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* The game has had a few cases of entire mechanics or keywords being too cumbersome to function, and thus tanking the viability of a good chunk of their associated set. ''The Grand Tournament'' is particularly infamous for introducing not one, but ''two'' mechanics that completely flopped on their face:
** The '''Joust''' mechanic, where a card makes both players reveal a minion from their deck, and if yours had a higher cost, you get a bonus effect on the Joust card. While theoretically interesting in terms of deckbuilding, Joust was ultimately too clunky to function - to consistently win a Joust, you needed to stick nothing but big minions in your deck while praying your opponent isn't playing anything bigger, and most of the Joust cards were barely better than vanilla stats even when the Joust went off.
** '''Inspire''' was the other major mechanic from ''The Grand Tournament'', and is a keyword that triggers when the player uses their hero power while the minion with Inspire is in play. The basic hero powers are intentionally ''underpowered'' for their mana cost to compensate for them not using up a card, so in practice, Inspire basically meant that you'd be paying 2 extra mana on the Inspire minion to make it not suck... and the vast majority of the time, the payoff was most definitely not worth it. While a few Inspire cards were at least usable (for instance, Confessor Paletress and Nexus-Champion Saraad could at least give you some nice highrolls, Murloc Knight was downright broken in Arena, and Eager Squire was used by Odd tempo decks when Baku the Mooneater was introduced), the vast majority of them never had a chance. Fortunately, Blizzard learned from this and later cards tied to Hero Power usage like Phase Stalker would at least be more reasonably statted or give proportionate effects.

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* The game has had a few cases of entire mechanics or keywords being too cumbersome to function, and thus tanking the viability of a good chunk of their associated set. set:
** '''Joust''' is an utter flop of a mechanic and a contributing reason to why
''The Grand Tournament'' is particularly infamous for introducing not one, but ''two'' mechanics that completely flopped on their face:
** The '''Joust''' mechanic, where a
so poorly remembered. When the card makes is played, both players reveal a minion from their deck, and if yours had a higher cost, you get a bonus effect on the Joust card. While theoretically interesting in terms of deckbuilding, Joust was ultimately too clunky to function - to consistently win a Joust, you needed to stick nothing but big minions in your deck while praying your opponent isn't playing anything bigger, and most all of the Joust cards were barely better than vanilla stats even when the completely ''terrible'' if their Joust went off.
effect failed. It was also a bad gamble to begin with, since a tied mana cost still meant a loss for you.
** '''Inspire''' was the other major mechanic from ''The Grand Tournament'', and is a keyword that triggers when the player uses their hero power while the minion with Inspire is in play. The basic hero powers are intentionally ''underpowered'' for mechanic had serious design issues however: the cards had to be balanced around both being able to use their mana cost effects immediately, and being able to compensate for them not using up a card, so in practice, Inspire basically use their effects on all subsequent turns. This generally meant that you'd be paying 2 the cards were way too slow if you played them alongside the two extra mana on the Inspire minion for a hero power, but too understatted to make it be a reasonable tempo play when not suck... and the vast majority of the time, the payoff was most definitely not worth it. Inspired. While a few Inspire cards were at least usable (for instance, Confessor Paletress and Nexus-Champion Saraad could at least give you some nice highrolls, Murloc (Murloc Knight was downright broken in Arena, a strong card at the time, and Eager Squire was used by Odd tempo decks when Baku the Mooneater was introduced), Spawn of Shadows would eventually be a sleeper hit for Raza Priest), the vast majority of them never had a chance. Fortunately, Blizzard learned from this and later cards tied to Hero Power usage like Phase Stalker would at least be more reasonably statted or give proportionate effects. ''Caverns of Time'' also buffed a bunch of old Inspire cards by making their Inspire effects also trigger on Battlecry, although this didn't help them much.

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** '''Overkill''' from ''Rastakhan's Rumble'' has a strong claim on being the worst keyword in the entire game. To trigger Overkill, you need the Overkill card to deal more damage than necessary to kill an enemy minion on your turn; what this means is that Overkill spells and weapons need to be played at less-than-optimal efficiency to actually get the Overkill effect, while triggering it on a minion requires it to not be traded into or removed on your opponent's turn and the opponent to leave a small enough minion to be Overkilled, and to add insult to injury, most Overkill cards were poor for the mana cost to begin with and did not offer enough of a reward to justify jumping through those hoops. Pretty much the only Overkill cards to see play were Oondasta (who at least had Rush and a decent statline while slotting nicely into existing Big Beast Hunter builds) and Linecracker (in a Druid combo that could potentially give them ''over 2500 Armor''), while the rest were consigned to the trash heap.

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** '''Overkill''' from ''Rastakhan's Rumble'' has a strong claim on being the worst keyword in the entire game. To trigger Overkill, you need the Overkill card to deal more damage than necessary to kill an enemy a minion on your turn; what this means is that Overkill spells and weapons need to be played at less-than-optimal efficiency to actually get the Overkill effect, while triggering it on a minion requires it to not be traded into or removed on your opponent's turn and the opponent to leave a small enough minion to be Overkilled, and to add insult to injury, most Overkill cards were poor for the mana cost to begin with and did not offer enough of a reward to justify jumping through those hoops. Pretty much the only Overkill cards to see play were Oondasta (who at least had Rush and a decent statline while slotting nicely into existing Big Beast Hunter builds) and Linecracker (in a Druid combo that could potentially give them ''over 2500 Armor''), while the rest were consigned to the trash heap.heap.
** '''Frenzy''' was the headline mechanic of ''Forged in the Barrens'' and it ended up being a letdown. It triggers the first time the minion takes damage and survives. The problem is if the card was killed in one shot or hard removed, it did nothing. The majority also had to sit on the board for a turn before you could make use of their effects. This made a large number of minions with Frenzy extremely slow and vulnerable to removal, which was not a good thing to be in a very control-heavy meta. The only Frenzy minions that saw competitive play were Samuro and Stonemaul Anchorman (both had Rush so they could use their effects immediately), Kresh (who had a ton of health, plus even in the worst case still had an okay Deathrattle) and Efficient Ocotobot (an ''extremely'' overtuned mana cheat card that thrived in spite of the keyword, not because of it).
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* The game has had a few cases of entire mechanics or keywords being too cumbersome to function, and thus tanking the viability of a good chunk of their associated set. ''The Grand Tournament'' is particularly infamous for introducing not one, but ''two'' mechanics that completely flopped on their face:
** The '''Joust''' mechanic, where a card makes both players reveal a minion from their deck, and if yours had a higher cost, you get a bonus effect on the Joust card. While theoretically interesting in terms of deckbuilding, Joust was ultimately too clunky to function - to consistently win a Joust, you needed to stick nothing but big minions in your deck while praying your opponent isn't playing anything bigger, and most of the Joust cards were barely better than vanilla stats even when the Joust went off.
** '''Inspire''' was the other major mechanic from ''The Grand Tournament'', and is a keyword that triggers when the player uses their hero power while the minion with Inspire is in play. The basic hero powers are intentionally ''underpowered'' for their mana cost to compensate for them not using up a card, so in practice, Inspire basically meant that you'd be paying 2 extra mana on the Inspire minion to make it not suck... and the vast majority of the time, the payoff was most definitely not worth it. While a few Inspire cards were at least usable (for instance, Confessor Paletress and Nexus-Champion Saraad could at least give you some nice highrolls, Murloc Knight was downright broken in Arena, and Eager Squire was used by Odd tempo decks when Baku the Mooneater was introduced), the vast majority of them never had a chance. Fortunately, Blizzard learned from this and later cards tied to Hero Power usage like Phase Stalker would at least be more reasonably statted or give proportionate effects.
** '''Overkill''' from ''Rastakhan's Rumble'' has a strong claim on being the worst keyword in the entire game. To trigger Overkill, you need the Overkill card to deal more damage than necessary to kill an enemy minion on your turn; what this means is that Overkill spells and weapons need to be played at less-than-optimal efficiency to actually get the Overkill effect, while triggering it on a minion requires it to not be traded into or removed on your opponent's turn and the opponent to leave a small enough minion to be Overkilled, and to add insult to injury, most Overkill cards were poor for the mana cost to begin with and did not offer enough of a reward to justify jumping through those hoops. Pretty much the only Overkill cards to see play were Oondasta (who at least had Rush and a decent statline while slotting nicely into existing Big Beast Hunter builds) and Linecracker (in a Druid combo that could potentially give them ''over 2500 Armor''), while the rest were consigned to the trash heap.
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** Somehow things only got worse for Mage after ''Workshop's'' big balance patch, which had a slew of nerfs and buffs for various classes. No Minion Mage did get a few nice buffs, like [[https://hearthstone.wiki.gg/wiki/Sunset_Volley Sunset Volley]] and [[https://hearthstone.wiki.gg/wiki/Manufacturing_Error Manufacturing Error]] getting their costs reduced, but even then it struggles to compete against the other decks of the meta. Their other main deck, Sif OTK, actually ended up with a brutal ''nerf'' in the form of the [[https://hearthstone.wiki.gg/wiki/Snake_Oil Snake Oil]] generated by [[https://hearthstone.wiki.gg/wiki/Miracle_Salesman Miracle Salesman]] now costing 1 Mana instead of 0, cutting down on the free damage used to actually achieve the OTK the deck is made for and effectively killing it.

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** Somehow things only got worse for Mage after ''Workshop's'' big balance patch, which had a slew of nerfs and buffs for various classes. No Minion Mage did get a few nice buffs, like [[https://hearthstone.wiki.gg/wiki/Sunset_Volley Sunset Volley]] and [[https://hearthstone.wiki.gg/wiki/Manufacturing_Error Manufacturing Error]] getting their costs reduced, but even then it struggles to compete against in the other decks meta due to inconsistency and lack of the meta.power. Their other main deck, Sif OTK, actually ended up with a brutal ''nerf'' in the form of the [[https://hearthstone.wiki.gg/wiki/Snake_Oil Snake Oil]] generated by [[https://hearthstone.wiki.gg/wiki/Miracle_Salesman Miracle Salesman]] now costing 1 Mana instead of 0, cutting down on the free damage used to actually achieve the OTK the deck is made for and effectively killing it.it in Standard.
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** Somehow things only got worse for Mage after ''Workshop's'' big balance patch, which had a slew of nerfs and buffs for various classes. No Minion Mage did get a few nice buffs, like [[https://hearthstone.wiki.gg/wiki/Sunset_Volley Sunset Volley]] and [[https://hearthstone.wiki.gg/wiki/Manufacturing_Error Manufacturing Error]] getting their costs reduced, but even then it struggles to compete against the other decks of the meta. Their other main deck, Sif OTK, actually ended up with a brutal ''nerf'' in the form of the [[https://hearthstone.wiki.gg/wiki/Snake_Oil Snake Oil]] generated by [[https://hearthstone.wiki.gg/wiki/Miracle_Salesman Miracle Salesman]] now costing 1 Mana instead of 0, cutting down on the free damage used to actually achieve the OTK the deck is made for and effectively killing it.
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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains'''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warrior, it's better if you just concede.

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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains'''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's Whizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is The deck eventually recieved a Warrior, it's better if you just concede.significant rework, removing a lot of the weaker cards to give the deck a clearer, Lackey-centric gameplan.
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* '''Old Murk Eye''' is a Caster Murloc Mercenary that focus on buffing his fellow Murloc by +3/+5. The problem is that there is only 2 other Murloc Mercenaries and one of them is a Caster, which mean that two out of three heroes he support are way too squishy to survive to being buffed by his Hero Power. What worse is that he is the only hero to summon Murloc that the other two heroes rely on for buff but the Hero Power that do that is on a 1 turn cooldown, leading to the entire tribe being clunky and slow to play. He spot the lowest performance of all Mercenary in PvP.

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* '''Old Murk Eye''' is a Caster Murloc Mercenary that focus on buffing his fellow Murloc by +3/+5. The problem is that there is only 2 other Murloc Mercenaries and one of them is a Caster, which mean that two out of three heroes he support are way too squishy to survive to being buffed by his Hero Power. What worse is that he is the only hero to summon Murloc that the other two heroes rely on for buff but the Hero Power that do that is on a 1 turn cooldown, leading to the entire tribe being clunky and slow to play. He spot the lowest performance of all Mercenary in PvP.[[PlayerVersusPlayer PvP]].

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* In Wild, Hunter has long been the worst class in the format. The class has a chronic lack of control tools and card draw, instead focusing on BoringButPractical tempo and aggro playstyles. This unfortunately made their cards very susceptible to power creep, as control classes just keep getting better at shutting them down, other aggro classes can race them down easily while also having more fuel in the tank, and combo decks from Priest and Druid can set up kill turns much faster than the average Hunter can kill them. The addition of Prince Renathal giving a lot of decks more health for Hunters to burst down didn't help matters either, nor does the class's lack of build variety since everything that isn't aggro or midrange inevitably struggles with staying power and consistency.


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* In Wild, Hunter has long been the worst class in the format. The class has a chronic lack of control tools and card draw, instead focusing on BoringButPractical tempo and aggro playstyles. This unfortunately made their cards very susceptible to power creep, as control classes just keep getting better at shutting them down, other aggro classes can race them down easily while also having more fuel in the tank, and combo decks from Priest and Druid can set up kill turns much faster than the average Hunter can kill them. The addition of Prince Renathal giving a lot of decks more health for Hunters to burst down didn't help matters either, nor does the class's lack of build variety since everything that isn't aggro or midrange inevitably struggles with staying power and consistency.
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* In Wild, Hunter has long been the worst class in the format. The class has a chronic lack of control tools and card draw, instead focusing on BoringButPractical tempo and aggro playstyles. This unfortunately made their cards very susceptible to power creep, as control classes just keep getting better at shutting them down, other aggro classes can race them down easily while also having more fuel in the tank, and combo decks from Priest and Druid can set up kill turns much faster than the average Hunter can kill them. The addition of Prince Renathal giving a lot of decks more health for Hunters to burst down didn't help matters either, nor does the class's lack of build variety since everything that isn't aggro or midrange inevitably struggles with staying power and consistency.

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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warrior, it's better if you just concede.

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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains''.Villains'''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warrior, it's better if you just concede.concede.
* Surprisingly, '''Mage''' of all classes fell into this at the release of ''Whizbang's Workshop''. A lot of their new cards focused on a no minion theme, which had worked in the past but ultimately wound up being far too slow in the face of a meta dominated by Paladin Tempo and Hunter Aggro, and simultaneously not instantaneous enough to deal with Control Warrior. The loss of many direct damage spells in the rotation also left their [[https://hearthstone.fandom.com/wiki/Sif Sif]] OTK decks with much less options, eliminating the two primary Mage decks right out the gate. Their ''Castle Nathria'' support, which had formed the backbone of many Mage decks, also rotated out, which also left Mage without good ways to build a board state or keep themselves alive in the early game. It's so bad that when [[https://www.hearthstonetopdecks.com/it-is-zilliax-time-the-best-early-whizbangs-workshop-meta-decks/ Hearthstone Top Decks published their meta deck report]] at the start of the expansion, Mage was ''completely left out'' due to being so overwhelmed by the shift they had no viable decks in Standard to speak of.
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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warlock, it's better if you just concede.

to:

* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warlock, Warrior, it's better if you just concede.
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* While Splendiferous Whizbang's various decks are more meant for fun than competitive viability, there's one deck of the 13 in particular that makes players groan whenever they get stuck with it: Warrior's '''Deck of Villains''. It's themed around the five leaders of the League of E.V.I.L., and thus has cards related to that... but there are ''several'' major issues with it. The deck itself has some very questionable choices for cards that either are useless on their own (like Dr. Boom's Scheme), or are put into the deck with no real synergy (such as including the normally very powerful Dr. Boom, Mad Genius with ''no mechs'' to take advantage of his Battlecry with), and it has no clear win condition, with the more high-end cards being things like [[AwesomeButImpractical cool but weak Arch-Villain Rafaam and Arch-Thief Rafaam]]. It's also extremely boring compared to the rest of Wizbang's decks, even compared to its GoodCounterpart in Paladin's Deck of Heroes, which has several powerful highlander payoffs and has a genuinely stable game plan. Overall, if you use Whizbang and your hero is a Warlock, it's better if you just concede.

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