Cards that should have been good/bad

What cards do you think should have been good or bad, but for whatever reason, such as the meta surrounding the card or the lack of a deck which can use it, didn’t do good?

DK Uther should have been a really good control card, not just for Beardo combos.

Didn’t work out, because its tokens got pinged away by literally every other meta DK.

Probably too early but Librams really, really, really should be good. Also Lightforged Zealot is really good.

Not working out for…obvious reasons.

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Moorabi should have been good. Really wondering what DK Thralls original design was that “broke” the Freeze Shaman concept - speculation, obviously, but just look at DK Thrall art. He was (imo) clearly originally designed to support the FS archetype.

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Moorabi probably would have been good if he didn’t have Gadgetzan Auctioneer stats, but with an effect that’s worse due to the lack of support.

Best thing to come of freeze Shaman was that Murloc that froze an enemy.

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DK Uther was always gonna be a combo card just due to having all 4 Horsemen on board at the same time as the wincon. Also, DK Panda Pally wasnt too much behind Beardo. It just wasnt as popular.

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How would Panda Pally work even? Would the HP just summon more of the same horsemen sometimes because they’re just in your hand? Would it work with two Whitemane, Nazgrim and Thoras instead of all four? Truly the greatest question of our time.

You bounce your horsemen back into your hand with Brewmasters/Zola. 3 (unique) horsemen in hand, play 'em then hero power, exodia assembled.

One of the old forum regulars, who’s name I forget (sorry bud), actually piloted the deck to legend back in the day in two consecutive seasons, so it was very much a viable deck.

The hero power will NEVER summon a horseman that is on board.

I know it would never summon a horseman on board, DK Uther was the free DK I got from the adventure. However, reading over how it works, I understand it better, since you clarified that they played the horsemen THEN hero powered.

Yeah, ordering is/was the key aspect of Panda Pally to assemble Exodia. Always HP last!

Anyway, I should probably add my card of choice, and that would have to be Krag’wa, with an honorable mention to Haunting Visions.

Can also use Garrison Commander for the DK Uther Combo, if anyone is still interested in playing it today.

Beardo combo also got more potent with 0 mana Librams of Wisdom

It really doesn’t have to be, actually.

I’ve explained numerous times but the reason 4 Horsemen is a fantastic Control tool is because the opponent is forced into wasting real cards dealing with a 2/2. You can’t deal with the token using a base hero power without letting it get to 4 Horsemen. So it was actually a fantastic way of making the hero power relevant without making it busted in terms of stat value. Even without bouncing it to hand. It was a brilliant call back to the Justicar days when you could force really awkward turns from Warriors and Priests by continually pressing the button.

Of course, it turned out everyone could deal with it using their own DK hero power. So bouncing it to hand (and Beardo combos) became the only possible way to make the card unfair.

In fact I would rate DK Uther as possibly the strongest value grind tool Paladin has ever gotten. Probably only matched by Liadrin+Libram of Wisdom (which has the downside of taking up hand space) and Justicar.

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Maybe. Also, I’m pretty sure Snowfury Giant’s first iteration had its cost tied to Frozen minions - it was actually originally leaked like this.

Maybe it was too easy to summon multiple 0-cost 8/8s from a good Moorabi turn. Funny that that kind of swing turn is now the norm.

I regret so much that I dusted my Beardo Paladin, now with Banana Buffons etc and new heal cards it would shine so brightly. Even a Reno Jackson version would be possible.

I used to play it with double Hydrologist and double 2/1 mech + Brann and still had ~48% WR so with current card pool I think I could take it to legend easily

Hoo boy, if we’re going by all the cards I was wrong about…

Should have been bad: Kael’Thas. I can’t believe I whiffed on this one; inside, I was going through all the 1 and 0 mana cards and couldn’t figure a good enough idea. The closest I could think of was Druid and Ultimate Infestation, but I thought there was too much situational stuff going on for it to deal enough damage to actually kill someone, and I figured there’d be ways to out-armor any combo that it could punch out. Turns out, Druid not only OTK’s just fine with it, Demon Hunter uses him too - I forgot that Twin Slice was two 0-mana cards in one.

Should have been good: Waste Warden. I thought, even at 5 mana, being able to deal 3 damage to an entire tribe would make it an iron solid tech option, on the level of how Golakka Crawler helped level out the at-time dominant Pirate meta of Un’Goro, but more flexible and able to be used against all tribes. Turns out, 5 mana is awful late for tech, and there just isn’t any need to hate on specific tribes at the moment - there’s not that many murlocs going around, pirates can be handled through class AoEs, and several of the aggro decks going around at the moment don’t use any tribes.

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Waste Warden at least will be that card that will eventually shine, since whenever a tribe heavy meta arises it would have to deal with that card.