@FlareIsGone Cavern Dreamer is definitely a real card. You can watch TH-cam videos of people playing the card and numerous posts about it. Implying it is made up is silly LOL.
Also, in regards to Shudderwock for some reason you are trying to change the argument. The power level of a card is a different argument from the quality of design. A card could have the lowest win rate in the game yet still be the worst designed card
Surprised illucia didn't make the list. She clearly needs full reverts
I love deathstalker rexar but his pool is so vast that he’s definitely much worse than he used to be
DS Rexxar was not badly designed. Changing the hero power from smOrc into a midrange gameplam was fun. Especially since it wasnt a minion, only spell hunter back then had a way to reload and build a board but you still technically had to PAY 2 and the mana for a 6+ cost random combo of beasts. Id rather have to see them build custom beasts than hero power shoot me and aggro me.
Honestly it’s shocking how bad hearthstone has been for its entire existence when it comes to creature type decks in general.
Ice block nerf: when your hero takes fatal damage, prevent it and gain 6 armor
Boomboss, why tf do i get punish with losing 9 cards from 1 minion which gets doubled if played with brann or gets copied somehow
im surprised jade idol didnt make the list tho i guess its more of a "if im at the point of getting infinite jade idols then ive already won before" kinda deal
The United to Stormwind questlines have their own tier lists lol
Demon Seed, while it may not make the top 10 worst-designed cards per se, is the only card in Wild currently that actively pisses me off. I can deal just fine with losing to decks that are probably better in the meta, but there's something about Demon Seed Warlock, as a deck, that tilts me to hell and back. I'd argue the QL reward should be nerfed to say "damage dealt to your hero on your turn is dealt to BOTH heroes instead", but that's just me. Either that or nerf Crystallizer
On my list for worst designed cards there definitely would be helya. like every other disruption/damage you put into your opponents deck (bombs/curse of agony...) they can draw it all and if they can heal it good for them. imagine any other shuffle card if it had the ability to go infinite, aside from framed cards because shaman can go infinite with shudderwock every other class that shuffles things would go absolutely crazy. infinite bleeds and rouge would be back in tier 1, infinite bombs and warrior could just beat other highlander decks just cause and so on. the only way to counter it late game is to either run really bad tech cards or completely throw your decks game plan out the window.
add to this the fact that not only is it random when you draw it but also what it does. and even better it just goes back into the deck and doesn't go away, you can even draw the same plague twice with the same card if it draws more than one.
no matter how good or bad it actually is i think it just sucks to play against.
I have to say, as a viewer who has quit HS YEARS ago and has only recently started watching some content creators again as popcorn entertainment, I absolutely hate Reno LR. It's like, there's a whole bunch of all these cool cards that put these permanent or passive effects onto the board that you're supposed to just HAVE, and then the other guy just plays this fckn card, and all of that is gone and we're back to basic bitch Hearthstone. What garbage. I have no idea how it survived all the way up till now without a change in function, can only assume all the blizz employees were busy stealing milk again.
Really glad it finally got put in the line with the latest patch announcement.
Warsong commander was pretty bad too.
Speaking of, why don't they warsong commander cards anymore? I think snipsnap could've been a +1 attack mechlolord instead of nerfing the best mechanic in the third worst set.
Gen 3 music today? Bro I love that, please continue ❤
Keleseth needed atleast an honorable mention. As for worst meta ever, did ptsd make you forget about deck of lunacy meta?
I really really like Hoenn's music
Isn't Kil'jaeden just a powercrept Rexxar?
Not even remotely close kj you have to draw, it kills cards in your deck, is 7 mana, doesn't damage the board, and random demons are just worse than combined beasts
17:48 I swear I always said like "if blizzard didn't care about wild they wouldn't do mass unnerfs and sone buffs here and there as well as bans, but holy fuck I swear chamber of viscidus just screams "we didn't playtested the 'wild' only expansion in wild." because oh ny fucking god if it was just draw one card it would be fuckig amazing but no, it had to be also a +1 on EVERY single use
20:20 also I don't know how blizzard fucked up that much making soul barrage a real card they fucking obliterated my funny 47% winrate meca'thun warlock from existence
i would actually like to see that disco warlock video, i used to find it cool as deck. like, aesthetically, discarding cards and getting benifits is cool and it made me feel evil and cool, but then using the deck on ranked made me feel like evil and cringe
Generally a bad sign if a card is banned from Arena for years lol
My Top 10 Worst Designed Hearthstone Cards!:
RENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGERRENOLONERANGER
LOOKING FOR A STANDOFF? CAREFUL, ITS AGAINST ME! COULDNT HAVE DONE IT BETTER MYSELF! NO ONE WILL BELIEVE THIS!
I LOVE RENO WOOOOOO
Deathstalker Rexxar is just an older, worse version of Kil'Jaeden... Which is neutral...
DK rexxar was a significantly stronger card in its time than KJ is what are you saying
Objection, especially when it's random generated.
I feel like OG patches warped the meta atleast as much as new yogg, cuz like all and i mean all of the decks ran him, because why would you not? 29 cards? Yes sir. If i recall correctly even like mage ran him
fire music 🔥
Should've launched your starship earlier instead of making one of 8 pieces (I despise Reno too).
druid as a class was so badly designed after frozen throne. surprised you didn't mention spreading plague, ultimate infestation, branching paths, jade idol, basically anything lol
also, original reno, original zilliax, current zilliax, all renos actually, zephrys, discover as a mechanic, voidlord/skull of man'ari
Hostage Mage is the only deck ive ever described to other ccg players and they've been mystified why Blizz would let that deck exist. Its the most degen deck ever in any game imo.
Ftks are definitely worse but it's still disgusting
@@FlareIsGone can you make a short powerpoint about either FTKs or fastest OTKs that have existed in hearthstones history. Off the top of my head I can think of like three FTKs existed, but there have been enough turn 2 OTKs as well that I think it could be an interesting topic
1:24 Sargeras isn’t real
You didn’t have an 8 piece starship vanished in turn 8 because Reno hasn’t cost 8 mana in a year.
yeah man maladaar isn't a card actually
@@FlareIsGoneyou're a clown
Where are Baku and Genn?
Kil’jaeden is more recent, and does the same thing as Rexxar. 1:12
Rexxar is specifically 7 years old where doing that exact thing was good, KJ is really not even remotely as powerful as DK rexxar was and it's not even close
@ it’s a neutral card, one of, that gives you infinite cards, infinite fatigue, infinite life steal & taunts with giant stats.
I would agree with you, but the portal makes you immune to deck disruptions. You can no longer draw warrior bombs, or Dk plagues, symphony of sins movement of envy doesn’t hurt you.
The Ads my dude. They gotta be nerfed. You got em like every 2 min....
Design wise,yes, yogg was terrible, but I absolutely loved yogg rouge in standard
pirates need more support , they are too weak
This was great
headless horseman is the same as rexxar
i think u meant renathal is top 20 best designed cards
demon seed forced me to stop and i dont plan on coming back shit was awful and it stayed in the game for like 2-4 years
I’m not gonna lie to you but the starship and Reno stuff isn’t relevant because nobody plays Highlander, so nobody plays Reno, right now starships are just too slow for the game, Reno isn’t the issue, he would be if he was actually played
Kids names Kil’jaeden
Gen 3 music :)
sometimes you start to sound like Bill Burr when you're reminescing these crazy untested archetypes and how stupid they are or were XD
Jokes aside, its impossible cards like chambers of viscidus are tested in semi-stable archetypes for at least 5k games... it seemed like its not so good but when you get used to it and let very good player test them.. impossible it passes the test. 70% win rate is completly crazy lmao.
Folks lemme tell ya what the worst designed card actually is, and it's Icehowl.
9 mana, 10/10 with charge that cant attack heroes.
Silencing it loses the charge, so why it has charge instead of rush is bad design on the devs 0/10 only combos with jormungandr hunter that runs audio amplifier
I don't really think it's on blizz to make cards that were dogshit even in TGT evergreen... if icehowl gained rush it would be slightly less useless, and that's it.
Headless horseman lol
Ignite. Infinite value combo card that actually just kills you. People would cheat the game to play this thing, what an awful card.
Snowfall Guardian. Shudderwock has its sins but is overall cool, except when this card came in and just made Shaman unbearable. Card had to be completely reworked because the effect, even on it's own in standard, is impressively unfun.
yeah snowfall is in my top 20 for sure
i know im objectively wrong but i dont really get how yogg was that dominant. ( i didnt play during that time). his abilities other than tendrils are all control based, and he has 5 health. even in the meta that he was dominant, how was it just whoever got yogg first won when he is more a control card. if you got to him first how did you just auto-win? but like i said i know i am wrong. and i am not trying to start a flame war.
Mind control on a body that cost 0 mana
@@meatwad7133 not to mention that he didn't have the tendency to self-destruct or fuck you up massively like he does now
Bc he was 0 mana
0 mana mind control and board clear
0 mana steal a Minion or clear the enemy board is kinda good
Reno singlehandedly killed one third of the matchup triangle. Control isn't viable in Standard because of him and it's not gonna be viable in Wild once he rotates out. It's so fucking stupid they introduced Sargeras in the same rotation, such a powerful, amazing card that crumbles to dust because of Reno's existence.
Based pirate hater.
Please stop deep throating your microphone when you want to emphasize something. Or at lest run a quick limiter pass on the audio before inputting it into whatever editing software you use. One or the other.
Amazing
22:06 ... "i'm aggro player"... ok, bye.
Bruh. Your a aggro player and complaing your opponent plays reno? 90% of time it will comes at 10 mana. At 10 your opponent should be dead dude.
common flare L
Your video sucks because you never show the additional effects of the cards your talking about.