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The Eight Most Historically Overpowered Cards

Forum Index > Hearthstone General
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carlaltaner
Profile Joined January 2018
0 Posts
February 22 2018 19:31 GMT
#1

[image loading]


The Eight Most Historically Overpowered Cards



In just a few months, Hearthstone will turn four years old. In that time, there have been seven expansions and four Adventures. That’s a lot of new cards, and when it comes to balance, a lot of opportunities to make the occasional mistake. Each new iteration of the metagame over the years has produced some big winners and losers. I’m going to take a look at those cards that, upon their release, just kept on winning.

Here’s a brief list of what I believe were the strongest cards of their day, above and beyond what is a fair power level for individual cards. I’m not going to include cards changed during Beta, and for each card I will look at how they were before any nerfs. This list is not exhaustive, and is entirely subjective; I am not taking a statistical point of view. Feel free to suggest your own most hated cards in the comment section below!

Power Overwhelming


This sneaky little one-mana spell was a staple in nearly all Warlock decks since Beta. The sheer utility of a Blessing of Kings on the cheap enabled Zoolock to really punch above its weight. Leeroy Jenkins/Faceless Manipulator decks relied on this card to destroy their opponents from up to twenty health. When playing against a Warlock, players were forced to keep their health totals very high – the combination of Power Overwhelming with Soulfire (which cost zero mana for a long time) and Shadowflame meant that Warlocks could control the board while also producing Mage-style burst damage.

Wild Growth


Continuing the low-cost spells trend, I believe that Wild Growth is certainly a strong candidate for the Hall of Fame. There’s been a lot of talk about this card in the community – it’s yet another mandatory Druid card that you’d be a fool not to include in every deck besides Aggro. Played on turn two, and potentially followed up with a Jade Blossom, a Druid can blaze ahead of an opponent and start dropping huge minions ridiculously early on. I would even argue that the difference between not having Wild Growth on turn one/two is as big as drawing (pre-nerf) Patches the Pirate, in terms of win rate.

In the past, Blizzard has made a point of nerfing cards that discourage deck innovation. Innervate was changed for this reason. Would Wild Growth in the Hall of Fame kill off Standard Druid, or would it allow for more strategies that don’t center around simply stacking up mana crystals? It’s certainly a controversial card to add to this list, but you can’t deny its raw power.

Voidcaller


This four mana 3/4 demon, released in the Naxxramas set, has recently come to the fore again in Wild. It’s a ludicrously strong card. Many of us who played in the pre-Standard era will remember the insane combos that Warlock could pull off with this tricky minion. Frequently, if you did not have a Silence available to counter the Voidcaller, nine times out of ten you’d be facing Mal’Ganis the next turn. It’s like the current Voidlord/Possessed Lackey combo but on steroids.

In Arena it was no less potent – with the Naxxramas draft occurrence increase, it was possible to chain together Voidcaller after Voidcaller. This card alone made Demonlock a threat.

Undertaker


For a brief (but still far too long) period of a few months following the release of Naxxramas in July 2014, Undertaker Hunter was the best deck in Hearthstone. It boasted a solid 60% win rate, across all levels of play. To my knowledge, it remains the strongest deck in the game’s history; no deck since has come close to the consistency and sheer overpowering speed of Undertaker Hunter. Gaining +1/+1 every time a Deathrattle card was played, it would quickly snowball into a face-eating monster, aided by 2/1 Leper Gnomes and tenacious Harvest Golems.

This was one of the first instances where Blizzard was forced to step in and hotfix a card due to community outrage and plain imbalance. It’s a dead card now, but for a time it was truly Hearthstone’s abomination.

Warsong Commander


This Basic card in the Warrior set was overpowered for one reason only: everyone, GET IN HERE! Grim Patron, released in the Blackrock Mountain expansion, propelled this card from a silly meme card into a top-tier tournament-worthy combo piece. Grim Patron decks were overbearingly strong and almost impossible to play against, thanks to Warsong Commander’s infinite supply of Charge. Grim Patron decks were somewhat of a love-hate figure among the community – it required a lot of combo cards, making it inconsistent; plus, no one could get enough of heh heh, pile on!

Blizzard eventually decided enough was enough and turned Warsong Commander into a new yardstick for terrible cards, with one of the heaviest nerfs in history.

Corridor Creeper


Do I need to say more?

Mysterious Challenger


This Paladin epic is a classic example of a card being overpowered only within its own context. At the time of its release, Paladin had perhaps the strongest mana curve of any class, and any since. Argent Squire-Shielded Minibot-Muster for Battle-Piloted Shredder-Loatheb-Mysterious Challenger was a sequence that had no parallel. In terms of counterplay, Mysterious Challenger took a level of methodological thought that few people could handle. With four or five Secrets in play, it was bafflingly complex for most players. But in a metagame with many counters to Aggro decks, and a variety of ways to beat Secrets,

Dr. Boom


The one and only Doctor Seven, legendary king of overpowered cards. Dr. Boom is the measure by which all other OP cards are measured. If he was a human and not a goblin-card, he’d be Arnold Schwarzenegger, or perhaps Chuck Norris. This guy blew up the metagame when he burst onto the scene on 22nd July 2014. There isn’t a list of crazy strong cards out there (and there are many) that doesn’t include the Dr. at or near the top. I don’t think I need to explain in much detail just why Dr. Boom is so strong – commanding board presence, RNG potential, overall great value.

What’s funny is that in the previews of the expansion, a number of streamers rated Dr. Boom as an average or slightly strong card. It’s rare that commentators get it so wrong, but when they do, you can bet the community loves to call them out on it. TrumpSC rated him astonishingly badly, basing his analysis on him being a slightly better War Golem: “I wouldn’t anticipate seeing him much in constructed play.” Remind you of something?



Author // Carlaltaner
Editor // Hayl
Photo // Blizzard
FirstProbe
Profile Joined June 2004
1206 Posts
February 22 2018 20:56 GMT
#2
A few on this list do not make sense.

If you are going to say Warsong commander was overpowered, then Grim Patron also has to be listed as a separately overpowered card. It was nerfed because of that deck, no doubt, but also because its effect significantly limits design space.

Voidcaller was useful but hardly overpowered at the time, particularly when silences were a lot more common AND the only other demons you often played were Malganis and the second voidcaller (sometimes Doomguard). The odds of having Voidcaller and Malganis in hand was NOT "nine times out of ten", particularly prior to the late turns where the trade off actually pays off (tempo disadvantage from an understat'd card).
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
February 22 2018 21:08 GMT
#3
Ha! Controversy!

I don't think that wild growth deserves a nerf. I rather thought they were trying to give druid a class identity around ramping and t3 ramp often doesn't cut it. we have a t4 summon 3 minions card. against this, a t3 ramp has about the value of a Coin.
it's also funny that people turn to the basic cards (FWA I'm looking at you), when the clear offender which pushed the ramp archetype over the top was Ultimate Infestation.

I also never heard that complaint about Mysterious Challenger before. i mean it was always get down, revive, +3/+2, and +1/+1 for all to play around when attacking. maybe some 1ofs Repentance. The problem was the raw value it provided and the deck thinning effect. and ofc. the setup for dr 7 on he next turn.
Countdown to victory: 1 200!
FirstProbe
Profile Joined June 2004
1206 Posts
Last Edited: 2018-02-22 22:23:20
February 22 2018 22:20 GMT
#4
I have mixed feelings about Wild Growth.

It's iconic and with ramp so core to the druid identity, however, it presents the same problem as Fiery War Axe. As long as it remains, it'll be played in virtually every non-aggro token druid deck. Rather than see it hall of famed, per se, I wonder if removing the ability to cycle into another card (which is never specified in the card text anyway) may be enough to allow other cards to see play. Druid would of course need good two drops in the next few sets to support this change.

Agree with you about Ultimate Infestation. I would've liked to see this card nerfed. I do like the idea that 10 mana cost cards should do powerful things, however, its effect is neither particularly interesting or skill testing to support that degree of power.
Cricketer12
Profile Blog Joined May 2012
United States13994 Posts
February 22 2018 22:32 GMT
#5
small typo. Dr.Boom was released December 8th 2014
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
February 24 2018 10:46 GMT
#6
On February 23 2018 07:20 FirstProbe wrote:
I have mixed feelings about Wild Growth.

It's iconic and with ramp so core to the druid identity, however, it presents the same problem as Fiery War Axe. As long as it remains, it'll be played in virtually every non-aggro token druid deck. Rather than see it hall of famed, per se, I wonder if removing the ability to cycle into another card (which is never specified in the card text anyway) may be enough to allow other cards to see play. Druid would of course need good two drops in the next few sets to support this change.

Agree with you about Ultimate Infestation. I would've liked to see this card nerfed. I do like the idea that 10 mana cost cards should do powerful things, however, its effect is neither particularly interesting or skill testing to support that degree of power.

Yeah, but that's an important difference: FWA was played in both aggro and control decks. "autoinclude"

Wild Growth is "only" played in control decks. And if is possible to build a control mage without Frostbolt and Fireball, it should be possible to print enough cards to make a control druid without Wild Growth possible.

If you had to nerf it, maybe "turn it into a Coin" after 10 mana would also be possible? This is more in line with the "mana" theme of the card.
Countdown to victory: 1 200!
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
February 24 2018 18:41 GMT
#7
The cards I dislike the most currently are:

Lesser Emerald Spellstone
Just play two Secrets (easy as Hunter, especially with Cloaked Huntress) and you can run out 4 3/3's for just 5 mana.
If it gets coined out on turn 4 it's usually just game over unless you have a 3+ dmg waveclear available.
The card is never bad even if you get just two 3/3's for 5 mana, that's still 6/6 worth of stats.
It should require two secrets to upgrade, not one.

Devolve
Not overpowered but just extremely frustrating to play against. You simply cannot build up a board against a Shaman because of this. Nothing denies or counters it (other than Counterspell itself) and it can instantly lose you the game depending on the board it is played against. Any and all buffs, abilities and tribes all go out the window for just 2 mana.
Anything relying on buffs or deathrattles is instantly denied by this card alone. I'm very happy to see it rotate out soon.

Frost Lich Jaina
I think the combination of permanent passive Lifesteal on all Elementals (you can't Silence it off them) plus the ability to endlessly spawn 3/6 Elementals (which get the Lifesteal AND Freeze) and also get 5 armor AND a Water Elemental is just too much. The Hero Power endlessly generating Water Elementals is by far the strongest of them all as Mage has so many ways to put something at 1 health. I'd rather see it Freeze or do more damage than give you endless 3/6's with Lifesteal and Freeze.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
February 27 2018 10:43 GMT
#8
On February 23 2018 05:56 FirstProbe wrote:
A few on this list do not make sense.

If you are going to say Warsong commander was overpowered, then Grim Patron also has to be listed as a separately overpowered card. It was nerfed because of that deck, no doubt, but also because its effect significantly limits design space.

Voidcaller was useful but hardly overpowered at the time, particularly when silences were a lot more common AND the only other demons you often played were Malganis and the second voidcaller (sometimes Doomguard). The odds of having Voidcaller and Malganis in hand was NOT "nine times out of ten", particularly prior to the late turns where the trade off actually pays off (tempo disadvantage from an understat'd card).

The original version of Warsong Commander gave all your other minions charge. If we are talking about historically overpowered cards then that is the most overpowered card that has ever existed. Fortunately it was changed before there were too many ways to abuse it. I do remember a combo warrior that used Molten Giants and Youthful Brewmaster though.
FirstProbe
Profile Joined June 2004
1206 Posts
February 27 2018 16:26 GMT
#9
On February 27 2018 19:43 Melliflue wrote:
Show nested quote +
On February 23 2018 05:56 FirstProbe wrote:
A few on this list do not make sense.

If you are going to say Warsong commander was overpowered, then Grim Patron also has to be listed as a separately overpowered card. It was nerfed because of that deck, no doubt, but also because its effect significantly limits design space.

Voidcaller was useful but hardly overpowered at the time, particularly when silences were a lot more common AND the only other demons you often played were Malganis and the second voidcaller (sometimes Doomguard). The odds of having Voidcaller and Malganis in hand was NOT "nine times out of ten", particularly prior to the late turns where the trade off actually pays off (tempo disadvantage from an understat'd card).

The original version of Warsong Commander gave all your other minions charge. If we are talking about historically overpowered cards then that is the most overpowered card that has ever existed. Fortunately it was changed before there were too many ways to abuse it. I do remember a combo warrior that used Molten Giants and Youthful Brewmaster though.



If you're going to dig into alpha and beta scenarios, then you might as well include cards such as this: https://hearthstone.gamepedia.com/Adrenaline_Rush
which is of course absolutely nutters and would be an auto-include for all rogue decks.

Warsong commander only saw play with the introduction of Blackrock Mountain and outside of that Grim Patron deck saw little to no play, at least, to my memory. Sure the effect has the potential to be broken but to say it is overpowered when used only in one deck, then Patron has to be included in that conversation- because well, Warsong wouldn't see play otherwise. We can debate the point and there are clearly flaws in either argument, but the fact remains that the card saw very limited play outside of Patron.

For interest, other cards removed from the game:
https://hearthstone.gamepedia.com/Removed_card
Death Wish could make Warrior great again (double Iron Hide & Bring it On OTK).


Melliflue
Profile Joined October 2012
United Kingdom1389 Posts
February 27 2018 19:02 GMT
#10
On February 28 2018 01:26 FirstProbe wrote:
Show nested quote +
On February 27 2018 19:43 Melliflue wrote:
On February 23 2018 05:56 FirstProbe wrote:
A few on this list do not make sense.

If you are going to say Warsong commander was overpowered, then Grim Patron also has to be listed as a separately overpowered card. It was nerfed because of that deck, no doubt, but also because its effect significantly limits design space.

Voidcaller was useful but hardly overpowered at the time, particularly when silences were a lot more common AND the only other demons you often played were Malganis and the second voidcaller (sometimes Doomguard). The odds of having Voidcaller and Malganis in hand was NOT "nine times out of ten", particularly prior to the late turns where the trade off actually pays off (tempo disadvantage from an understat'd card).

The original version of Warsong Commander gave all your other minions charge. If we are talking about historically overpowered cards then that is the most overpowered card that has ever existed. Fortunately it was changed before there were too many ways to abuse it. I do remember a combo warrior that used Molten Giants and Youthful Brewmaster though.



If you're going to dig into alpha and beta scenarios, then you might as well include cards such as this: https://hearthstone.gamepedia.com/Adrenaline_Rush
which is of course absolutely nutters and would be an auto-include for all rogue decks.

Warsong commander only saw play with the introduction of Blackrock Mountain and outside of that Grim Patron deck saw little to no play, at least, to my memory. Sure the effect has the potential to be broken but to say it is overpowered when used only in one deck, then Patron has to be included in that conversation- because well, Warsong wouldn't see play otherwise. We can debate the point and there are clearly flaws in either argument, but the fact remains that the card saw very limited play outside of Patron.

For interest, other cards removed from the game:
https://hearthstone.gamepedia.com/Removed_card
Death Wish could make Warrior great again (double Iron Hide & Bring it On OTK).



I forgot that they changed Warsong Commander during the beta. Sorry. Patron Warrior may have been the highlight of Warsong Commander's Hearthstone career but it did get some use before Blackrock Mountain with "math warrior" decks where you could get a Frothing Berserker up to a very high attack.
pNRG
Profile Joined February 2012
United States333 Posts
February 28 2018 15:33 GMT
#11
Ice Block, Molten Giant, and Coldlight Oracle just got the Hall of Fame treatment.
"He's like a Kakuna with Flamestrike." - Artosis 25.7.2014 \\ "Sometimes you gotta' be manly to get out of the group stage, Reynad." -Artosis 17.10.2014 \\ “There goes your dream of a frivolous lawsuit with a brewing company.” – Tasteless 26.8.2015
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