What Not To Play Part 2

Hearthstone Huddle

So this post is basically a continuation of last week’s post only this week I’m going over some common cards not to play. Some of these are obvious and some can still be used but aren’t always the best option. I’m going to list five commons from the generic set and a common from each class.

Generic

Wisp.  Just a terrible card. You could think a 1/1 for 0 is a good card. It’s not. It literally takes up space more powerful cards could use.

Young Dragonhawk. A 1/1 for one with windfury sounds ok but it is almost impossible to keep alive. Unless you get it from a Webspinner don’t bother. It is not good.

Tauren Warrior. He’s a 2/3 with taunt and enrage +3 for three mana. That looks pretty good on paper with the enrage and good defense. Then you realize it has taunt and it dies immediately and is wasted space.

Silvermoon Guardian. A 3/3 with divine shield for four. Expensive and not very strong. I just don’t like this creature. For four mana you could have a Sen’jin Shieldmasta or a Chillwind Yeti.

Windfury Harpy. A 4/5 for six with windfury has a terrible cost. It should be five. It would be scary at five. Instead no one plays it because it’s just not very good.

Druid. Soul of the Forest. Four mana gets you a spell that gives all your creatures death rattle: summon a 2/2 treant. Sounds ok but its expensive and most of the time Druid has only one creature on the board at a time.

Hunter. Snipe. A two mana secret that deals four damage to an enemy minion when played. This was a hard choice because there’s not really any stinkers in the common set for Hunter but this is the worst of the common secrets.

Mage. Cone Of Cold. Four mana gets you a spell that freezes an enemy minion and adjacent minions and then deals one damage to them. It’s an ok card but I think it’s expensive and there are better cards for four mana like Water Elemental or Polymorph.

Paladin. Eye For An Eye. A one mana secret that triggers when you take damage, dealing the same amount of damage to the enemy hero. Unplayable early on and only gets valuable later when your opponent has a big creature on the board.

Priest. Silence. This was the hardest class to choose a card. All of the priest commons are usable. Silence is the least usable so it shows up here. If you’re playing a card for its silence usage then you should look into Ironbeak Owl or Spellbreaker. At least that way you can get a creature too.

Rogue. Betrayal. For two mana you can force an enemy minion to deal it’s damage to the creature next to it. Another hard choice  because this card is decent. Its hard to use early and hard to use if they only have one minion.

Shaman. Dust Devil. One mana gets you a 3/1 with windfury. Sounds good until it dies every game before you get to use it. I’ve seen this card work one time and it was on a video on YouTube. Just don’t.

Warlock. Summoning Portal. A 0/4 for four mana that makes your minions cost two less. Sounds enticing but dies quickly and usually can’t be played on turn four because you can’t play anything with it.

Warrior. Rampage. Give a damaged minion +3/+3 for two mana. This card is actually usable but hardly gets played. It’s a dead card if you’re top decking and once a minion is damaged it’s usually dead right after.

As always, thanks for reading. Leave a comment if you disagree.

 

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