YMMV: Hearthstone: Heroes of Warcraft

  • Base Breaker: While Legendary cards in general are rather divisive (save Lord Jaraxxus), Dr. Boom has had debates about him one after the other since his release for a myriad of reasons. The main one tends to be the Power Creep argument; Dr. Boom is a 7/7 that costs 7 mana and summons 2 1/1 Boom Bots that deal 1-4 damage to a random enemy upon death, which is straight up better than the vanilla 7/7 for 7 War Golem and much more splashable than the other neutral 7 drops, which are either situational or useless. Given that the 7-drop slot was almost never used by any class other than Druid prior to his release, many note that the real problem is that most 7 mana minions suck and Dr. Boom is the first good one, while others believe him to be overpowered and that the only way to make more viable 7-drops is to nerf him.
  • Best Boss Ever: The mage class challenge from Blackrock Mountain against the Dark Iron Arena gave players something they had been demanding for a while- a deck made of nothing but Unstable Portal cards, which each add a random minion to your hand and reduce the cost by 3. It's a battle between 30 completely random minions and 30 legendary minions, and the utter madness that tends to ensue has had many call it one of the highlights of the adventure.
  • Broken Base: Over the pay-wall. Many players, especially free ones, dislike the fact that most of the best cards are either of high rarity or limited to Adventure modes and force too much grinding to make desired decks, and that said grinding would turn away too many new players. Others point out that making the grinding easier would be financial suicide for Blizzard, and that the game would be too difficult for them to support without the current model.
  • Designated Hero: The subtitle is Heroes of Warcraft. That said, two of the "heroes" are Gul'dan (an evil warlock from Warcraft II) and Garrosh Hellscream (the Big Bad of Mists of Pandaria).
    • It's possible that "heroes" is used in the sense of "controllable powerful faction leader" as it is in Warcraft (and for that matter the Defense of the Ancients: All-Stars mod)
    • These two can also be considered Horde heroes, just from different subfactions instead of the players'. Garrosh served proudly at Northrend and, as warchief, had his own vision for the Horde. Gul'dan invented the Horde and created valuable soldiers for Doomhammer's war effort (namely the death knight, the ogre-mage, and in older sources the weaponized giant sea turtle). Even Benedict Arnold was a hero at Saratoga.
  • Designated Villain: Nefarian and his forces in the third wing of Blackrock Mountain, because without context of the original raid's story it just seems like you're crashing into your friend's home, killing them and stealing their shit, but a special mention goes to General Drakkisath who begs you why you're doing this in a really sad and betrayed voice. It isn't until you encounter Vaelastrasza where it's obvious that Nefarian is genuinely a bad person.
  • Ear Worm:
    • The song from the Goblins vs. Gnomes trailer. Even Blizzard employees have admitted they can't get that song out of their head.
    • The Jaraxxus Rap. It is customary to use this as BGM in Hearthstone videos where playing him wins the game.
  • Ensemble Darkhorse:
    • Lord Jaraxxus. Originally a raid boss from World of Warcraft, Jaraxxus appears in Hearthstone as the Warlock's unique legendary card, and he quickly became probably the most popular character in the game thanks to a combination of his glorious voice acting, his hilarious emotes and quotes, and for being a total standout amongst the cards of the game: if Jaraxxus is successfully summoned, he outright replaces Gul'dan as the hero with an 3/8 weapon and a game changing hero power, meaning that Jaraxxus isn't just awesome, he's a card to be feared as well. Upon summoning, he drops his famous quote, "YOU FACE JARAXXUS, EREDAR LORD OF THE BURNING LEGION! " Finally, it seems to have become recognized, as in one set of patch notes Blizzard specifically references him.
      Battle.Net Patch Notes: Winning a game as Lord Jaraxxus will now properly grant credit towards unlocking the Warlock golden hero. You win... BUT YOUR WORLD IS STILL DOOMED!
    • Annoy-o-tron, a 1/2 Mech with Divine Shield for 2 mana, is one of the most popular cards in the fandom for its hilarious yet adorable emotes and surprising effectiveness in Mech decks.
  • Game Breaker:
    • Two Divine Spirits note  used on a decently sized minion will give that minion a very high health pool, and casting Inner Fire on it note  gives the opponent a problem that hits as hard as it can take. Husky Starcraft and his friend Sinvicta discovered that, if you use Lorewalker Cho note  and can get your opponent to co-operate with you, you can very easily get a Minion up above 1 billion health. However, as the game moved on, the strategy became considered too gimmicky to be viable due to the amount of setup required to pull it off.
    • The Mage's Pyroblast spell was seen as this early in the game's life. The card deals 10 damage to a single target on the field, the opposing hero included. That means that if a player ever fights a Mage and goes under 10 health, the game might very well be over after their next turn, because there's nothing you can do to stop the Pyroblast besides healing yourself (Relatively rare possibility outside of Priest) or a specific Mage secret that "counters" an opponent's spell and stops it from casting. Its mana cost was increased from 8 to 10 as a result and the card essentially died along with Mage as other classes became popular and found new decks that worked well against Mage.
    • The Priest's Mind Control note  spell. If a match goes past Turn 10, very likely considering how much Priest's card set can slow the game down, then any of your high-Mana and high-value minions can be stolen by a Priest up to twice. This was even worse before when it was 8 mana instead of 10.
    • The Twilight Drake was a 4 mana 1/1 creature that had a battlecry of gaining +1/+1 for every card in the player's hand when it was played. If the enemy didn't have silence to deal with it instantly, then they had, at minimum, a 6/6 running around rampant on turn 4, something that required a disproportionate amount of effort to kill compared to its ease of summoning. Worse yet, they weren't legendary, meaning there could be 2 in the deck. It was later nerfed to be a 4 attack and 1 health minion that gains +1 health for every card in the hand at time of it being summoned, making it a solid card but much more manageable.
    • Flamestrike. It's one of the Basic cards, so everyone has one. Yet it is the single most feared Board Clear in a Mage's arsenal, and it is not an exaggeration to say that entire match can, and has been turned around simply from a single cast of this spell. The typical advice for playing against Mage when the game goes late is to make your board good enough to bait out their first Flamestrike (That you must always assume they have by Turn 7) but without using your really good cards.
    • Mad Scientist is a 2/2 minion for 2 mana with the deathrattle of putting a secret from the owner's deck into the battlefield. Drawing a specific type of card is completely nonexistent aside from the Sense Demons spell, so a card that not only does that but puts it into play without needing to pay for it is obscene, all for a measly 2 mana, attached to a 2/2 creature to boot.
    • Certain unlikely card combinations can utterly break the game. Observe, what happens when you combine Mal'Ganis with Stealth, and the enemy does not have sufficient area of effect spells. Likewise, for the love of god, never play Millhouse Manastorm while your opponent has Archmage Antonidas on the field, because if they have a spell you will lose. note 
  • Good Bad Bugs: Floating minions. Endlessly amusing, and unlike most bugs in the game, fairly harmless.
  • It's Easy, so It Sucks: Veteran TCG players are quick to slam Hearthstone for being overly simple, due to the lack of playing out of turn, due to a small card pool, etc etc.
  • Junk Rare: Several Epic cards are of limited use beyond 100 crafting dust (the value of a more useful Rare card). Kidnapper is arguably the worst of the bunch, but as a class, Warlock got shafted since all three of his Epics are underwhelming for their cost.
    • Amusingly, the epic spell Bane of Doomnote  was so inconsistent (and its effect was more limited than its card text would suggest, to boot) that the devs decided to buff it so that any demon could be summoned by its effect, making it arguably no longer an example of this trope.
  • Memetic Mutation: Grim Patron, from the Blackrock Mountain adventure.
    ༼ ºل͜º ༽ºل͜º ༽ºل͜º ༽ EVERYONE, GET IN HERE! ༼ ºل͜º༼ ºل͜º༼ ºل͜º ༽
  • Most Annoying Sound: In place of an in game chat between the two players, heroes are given 6 emotes they can use at any time: Greetings, Sorry, Well Played, Threaten, Oops, and Thank You. Not a bad idea, as a chat would have allowed players to express their frustrations to each other in unpleasant ways, but because of how the voice acting was executed, the heroes come off as smug and sarcastic, which some players use to their advantage to rub a loss in in their opponents face, like saying Sorry or Greetings when finishing off the opponent. Heck, a common joke (and for some, the truth) is that the characters who sound the most sincere in their "Sorry" emotes are Uther and Lord Jaraxxus.
    • Appropriately, the Annoy-o-Tron.
    Annoy-o-Tron: Hello! Hello! Hello!
  • Most Wonderful Sound: Many have grown fond of the quotes exclaimed by the minions.
    Mechwarper: Powering up! Portals online!
    Sen'jin Shieldmasta: Taz'dingo! Hyehehehyes!
    Snowchugger: Chugga chugga, chugga chugga.
    Lord Jaraxxus: You face Jaraxxus, EREDAR LORD OF THE BURNING LEGION!
    Leeroy Jenkins: LEEROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOY JENKINS!
  • Scrappy Mechanic: The sheer amount of random effects in the game can drive players insane. For example, Multi-Shot deals 3 damage to 2 random enemy minions, so if your opponent already has a cluttered board, it can be a crapshoot whether you actually deal damage to what you need to deal damage to. Another example is Doomguard, an extremely powerful minion but it forces you to discard two random cards upon summoning it, and you can just kiss your best cards goodbye because you don't get to choose what cards to discard. Warlock players got around this with the "Zoo Deck," which fills their deck with cheap but effective minions and spells which makes losing two of them much less of an issue.
  • “Stop Having Fun” Guys: Like many games with a competitive "eSports" scene, the lower echelons of Hearthstone's Ranked mode are dominated by people who the metagame doesn't affect, who insist you should follow it anyway. The Meta doesn't really start applying until the upper teens in ranked mode, at the very earliest. This isn't to say following some common wisdom can't make you a better player, but rather, that some take this far too seriously.
  • That One Attack: Baron Geddon's Living Bomb, especially in Heroic mode. For one, personally killing your own minion is difficult on its own (as Gothik's fight could attest), although some classes are better at it. So the most common option is to send your minion to his/her/its death... except that quite often Geddon has no minion to send your minion into to die. Unless you have Silence effect in your hand, prepare to have your side wiped and take massive damage, and even if you do have Silence in hand, that may screw up your mana spending for the turn and make you take massive damage from his hero power anyway.
  • That One Boss: The Paladin class challenge against Kel'Thuzad is crazy hard, for all the wrong reasons. The idea behind the deck given to the player is to use the various, cheap buffs to power up a large swarm of small minions. Only 2 minions (Cultmaster and the Black Knight) have more than 3 attack, resulting in a dependency on buffs, despite the fact that the deck has very few of them. This results in the player often having a large board of minions with very low attack and health; Kel'Thuzad on the other hand has decently powerful minions that force extremely poor trades and can kill the player fairly fast, not to mention his access to the Twisting Nethernote  spell. The fight boils down to praying Kel'Thuzad doesn't get any good cards while the player has to hope they get theirs, which goes against the point of the challenges being examples of fun strategies. Not only did this fight become notorious for its difficulty on launch day, with even Legend ranked players requiring multiple tries, but it was so bad that they later had to rework the deck to make it easier.
  • That One Sidequest: "Class A or Class B Dominance" daily quests (example: Druid or Hunter Dominance) are probably among the most aggravating and boring quests. They ask you to use either Class A or Class B and win five matches with them, and completing them gives you 60 Gold, averaging at 12 Gold per win. "Class A or Class B Victory" quests, another kind of daily quests, give you 40 Gold for winning just TWO matches, thus 20 Gold per win, making Dominance quests worth so much less for far more hassle. Woe to you if you keep getting Dominance quests that require entirely different classes to complete multiple days in a row, as they will SAP your time simply trying to complete those dailies. And while the game gives you an option to replace a quest you don't want, the replacement is just as random; you may end up losing a Dominance quest for ANOTHER Dominance quest. And even more woe to you if the deck RNG hates you so much that you cannot win any match after playing a million times.
    • On the other hand, the amount of gold that you can get per day is limitednote . Having dominance quests thus allows for more gold per day, which means more packs or arena runs. Dominance quests is actually favored by Arena-only players because the quest alone contributes more than a third of the entry price to said arenas.
  • Tier-Induced Scrappy: Valeera the Rogue was considered THE overpowered class by quite a few players. Averted now, since she's been nerfed to the ground, although players still complain about Miracle Roguenote .
    • On the other end, there's a reason why Garrosh is one of the least played characters, outside of his ludicrously expensive Control deck where all or almost all of his minions are Legendaries.
    • The Priest, as well, with many players stating they'll flat out concede to a Priest just to avoid playing against one. When they were nerfed to low tier, they still weren't very fun to play against and tended to drag games out inordinately long.
      • Shadowform and Mind Blast are almost never used due to basically trying to make the Priest a Mage that isn't as good at its job, and Shadowform's effect can basically be accomplished by the Auchenai Soulpriest, which you can remove if you don't want its effect anymore. Although most people never expect a Velen-boosted Mind Blast to the face, so there is shock value, if nothing else.
    • A nerf to Mind Control has brought some of the heat off Priests. This led to Mages dominating tournaments, getting the ire of the community until they received nerfs of their own.
    • Then Mages' freezing mechanic was nerfed, leaving aggro-heavy Warlock builds to run rampant.
    • Hunters once dominated the meta game when Unleash the Hounds was reduced in cost from 4 mana to 2. While the card is still a very effective combo piece and a cornerstone of most Hunter decks, the cost increase to 3 mana has made it significantly less overpowered. But now people are already seeing a massive resurgence of Hunters, and some of the flat out amazing cards they received from the Goblin and Gnomes expansion do not look like they're going to make Hunters any less prevalent.
    • Many players dread the cry of LEEEEEROY JENKINS! for he is usually played as the last thing they hear before they lose. He is an extremely efficient Charger at 6 attack for 4 mana and his supposed drawback, summoning 2 1/1 Whelps to the opponent's side of the field, can be made inconsequential by either using him as a finisher or using an Area of Effect spell against the Whelps. Also, he can be comboed for ridiculous amounts of damage, such as with the aforementioned Miracle Rogue. It was so easy for people to win in one turn with Leeroy that his mana cost was later increased up to 5 to make him more manageable to deal with.
    • In terms of cards, Kel'Thuzad. Acquiring him isn't random (you are guaranteed to get him if you finish the Naxxramus single player adventure, which you more or less must buy your way into), his attack (6) puts him just below the range of Big Game Hunter, and his effect will usually win the game for his controller unless he's dealt with immediately. Advice: if you're up against a Deathrattle deck, save that Polymorph card.
    • Pre-nerf Undertaker was a one mana 1/2 minion that gained one attack and one health every time a minion with deathrattle was played. This allowed certain classes (most notoriously the hunter class) to win the game through playing undertaker and then following up with cheap death rattle minions, buffing up the undertaker to the point where it could be a 4/5 minion by turn three, usually resulting in a lost game for the opponent.
    • Doctor Boom is universally considered to be the best card in the Goblins Vs. Gnomes expansion and is run in every deck. A 7/7 for 7 mana, Doctor Boom also spawns two 1/1 Boom Bots (that explode when they die, dealing 1-4 damage to a random enemy character) when he is summoned. A large part of Hearthstone play is based around the concept of favorable trading, or using one card to take out more than one of the opponents' cards. While some cards can force a player to trade unfavorably, Doctor Boom is one of the few cards in the game that is all but impossible to favorably trade against. The Boom Bots demand using AOE spells or other creatures to clear, but that doesn't answer the 7/7 creature on the board (and the Boom Bots' explosions may end up killing some minions anyway). Similarly, taking out the 7/7 creature leaves the Boom Bots intact. The only AOE spells that works against Doctor Boom are Twisting Nether and Shadowflame, both of which are warlock exclusive cards, the first of which is almost never run anyway, and the latter still demands sacrificing one of your own minions. The priest spell Lightbomb also works, but it weakens your own board as well and still leaves them open to the boom bots anyhow. The only "weaknesses" accessible to all classes that Doctor Boom has are Big Game Hunter (which will kill the 7/7 creature but leave the boom bots alive) and Mind Control Tech, which is far from consistent.
      • Doctor boom is so overpowered that he completely destroyed the meta, almost every deck now has a big game hunter to counter him making 7 and up attack minions not even worth the risk because big creatures like that would usually take up your whole turn and with big game hunter it only takes 3 mama to get rid of it. Doctor boom is so overpowered he actually nerf all 7+ attack minions.
    • Released in Blackrock Mountain was Majordomo Executus, a 9/7 for 9 mana, with the deathrattle of replacing your hero with Ragnaros the Firelord. 9 mana minions are generally required to be the most powerful ones in the game, as 9 mana almost always requires a player's entire turn. Executus is... not. Not only is his statline dreadful for his cost and pretty easy to kill, Ragnaros himself is pretty underwhelming; not only does he have a mere 8 health and almost always causes the player to take damage when he is summoned, his hero power does 8 damage to a random enemy, which is highly unreliable and underpowered. Many have attempted to make him work, but ultimately Executus can't even be used as a comedy card because Ragnaros will do nothing and die. However, the wasted potential is only half the problem; by simply existing, Executus managed to make Sneed's Old Shredder and Recombobulator and any cards like them very risky to use, as he is the only card in the game that can cause a player to lose the game without any RNG involved. He sucks so much he indirectly nerfed two of the funnest cards in the game.
    • There are a handful of cards that are by no means bad, but don't get any use due to them not actually having a use in the meta. For example, Arcane Nullifier is ultimately a better early-game Taunt than the Shieldmasta due to its immunity to spell targeting, but because most aggro decks use battlecries to silence Taunts, most players would rather risk spell removal for the extra attack. Similarly, it's noted Master of Disguise granting permanent Stealth would be overpowered if given to any class that could actually abuse it. Unfortunately, Rogue isn't one of them, and Master of Disguise never gets used outside of "What If" scenarios.
  • Win Back the Crowd: Very frequently a card will be revealed to negative or lukewarm reception, only for that card to be officially released and be considered fantastic once players can actually play with them. The reasons why tends to vary, such as players not getting to see how Dr. Boom's deathrattle works, the assumption that Grim Patron wouldn't synergize with Warsong Commander (as she was bugged at the time), or simply not realizing how many options Druid had to abuse Volcanic Lumberer's cost reduction.
  • The Woobie: In World of Warcraft, General Drakkisath was a one-note boss who was more of a blockade than a character. Here? He's a dude who thought the player was on his side and suddenly got betrayed by them. His emote response doesn't help, where he outright pleads with the player to tell him what's happening in a betrayed tone:
    General Drakkisath: Why!? Tell me why, please I liked you!