#1
- Shadowstep + Blight (2/3 minion that spawns 2 minions when returned to hand)
Reason: Broken early game board that is almost impossible to outvalue.
Solution: Shadowstep brought to 1 mana in standard OR Harbinger of Blight 4 mana
#2
- Colossus (Protoss Mage)
Reason: having your entire board wiped + losing most of your hp if not all of it is absolutely disgusting. There is very little you can do about a Mage ramping up to it - there is far too much control, freezing, clear with protoss spells, random armor
Solution: Make the card Legendary OR make it require 2 spells for 1 damage OR make it not go face.
#3
- King Plush in Imbue Hunter
Reason: Thereâs literally no counterplay outside of being some hyper aggro early deck, and Iâve seen those fail too. Similar to Colossus in Protoss mage, once you stall long enough you get a guaranteed win condition, and it feels like this can happen much earlier than intended. The moment the Hunter has enough imbue stored and King Plush in Hand, and a bouncer (or discovered it twice), you lost the game
Solution: Make King Plush only bounce cards up to 10 hp OR make the battlecry once per game. Itâs simply too powerful. Imbue Hunter wonât die necessarily because next miniset has a good rush card that is almost as good, plus if its once per game for King Plush u can still get ur OTK it will just take longer
#4
- Shaladrassil
Reason: The main problem here is the 0 cost spell âShuffle a minion into its ownerâs deckâ. It just disregards taunt minions for free, removes board interaction.
Solution: Adjust cost of all spells from Shaladrassil to 2
#5
- Brianspawn Drake
Reason: This card is basically charge with a caviat, and obviously Dragon Priest deletes you with it, and sometimes Warrior does too, or you randomly see it show up in an Arena and understand youâre dead. The stats are a bit too high. Also a side note, the existance of this card makes Runaway Blackwing the most useless card in the game, since its literally a worse version of Briarspawn Drake.
Solution: Change 12/7 to 10/10 to mitigate random OTKs
#6
- Flickering Lightbot
Reason: Way too easy to cheat out a 8/8 early game, which can be very hard to deal with for many classes with more limited control / board clear
Solution: Change text from Costs (1) less for each Holy spell to Costs (1) less for every 2 Holy spells
Notable mentions:
- Shadowstep: Make it 1 mana already, 0 cost is broken for such a strong effect, find other ways to make Rogue good
- Naralex: 7 mana is too cheap, make it go 8 so the Priest OTK is a turn 9 occurence
- Poison breath + Wild Pyromancer DK combo: I donât know how to change this, but a 4 mana combo guaranteed board clear at any stage of the game is pretty broken and boring (for Standard at least)
- Ancient of Yore: on its own the card is nice, but when given deathrattles or reborn all of a sudden youâre looking at infinite armor and free card draw. I donât know how to change this either, you could look at the dormant > reborn or resummon interactions
- Zarimi: Could use an extra 1 or 2 dragons added for the requirement
- The Ceaseless Expanse: yeah itâs still super annoying lategame, could use another 15 to its cost
- Sunsapper Lynessa: value is too high for the cost. Could use 1 cost increase with a stat bump.
Thatâs about all I could think of for EXTREMELY UNFUN cards in Standard Hearthstone right now. If anybody wants to add something feel free to do so