A 7-cost 7/7 that summons a couple of buddies.Yeah, this dude was once the best the game had to offer. The entire Warrior class is sure to lament its loss. A staple of Control Warrior decks since time immemorial, recently bumped off to the Classic format.If they do, it’s because your opponent has Execute in hand (though they’re sad they have to use it). RNG being what it is, your 8/7 Taunt will never survive your opponent’s Brawl.Players used to circumvent Brawl all the time, and intelligent plays were enough to offset the possibility of losing your board. To the inexperienced player, it may seem like a mini-game of roulette, but high-level matches show how off-mark that is.Essentially, kill every minion on the board except for one, randomly chosen. In keeping with the sober, sensible cards, here is the one Warrior crowd control card that doesn’t depend on doing 1 damage a bunch of times in a row.Enables many surprising plays, since your opponent can never be sure of which cards have just been discounted a bunch.Can turn the tide of any battle, and the frequency and quality of the draws will frequently decide Demon Hunter mirror matches.‘Draw 3 for 6 and also discount those cards for a possible total of 9 mana’ seems like doubtful card design. ‘Draw 3 for 6’ is a reasonable use of your turn.Not exactly infringing on overpowered territory but an eternal auto-include in Demon Hunter. Let’s be serious for a moment: this is a good card.The Whelps he makes will never, ever, get to attack.Interactivity is for players who can’t dish out 26+ damage from hand.Luckily, your opponent will get to hear the line two more times before he’s allowed to lose. “Leeerooooooy Jeeeeenkins!” signals the end of the game.Nice, reliable burst damage available to all classes, though you would be excused from thinking it’s a Rogue exclusive.If that face doesn’t spell ‘meticulous plan to deal 26 damage from hand’ I don’t know what does. Want to see your opponent Fireballing your 1-cost minion? This is the way to go.From turn 3 onwards nothing is outside your reach. Most reliable way of getting a turn 2 Chillwind Yeti.Does your opponent want to deal with your one big minion or with your many little minions? Doesn’t matter, he’s dead either way. Before the inevitable ban, Undertaker grew +1/+1 for every Deathrattle minion you played.The line “Bring out your dead” is liable to send your opponent into a cold sweat from turn one.The hero power is so good, so ridiculously unpassable, that it could (and did) be run in aggressive decks in order to transition into a powerful late game and compete with control decks. The fact is, no other card can compete with the Rexxar Death Knight in terms of long-term value.Need to push? Slap a Stranglehorn Tiger and a Stonetusk Boar together and swing face for 6 damage and a 6/6 body. On the ropes? Add Lifesteal to Taunt or Rush and win that breathing room. Stats are added, and keywords and card text all go into the new minion. For only two mana, make a Zombeast from two other Beasts.Here’s how it goes: you throw this bad boy down, getting 5 armor and cleaning your opponent’s board.In no particular order, read on to learn more about the 15 most meta-defining, panic-inducing cards in Hearthstone history.Ĭombine Snowflipper Penguin and Angry Chicken for a terrifying combo. Most of these got the nerf hammer (eventually, maybe, when Blizzard got around to it), but all left their mark on the board and the game at large. Whether they carried you to Legend or made you quit the game in cross-eyed rage, Hearthstone has seen a lot of overpowered cards.
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