Having talked with a lot of people on this forum, I’ve found that many people have a very different perspective from me on what is and isn’t fun about Hearthstone (or about card games in general).
Personally, I dislike cards like Zul’Jin, Conjurer’s Calling, Mana Cyclone, Mind Blast, Divine Spirit/Inner Fire, Barnes, Underbelly Angler, Deathstalker Rexxar, Soul of the Forest, Spiteful Summoner, Spreading Plague, Clockwork Goblin, Frost Nova, Archivist Elysiana and Dr. Boom.
But I do like cards such as Hench-Clan Burglar, Acornbearer, Brawl, Walking Fountain, Doomsayer, Shimmerfly, Unleash the Beast, Tar Creeper, Sunkeeper Tarim, Kalimos, and Fire Plume’s Heart.
So, looking at these examples, there’s a clear pattern:
-I don’t like cards that can give you an effect that’s way above the normal power curve, and doesn’t come with a drawback that feels meaningful. If your card can play 20+ mana worth of cards while you only pay 10 mana for it, or if it can fill your hand with random cards for only 2 mana, I’m probably going to hate it. But if, like Fire Plume’s Heart, a powerful card comes with a significant drawback or caveat that “balances” its power level, I often won’t feel so negative towards it.
-I don’t like it when the whole game revolves around a single card, and the outcome of the match is determined by when it’s drawn. If I lose a match because my opponent happened to draw into their hero card at just the right time, or if the biggest factor for a deck’s success is how lucky their draws are, that irritates me.
-I don’t like cards that let you ignore your opponent’s board. If a deck spends most of its time playing Solitaire while it draws into the combo pieces for an OTK, and/or if it renders your minions powerless with Freeze and cards like Time Out, then I’m probably going to hate it.
-I don’t like cards that punish you for doing something that normally benefits you, especially when you can’t really play around it. I don’t like Spreading Plague because it punishes you for playing minions (and the deck that used it, Jade Druid, was a deck that forced you to be really aggressive and play lots of minions). I don’t like Bomb Warrior because it punishes you for drawing cards.
-I don’t like cards that negate the normal weaknesses of an archetype. If there’s a card that allows a token deck to prevent the board from being cleared, or a card that lets a Control deck dominate the early game and mid game, or a card that gives a powerful draw engine to an aggressive deck, I’m probably going to hate it.
-I don’t like it when matchups are polarized. When it’s super easy for you to win against some decks, while other decks in the meta steamroll you, that makes the game feel less skillful to me. Every deck should have a fair shot at beating most of the other decks in the meta.
To me, the joy of Hearthstone comes from a “balanced” deck that has some good synergies and a win condition, but also has significant weaknesses and limitations on what it can do. If it wants to make a power play like healing yourself to full, summoning a big minion early on or filling your hand with cards, that has to come with some sort of risk, cost or limitation.
If you want to summon an early Mountain Giant, you should need to Life Tap (or just hold onto your cards) for the first few turns, and be afraid of hard removal. If your deck can fill the board with tokens and give them buffs, you should always be worried about board clears. If your deck is aggressive and can put out a lot of early face damage, it should be worried about running out of steam as the game goes on. If you want to get a strong new Hero Power, you should have to earn it somehow, such as by playing a Quest and fulfilling its conditions.
An ideal meta for me would look a lot like the post-nerf Journey to Un’Goro meta; “mana-cheating” mechanics were kept to a minimum, every class was viable and had clear strengths and weaknesses in the meta (but few matchups that felt unwinnable), and you usually had lots of decisions to make and lots of ways to interact with your opponent, no matter what deck they were playing.
But I’ve met people who feel differently; who enjoy playing super-powerful cards and power plays that dramatically swing a game’s momentum, for a relatively low cost. Or who enjoy combos that create a result far greater than the sum of its parts. Or who enjoy being creative with decks to try and discover new, unorthodox and meta-breaking strategies.
So I’d like to know how other people feel. What are the cards that get on your nerves, and what are the cards that you consider fun/interesting? What would your ideal meta look like? And perhaps most importantly, why do you like/dislike certain cards, decks and metas?

