Charge in other games like Magic is not a problem because you can act and react in the opponent turn, but in HS is completely overbusted and totally unfair, should not exist in the first place, now after years they have the “brilliant” idea of bring back the cursed Leeroy.
We need the keyword rush replace charge once and for all, for the past and the future, and never, ever use this abomination of keyword ever again.
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Mr. Smite giving all of your pirates charge after being discovered from Nellie is what broke pirate quest warrior. I miss that deck
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OP got killed by Leeroy Jenkins.
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Hopefully at least he had chicken
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Mechanically, isn’t it pretty much the same as objecting to a spell doing face damage?
It is much more harder to interact with spells than minions, like buffing, returning to hand, etc…
Just search for the list of nerfed cards in the game history and will see a lot of charge cards for a reason.
I’ll take your word for it 
Might play some pirate quest warrior in wild tonight now that you brought it up
I am ok with Charge as a stand-alone.
Where I have a problem is when it and rush get paired with deathrattles and/or lifesteal.
at first i thought this was another leo/phen thread!
We have seen what the game turns into when there is zero charge in a meta. We certainly don’t want that issue again because the overcompensation that occurred because of it was ugly. A single mid costing minion in the standard meta is about all the charge we need.
Charge is needed to counter cintrol decks.
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Building 25 armor on 30 HP in the first 5 turns and cards which are destroying half of enemy deck should not exist either… but they are still here… sadly…
You can Taunt minons you can’t Taunt spells. Spells had their share of stuff that got nerfed. Those combos shared something similar to the charge combo in that it was 1 mid cost thing around 5 mana combined with a bunch of cheat 0-2 mana things for the wombo combo. Charge used cheap buffs for the charge minion. Spells used cheap spells with the spell enhancer minion. Remember Muzaki, Sif, Bru’kan those combo got nerfed just like the charge combos. The common ground for both is that they both used cheap cards. One side uses cheap enhancers to buff the bigger thing for one side of the coin. The other uses a bigger enhancer to buff the cheap things for the other side of the coin.
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Sanctum Spellbender was a thing but never got played
i think charged devilsaur is the only charge card that got no hate, bc i needed a condition to be used as a charge. still i think charge is a good thing, maybe no if you can ultra buff it and give windfury, but as an idea is ok
In Magic you can also interact with removal spells, but in HS you can’t. Charge is necessary, as long as there isn’t too much of it available.
In my opinion Charge was more well-utilized in its time than it is now.
It served as secured face damage that could still be “countered” by playing a Taunt in the way.
The state of the game now wouldn’t allow such a fair iteration of Charge, so they have turned it into OTK-style combo that revolves around hand buffing and whatnot. Else, people can just out-heal a mere 6 damage at turn 5.
Possibly, the worst type of Charge we’ve seen, since it revolves around Neutral cards. There are the staple win condition class cards; followed by ridiculously overplayed; overpowered Neutrals all-around. Messy situation.
To be honest, I find the 1 mana charge pirate much more problematic than Leroy because you can easily combo them with the Tailor.
All Team 5 knows is ripping off other game’s mechanics and creating overpowered power creep garbage. HS is going to get the HotS/SC2 treatment eventually.
Charge should not exist on non-legendary minions. Non-legendary minions (Huffer, Southsea Deckhand) should instead by changed to “Rush. Excess damage hits the enemy hero.”.
Also nerf lifesteal.
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