Home » Bad cards are fine – Boring cards aren’t

Bad cards are fine – Boring cards aren’t

Publish Date: June 8, 2017

A new expansion is likely to be announced over the next few months. In that time, we’ll likely be shown an announcement event where a select few exciting new cards will be unveiled. New mechanics, keywords and synergies will be introduced, and fascinating new concepts will be hyped up. However, that’s not going to be the topic of this article. Instead I want to focus on the cards that will be revealed with little fanfare, likely on Facebook. They’ll be dismissed by the pros, and instantly relegated to arena (if that). I’m talking of course, about filler. Boring, bland or just plain bad cards added to simply fill out content in the set.

Padding Out Packs

The purpose of filler is simple; easy, cheap, hassle free content. Cards like Worgen Greaser or Eldritch Horror are never going to set the world on fire. There’s cheaper, more efficient and more effective options available for the very limited niche they try to fill. However, their very badness is appealing to Team 5: it ensures they won’t cause problems. If cards get cut or concepts abandoned, there needs to be standbys to ensure the card quota is hit.

Cards like Worgen Greaser or Eldritch Horror are never going to set the world on fire, much like how classics like Bridge can sometimes be overlooked in favor of flashier card games despite them being great! There’s cheaper, more efficient and more effective options available for the very limited niche they try to fill.

However, it’s one thing to make cards that are deliberately bad. It could be argued that making cards that are bad in a boring, restrictive, un-inventive way is a massive wasted opportunity and reflects poorly on Blizzard’s attitude towards their customers. Bad cards that provide opportunities to tease and experiment with interesting mechanics or even just shake up the board state in an unexpected way are far superior, and should be used whenever possible.

Enough Yetis

We don’t need another Worgen Greaser every expansion

So what does a boring, bad card look like? Typically, it’s vanilla statted, with either a straightforward or no effect at all. Cards like Ultrasaur can be an exception, simply because they go to extremes (Ultrasaur has the highest health of any collectible card, for instance). Slapping Taunt or Windfury doesn’t count, unless it’s in a unique or interesting combination. Bog Creeper was the first big, neutral, competitively statted taunt, which made it interesting. But cards like Giant Mastodon don’t serve to explore any new territory that players haven’t seen dozens of times before.

These vanilla or otherwise straightforward minions take up precious space, making packs feel less impactful, and reducing opportunities for testing and experimentation of new ideas. Not only will these cards not impact the competitive meta, they’ll also not see play outside of Arena runs that would be far more interesting with other options.

Majorly Bad, Majorly Fun

Becoming Ragnaros is a bad move, but enticingly rewarding in some cases

Majordomo Executus is the perfect example of bad cards done right. The card is immediately, obviously, spectacularly terrible. It loses games in orders of magnitude more than it wins them. It is however, fascinating, potent and holds the allure of massive power. Furthermore, it has engaging synergies with Sylvanas, N’zoth, Deathlord, Alexstrasza, Forbidden Shaping and the Priest Quest Reward Amara. It’s made countless YouTube highlights and inspired countless inventive deckbuilds to try and make it work.

The key factor of Majordomo is that despite it being bad, it’s impactful, and does something no other card really does. It also paved the way for other cards like the Warrior quest, which rely on similar mechanics. By being inventive and exploring possibilities, Majordomo Executus is a bad card made interesting.

Testbeds for the Future

Instead of an over-costed Windfury minion every expansion, why not try out that crazy idea the new guy had?

New, exciting ideas in card designs can have far ranging and unpredictable impacts. Especially when it comes to the bleeding edge of competitively viable cards, or in discovering which mechanics players enjoy. In order to get a more accurate assessment, internal testing often isn’t enough. One of the best ways to explore these ideas is to introduce them to the wider ladder in a safe format; in bad cards where they won’t take over the meta.

Especially with the phasing-out of Hearthstone’s Adventures as a potential, this’ll be increasingly important to make sure we’re not left with overpowered or non fun implementations of new ideas. With Hearthstone’s profits exceeding millions of dollars and a constantly growing team, there’s no excuse for bland vanilla minions filling up our new packs.

Title art courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com. Art by Mike Sass

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