8 Terrible Journey to Un'Goro Cards You Should Never Play

8 Terrible Journey to Un'Goro Cards You Should Never Play

These Journey to Un'Goro cards are so terrible, we can't believe that they ever made it through QA.

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A lot of these cards are there for Arena. I would never play a vanilla 7/14 for 10 in Constructed, but that is a big minion that can trade with other big minions and survive. That is a very useful thing to have in a game mode where removal is at a premium.

I could see a few of those other cards being useful. Iron Hide could be useful in Control Warrior to help deal with aggro decks, and to activate Shield Slam. It's not so much about card advantage as it is about tempo; paying two mana to remove a minion would let you plop something big on the board, like Grommash Hellscream. King Mosh would be another example of that; a big minion that can potentially destroy several big enemy minions even without the combo. It's all about the tempo with these cards.

But really, most of these cards are mostly there for Arena. I don't see Bloodbloom, Vinecleaver, or Tortollan Primalist being any good in any game mode, but then again, there will always be trash rares in card games.

yeah king mosh feels like a good counter to massed jade golems or maybe some big play with the druids new quest.
it depends if control warrior can make the cut in the new metta but for one extra card and two mana you get a twisting neather and a 9/7 on the board to help deal with anything they play next turn. also i dont think control warrior can ever have too much removal the others are for early or mid game this is end game play

SlumlordThanatos:
Iron Hide could be useful in Control Warrior to help deal with aggro decks, and to activate Shield Slam. It's not so much about card advantage as it is about tempo

Indeed. The list, and especially the explanations, read more like someone who has read a basic beginners guide rather than someone who actually plays and understands the game. Sure, shield block draws a card, but that's not always the most important thing to ever happen, and there are plenty of situations where a less good but cheaper card is actually useful.

King Mosh would be another example of that; a big minion that can potentially destroy several big enemy minions even without the combo. It's all about the tempo with these cards.

Yes, again the article seems to completely miss the point. Brawl can be handy, but gives no control over which minions die and risks leaving your opponent with board control. King Mosh both allows you to choose what dies through selective damage (including total board wipe if you want), and guarantees you a big minion at the end of it. Given that this expansion adds a lot of really big minions that are difficult to trade for or take out with direct damage, this is likely to be even more useful that previously.

I don't see... Tortollan Primalist being any good in any game mode

It's worth bearing in mind that not everyone plays the game the same way, and the vast majority of players are fairly casual who play for fun, not to always minmax the best deck and win tournaments. More serious players tend to complain about randomness, but the less serious ones often find it a lot of fun. When it comes down to it, this is exactly why so many games include dice rolls and shuffled cards in the first place - games of pure skill like chess have their place, but a bit of randomness often makes things much more entertaining. Tortollan Primalist seems to have a pretty good balance; you get enough control to avoid accidentally wiping your board or killing yourself, but enough randomness to make it a bit of a fun gamble. It's not "good" in the sense of making the grade for people trying to top the ladder, but it's far more entertaining for casual players than many of the cards that are.

Steven Bogos:
Eggnapper is a bad card because not only does it only have one health, the tokens that it summons also only have one health. That means that even the tiniest of tiny AOE effects, like Ravaging Ghoul or Volcanic Potion will wipe it off the board.

Again, the criticism just doesn't make sense. No, a tiny AoE effect won't wipe it off the board, you'd need at least two to finish it after the deathrattle has fired. Which is exactly why deathrattle is such a powerful effect, and why cards like Sludge Belcher and the Shredders saw so much play. The obvious comparison is the Haunted Creeper; a 1/2 that gives two 1/1s on death. For one more mana, Eggnapper gets one more stat, and the 1/1s are beasts. It's not great, since the initial body is vulnerable to pings, but it can potentially get much better trades and has better beast synergy.

(Vinecleaver) The extra effect on this weapon, of summoning two recruits, is pathetic. Again, by the time turn 7 rolls around, having a couple of extra 1/1's on the board won't mean diddly squat.

And once again. Have you even looked at the rest of the cards in the expansion? The whole point of the Paladin cards is to give them even more ways to get Recruits on the board, and even more ways to buff them. Truesilver Champion has its place, but 8 damage and 4 healing isn't that impressive compared to 12 damage and 6/6 in stats on the board. Especially when that can easily be turn 7 Vinecleaver into turn 8 Dinosize and suddenly you've got a 10/10 on the board plus a decent weapon and more tokens to come. Again it's far from the best card in the world, but for the gimmick it's clearly intended to used with it may well be a useful addition.

I think the purpose of Bloodbloom isn't to put into your deck, it's to get through cross class discovery and card generation mechanics.

That is, it's not a warlock card for warlocks to use. It's a warlock card for mages or priests to use to be able to spend 2 mana to cast a spell with their health pool instead (which is likely higher as they aren't life tapping and have better defensive options that don't cost their own health.)

It's a rare case, still a card you'd never pick to put into your deck, but atleast it has a purpose.

Kahani:

SlumlordThanatos:
Iron Hide could be useful in Control Warrior to help deal with aggro decks, and to activate Shield Slam. It's not so much about card advantage as it is about tempo

Indeed. The list, and especially the explanations, read more like someone who has read a basic beginners guide rather than someone who actually plays and understands the game. Sure, shield block draws a card, but that's not always the most important thing to ever happen, and there are plenty of situations where a less good but cheaper card is actually useful.

King Mosh would be another example of that; a big minion that can potentially destroy several big enemy minions even without the combo. It's all about the tempo with these cards.

Yes, again the article seems to completely miss the point. Brawl can be handy, but gives no control over which minions die and risks leaving your opponent with board control. King Mosh both allows you to choose what dies through selective damage (including total board wipe if you want), and guarantees you a big minion at the end of it. Given that this expansion adds a lot of really big minions that are difficult to trade for or take out with direct damage, this is likely to be even more useful that previously.

I don't see... Tortollan Primalist being any good in any game mode

It's worth bearing in mind that not everyone plays the game the same way, and the vast majority of players are fairly casual who play for fun, not to always minmax the best deck and win tournaments. More serious players tend to complain about randomness, but the less serious ones often find it a lot of fun. When it comes down to it, this is exactly why so many games include dice rolls and shuffled cards in the first place - games of pure skill like chess have their place, but a bit of randomness often makes things much more entertaining. Tortollan Primalist seems to have a pretty good balance; you get enough control to avoid accidentally wiping your board or killing yourself, but enough randomness to make it a bit of a fun gamble. It's not "good" in the sense of making the grade for people trying to top the ladder, but it's far more entertaining for casual players than many of the cards that are.

Steven Bogos:
Eggnapper is a bad card because not only does it only have one health, the tokens that it summons also only have one health. That means that even the tiniest of tiny AOE effects, like Ravaging Ghoul or Volcanic Potion will wipe it off the board.

Again, the criticism just doesn't make sense. No, a tiny AoE effect won't wipe it off the board, you'd need at least two to finish it after the deathrattle has fired. Which is exactly why deathrattle is such a powerful effect, and why cards like Sludge Belcher and the Shredders saw so much play. The obvious comparison is the Haunted Creeper; a 1/2 that gives two 1/1s on death. For one more mana, Eggnapper gets one more stat, and the 1/1s are beasts. It's not great, since the initial body is vulnerable to pings, but it can potentially get much better trades and has better beast synergy.

(Vinecleaver) The extra effect on this weapon, of summoning two recruits, is pathetic. Again, by the time turn 7 rolls around, having a couple of extra 1/1's on the board won't mean diddly squat.

And once again. Have you even looked at the rest of the cards in the expansion? The whole point of the Paladin cards is to give them even more ways to get Recruits on the board, and even more ways to buff them. Truesilver Champion has its place, but 8 damage and 4 healing isn't that impressive compared to 12 damage and 6/6 in stats on the board. Especially when that can easily be turn 7 Vinecleaver into turn 8 Dinosize and suddenly you've got a 10/10 on the board plus a decent weapon and more tokens to come. Again it's far from the best card in the world, but for the gimmick it's clearly intended to used with it may well be a useful addition.

Just quickly:

-Iron Hide is garbage and I will ride that one to the grave. There is simply no room in control warrior for it. I don't think you understand what tempo is. This card is 0 tempo because it doesn't effect the board state. You can gain 5 armor on turn 1. Fantastic, you'll loose that armor in 2 turns because you don't have any minions on board. But you can combo it with shield slam? Having to combo a card with another card is even less tempo. Like i said, the biggest problem with this card is that Shield Block exists. You would run Shield Block over this card 100% of the time, and there's not enough room to run both.

-Mosh is actually proving to be a little more useful that I first thought, thanks to the prevalence of flood decks like hunter and zoolock, and of course quest Rogue. I'm even running it with two copies of brawl and two copies of sleeps with the fishes.

-I'll concede Tortollian Primalist. If you want to play a bad card because it's fun go ahead. It's still a bad card but hey, it's "fun".

-Eggnapper is garbage because it has 1 HP. You sneeze at it and it dies. It's also a 3 drop while haunted creeper is a 2 drop. You are essentially wasting your turn 3 to summon two 1/1 tokens. Too slow, too weak.

-Vinecleaver is too fucking slow and I will stand by that. It seems good in theory but it's too greedy for the meta as it is now. By the time turn 7 rolls around you don't have time to set up your board with silver hand recruits, as you'll likely be having to fight for board control with minions already on board. Dinosize is also garbage just FYI. TOO SLOW.

 

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