YMMV: Hearthstone: Heroes of Warcraft

  • Adaptation Displacement: You will find more fan work using Hearthstone's version of certain characters than their original Warcraft counterparts. The most prominent examples would be Valeera (the hero of the Rogue class), who people unfamiliar with the original game would be surprised to learn that she is a sidekick to Varian at best and Jaraxxus, the Breakout Character from this game who is just one simple boss fight in the original game.
  • 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.
    • As expected, the addition of the "Alternate Heroes" has caused a rift in the fanbase. Plenty of people are upset that Blizzard added 'Premium Content' that is only available to purchase with real money, as opposed to in-game gold. On the other hand, the alternate heroes are purely aesthetic and have no advantages over the basic heroes (other than different voice acting and different Hero Power animations), so many people are pretty neutral about the whole thing. Still more didn't mind Blizzard trying to make a little extra money off Hearthstone ... until they found out the alternate heroes would cost $9.99 USD each (meaning for all three of the current alternative heroes it'll cost a player nearly $30.00), which for some is ridiculous even if the content is completely optional and makes no difference to gameplay. Still others point out most players only play one or two classes seriously anyway, and even so there's no guarantee a player will even prefer the alternate hero vs. the free one in the first place.
    • The inaugural challenge in Tavern Brawl saw players being able to fight as the two warring rivals of Blackrock Mountain, Ragnaros the Firelord and Nefarian. While there are plenty of players who adored the ability to play with two boss decks filled with overpowered cards, others have complained that Nefarian has a huge advantage over Ragnaros (Nefarian starts with 5 Mana while Ragnaros starts with 1, not to mention Nefarian starts with his Hero Power Wild Magic right away, while Ragnaros doesn't get DIE, INSECT! until Turn 6 at the earliest). That isn't to say Ragnaros can't win, but some have cited that playing as Ragnaros is more like a chore due to having to plan for a late-game that may not even happen, while playing as Nefarian is much more fun from the start. Still, even with the complaints most people do understand a player only needs to beat the challenge once to get the prize, and if they didn't like Tavern Brawl they don't need to play it again.
      • A similar result happened when the Brawl just before The Grand Tournament expansions official release gave players one of two decks, Alleria Windrunner whose cards all showed off the new Joust mechanic and Magus Medivh whose cards all showed off the Inspire mechanic. Sounds good in theory but in practice Medivh had a rather overwhelming advantage as his cards synergized rather well where the Joust cards not only had zero synergy and but also had the disadvantage of abilities that had a pretty good chance of not firing. Add to this the joust cards high cost and low health and a few new cards allowing the mage to simply spam their hero ability to kill monsters or the opponent with an unstoppable attacknote , and you start to think that maybe someone at blizzard really hates hunters.
  • Complacent Gaming Syndrome: The game has become somewhat infamous for this, in that new techniques and strategies are discovered all the time, and very quickly get copied by everyone else. It becomes a constant struggle to try and stay ahead of the curve.
    • On a more casual level, Mech Decks have becomes quite commonplace. This is because the neutral Mech minions all synergize extremely well, so much in fact you can make a Mech Deck out of virtually any class with the bulk of minions staying the same.
  • 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). Even then, there are exceptions, as someone like Valeera does not lead, yet still duke it out with many faction leaders, as well as Rexxar and Medivh, both of whom are Champions of their factions rather than leaders.
    • 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!
    • Magma Rager is a 5/1 for 3 mana and So Bad, It's Good in card form, with countless jokes being made both for and against it. While most blatantly terrible cards get this type of treatment, Magma Rager is far and away the most common one to mock. Became an Ascended Meme in The Grand Tournament, which releases an identical but more powerful card called Ice Rager. Ice Rager's flavor text says he's cooler than Magma Rager.
    • 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.
    • Grim Patron, a 3/3 for 5 mana that summons another Grim Patron whenever it survives damage, gets plenty of love singlehandedly creating a fun, viable, and most importantly cheap warrior deck. Having ridiculous voice acting is a plus, to the point where "EVERYONE, GET IN HERE!" gets used outside the fandom quite a bit.
    • Antique Healbot, a 5 mana neutral minion with the game-saving ability to gain 8 health for the player when played from the hand is especially liked by late game decks such as Rogue and Mage for essentially revive more than a quarter their total health for the cost of 1 card and gaining a 3/3 body on the field. What more, the bot is especially useful to got rid of a Mage Mirror Entity secret while gaining great health advantage and can easily gain copies of it or be played multiple times by spell cards and secrets. This card is even put in mid range deck to deal with Face Hunter.
  • Game Breaker:
    • From the vanilla game:
      • 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.
      • Warrior used to have some stupid OTK combos, but the most infamous is an incredibly simple 3 card combo involving Alexstrasza, Charge, and Gorehowl. All the warrior had to do was stall the game until they could play Gorehowl on one turn, then play Alexstrasza on the next turn by setting the opponent's health to 15, then give her Charge. Assuming there are no taunts in the way, Gorehowl's 7 damage plus Alex's 8 damage amounted to exact, easy lethal. The combo was so broken, Charge got massively nerfed from a 0 cost spell to a 3 cost spell.
      • Savannah Highmane, a 6/5 hunter minion for 6 mana that spawns 2 2/2 Hyenas when it dies. Because of how sticky it is, a hunter can just reliably go for the enemy hero's face instead of trading, and the nasty body ensures that their opponent will need to deal with it. Combined with the hunter's naturally high amount of direct damage cards, and you have a minion that can ensure victory just by hitting the enemy hero once.
      • The vanilla game had a pretty bad problem with card draw engines. Basically, if any card could theoretically draw a massive amount of cards, players would figure out ways to abuse it so that they can. Starving Buzzard and Gadgetzan Auctioneer were pivotal pieces of Combo Hunter and Miracle Rogue respectively and threatened to end the game by themselves before they got nerfed to the ground, and arguably the main reason the Patron Warrior deck is so strong is because Battle Rage can consistently draw a large amount of cards for a piddly 2 mana. Acolyte of Pain, Coldlight Oracle, Cult Master, and Divine Favor are similarly abused, but they're nowhere near as bad as the other three.
    • From Naxxramas:
      • Undertaker used to be a 1/2 for 1 mana that gained +1/+1 every time a friendly minion with deathrattle was summoned. It was widely abused by the Hunter class in its days because of how damn fast it could get out of control, from turn 1 even, and the sheer speed of Hunter decks in general meant that gaining back the lead was very difficult. It was later nerfed so that it no longer gained health, and was never played again, to the joy of players.
      • 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.
      • Voidcaller, a 3/4 minion for 4 mana with the deathrattle of putting a demon from your hand into the field. Not only can it replace itself the second it dies, but it can summon demons with a higher cost than itself, including Doomguard, Dread Infernal, and the almighty Mal'Ganis. Even if you don't have a demon in your hand, your opponent has no way of knowing, meaning that they have to play ridiculously safely or come up with a backup plan to deal with whatever comes out of it, or use one of their very few silences on it.
    • From Goblins vs. Gnomes:
      • Dr. Boom is a 7/7 for 7 mana that summons 2 1/1 Boom Bots into battle with him, with the both of them having the deathrattle of dealing 1-4 damage to a random enemy. Because of how many bodies he brings to the board, very few cards can completely deal with Dr. Boom by themselves, requiring inadequately used resources just to get rid of him. Additionally, because he costs 7, he can be reliably played in almost any game, to the point where even aggressive decks can use him.
      • Mechwarper is a 2/3 for 2 mana that reduces the cost of all mechs in your hand by 1, and is the backbone of basically every mech deck. On top of allowing the player to basically vomit out their hand it also decreases the cost of the other Mechwarper, reducing the cost of all mechs 2 instead of 1, allowing for further vomiting.
      • Unstable Portal, which is the leading candidate for the most hated card in Hearthstone. It's a 2 mana Mage spell that adds a random minion to the owner's hand and reduces its cost by 3. It's a cheap, non-reactive spell, meaning you can play it any time you want, and it has synergy with the majority of a Mage's arsenal such as Mana Wyrm, Flamewaker, and Archmage Antonidas. That's before getting into the effect itself, which is randomness gone horribly wrong; as many pro players have noted, Unstable Portal's main strength is that even if it whiffs you still don't lose the game, while most other times it will end the game by itself. There's no downside to it. Even if you get a Wisp instead of Ragnaros, a Wisp is still a minion you can put on the board, while most other times you'll get something insane like a 5-cost Tirion Fordring or a 3-cost Boulderfist Ogre. Even terrible cards like War Golem aren't that bad if it gets played on turn 4.
    • From Blackrock Mountain:
      • Emperor Thaurissan. He's a 5/5 for 6 with the utterly godlike ability to reduce the cost of all cards in his owner's hand at the end of each turn. In control decks, he's good because he can reduce the cost of the big lategame minions so that they can be played earlier and more frequently, but it's nothing too terrible until he gets put into a combo deck. Thaurissan alone singlehandedly created loads of overtly strong combo decks, most infamously Patron Warrior, while bolstering those that already existed, as the nature of his ability meant that not only could the game winning combos be done earlier but they could made even stronger. To give an idea of how much impact he had, full 30 damage one turn kills became the norm instead of a once in a blue moon sort of thing.
    • From The Grand Tournament:
      • Nozdormu's brain-breaking glitchyness came in full force with the addition of Joust. See, whenever the "end turn" button is pressed, the animation times from the previous turn carry over into the next turn, directly affecting the amount of time a player can take on their turn. This oversight is usually exploited by playing Nozdormu, who reduces the time each player has during their turn to 15 seconds, and then playing as many overtly long animations as possible to skip their opponent's turn. Beforehand, it required a convoluted set-up and wound up being to gimmicky to be consistent. Joust cards brought this problem to the forefront; the animation that plays whenever a Joust is activated is extremely long, to the point where simply playing 1 Joust in conjunction the Nozdormu exploit was enough to skip the opponent's turn. Suddenly it became a problem, as the Nozdormu player simply had to get the bronze dragon and a single jouster in his hand to win the game. Thankfully, while Nozdormu is still infamously broken his interaction with Joust cards was patched within a day, though the previously mentioned gimmick set-up still exists.
    • Arena has some too, but as expansions are added to the game they become less cosmically destructive, not because they're getting nerfed or anything but because more cards means a wider card pool for the draft to pick from. As time goes on, expect to see these less and less.
      • Flamestrike again, but for reasons on top of the ridiculous value it already provides. It's a common, meaning that it's very unlikely for someone to go through a Mage draft without seeing it, and the nature of Arena (trading minions and focusing on value and tempo) means that it's almost impossible not to get good use out of it. More importantly, it's possible to have more than two, meaning that with a good draft you'll have free area damage on tap prepared to eliminate anything in your way.
      • Kel'Thuzad was insane for the longest time. In constructed, having a developed board either means you're playing an aggro deck or you were already winning, meaning Kel'Thuzad usually only sees play in Druid decks, which can reliably have a big minion on the board prepared for him to resurrect, and deathrattle Shaman which is focused on duplicating him with Reincarnate. Arena is different; both sides will almost always have some minions in play with complete resets being rare, a situation which is utterly pristine for card based around having a board. Indeed, dropping Kel'Thuzad was a death sentence for the opponent, as the astronomical board advantage meant that not even the ever feared Flamestrike could stop him. He got much worse as Arena became faster with the addition of more cheap minions, but even still most people will take Kel'Thuzad the second he shows up.
    • 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 
  • Genius Bonus: Understanding the meaning behind the name of the hunter card King's Elekk falls under this. It's a subtle chess reference; in many languages the bishop's name is their word for elephant, and an elekk is basically an elephant. The king's bishop is the bishop who starts the game next to the king, which is fitting for a 2-mana card that players will generally want in their opening hand.
  • 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.
    • Bribing Your Way to Victory: Some epics have the exact opposite problem, where they’re almost necessary to play some of the classes. Even though most of Rogue epics fall under Junk Rare, Preparation is a must have card in almost every deck and without it you will be at a major disadvantage. Druids get hit with this the worst: Malfurion's first 3 epics Ancient of Lore, Ancient of War and especially Force of Nature are used in almost every meta deck and are very hard to substitute. Luckily you can craft them but that takes 400 dust to craft one epic card so have fun waiting.
  • Memetic Badass: Magma Rager, a 5/1 for 3 mana, tends to jump between this and Memetic Loser. Its 1 health means it will die to everything, yet its high attack for its cost has caused people to joke that it's the best card in the game because it can kill Sylvanas Windrunner for a 3 mana profit. Made funnier by the Ragnaros Vs. Nefarian Tavern Brawl, where not only could Ragnaros summon them with his default hero power, they were surprisingly dangerous! And then The Grand Tournament gives us Ice Rager, which is exactly like Magma Rager except he's 5/2!
  • Memetic Mutation:
    • Grim Patron, from the Blackrock Mountain adventure.
      ༼ ºل͜º ༽ºل͜º ༽ºل͜º ༽ EVERYONE, GET IN HERE! ༼ ºل͜º༼ ºل͜º༼ ºل͜º ༽
    • The running Mondegreen of a certain warlock legendary: "I am Mal'Ganis! I am A TURTLE!"
    • A now famous Reddit thread where custom cards were generated by a neural network created some gems, though the two favorites are "ALL minions" and "Taunt. Taunt. Taunt. Taunt. Taunt. Taunt."
    • The Hunter spell Animal Companion summons one of three random minions for three mana. The one most players don't want to see when playing against Hunter is Huffer, a 4/2 with Charge. Because of the Random Number God, this lead to the meme "It's always Huffer". Became an Ascended Meme in The Grand Tournament, with the card Polymorph: Boar. It turns a minion into a 4/2 with Charge and its flavor text is...you guessed it!
    • Because the fact that Silver Hand Regent's picture has a very... perky breasts armor as well as her very sultry voice work and the ability to summon a Silver Hand Recruit whenever the player used hero power, numerous of jokes have been made about how she used her "assets" to recruit gullible young men to their death.
  • 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!
    • Al'Akir, due to at least one Shaman strategy involving creating a copy of the card and taking huge chunks off the opponent's health and defenses in one turn using both copies. "LIKE SWATTING INSECTS" indeed.
  • 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!
  • Rescued from the Scrappy Heap: Blackrock Mountain was generally criticized for the majority of its cards just not being usable due to relying on dragon synergy that you couldn't reliably build your deck around. After The Grand Tournament introduced some core support cards (specifically, dragons with Taunt), most of the Blackrock cards are now genuinely usable and Dragon archetypes are high-ranking decks.
  • The Scrappy: Out of all of the Purchasable Heroes (or even all the Heroes, in general), Alleria Windrunner is probably the least popular. Many people have cited that although her voice actress was probably going for a nonchalant attitude, instead Alleria sounds downright bored most of the time, with very few of her lines having much, if any, emotion behind them. The fact that her only potentially meaningful interaction with her sister Sylvanas was cut and players have to pay for her also doesn't help her case.
  • 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.
    • Silence, a rare card effect that removes all text from its target, is widely despised. It shuts down buff-centric combo decks, allows aggro decks to effortlessly get past taunts and utterly neuters at least a quarter of the cards in the game. While ultimately a necessary evil, as some cards and strategies can be overwhelming to beat without it, it's infuriating to fight to the point where even the devs don't want to add any more cards that can inflict it due to how anti-fun it is.
  • “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.
  • Take That, Scrappy!: Given how controversial he is in the main game, Cairne Bloodhoof's (one of the canonically more sensible characters) jab when summoning against Garrosh ("You are not fit to rule the Horde") is seen to reflect the fanbase's opinion on his leadership.
    • Similarly, Spellbreaker makes a great finisher for players who hate playing against Mages with his attack cry: "Die, Mage!"
  • 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.
    • More like That One Spell, but the Priest's Thoughtsteal spell, which copies 2 cards from your opponent's deck and putting them into your hand. Nothing is more humiliating than having your own powerful minions and spells played against you in a critical, late-game turn.
    • Also from Priest, Mind Control. Even its flavor text acknowledges this.
    Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."
  • 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.
    • Chromaggus is far and away the toughest fight of Blackrock Mountain. At the end of his turn, Chromaggus gives the player a Brood Affliction card, which as long as they're held in hand either buffs Chromaggus or debuffs the player, forcing them to put aside 1 mana per turn to get rid of them. On top of slowing down the player's early game turns, Chromaggus will usually play a Chromatic Dragonkin on top of that, which is a 2/3 for 2 that gains a whopping +2/+2 whenever the player casts a spell, which includes the Brood Afflictions. Even if you manage to make it to the lategame, he has one final surprise in Nozdormu, who when used by AI characters will cause the player to skip their entire turns.
  • 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.
  • They Wasted a Perfectly Good Character: Valeera received a major boost in popularity thanks to this game due to being the hero of the Rogue class, which meant she fought against other major leaders. This has yet to transfer into a role for her in the main game.
  • They Wasted a Perfectly Good Plot: The alternative Hunter hero Alleria Windrunner is Sylvanas Windrunner's, an undead elf with family issues, long-lost sister. That is from the main game. You wouldn't know that when both of them are summoned or even from the flavor text as there is no mention of this relationship between them and there isn't any additional dialogue when the two of them fought with / against each other (Sylvanas is a neutral minion). The only clue we have of this relationship is that they have the same last name. Make you wonder why they even picked Alleria in the first place as there is no shortage of female rangers.
    • An attempt to avoid this and Conflict Ball is probably why Anduin Wrynn replaced Tyrande Whisperwind as the hero of the Priest class as the hero of the Druid class is her loving husband Malfurion.
    • A (not completed) list of wasted interaction can be seen here.
  • Tier-Induced Scrappy: has it's own page
  • Unintentionally Unsympathetic: Emperor Thaurissan's mission and voice acting from Blackrock Mountain (protecting his wife Moira or he will unleash his Hero Power of dealing 30 damage) are probably designed to give him Hidden Depths. The problem is that if you take control of her (which is probably your first line of thought if you play as a priest), due to Gameplay and Story Segregation, Thaurissan will use his card to actively try to kill her and then activate his ability. This essentially made his Roaring Rampage of Revenge completely nonsensical.
  • 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.
    • Tavern Brawl; a weekly event starting on Wednesday and ending Sunday were players can expect a different rule every week. These rules can range from every player is one of two bosses to every spell summons a random minion. Sometimes you play with your own cards sometimes you are given randomly made decks.
      • The best part though is not only do Players get to play with cards they have never seen or used before but the battles count toward experience and wins count to the 3 win gold. Many quests can be finished during the event as well depending on the weeks rule. Plus your first win earns you a card pack.
  • 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!
    • How about Vaelastrasz? It was very clear from his quote that he doesn't enjoy working for Nefarian if he isn't corrupted and openly asked the player to stay away, even if he is threatening you. Hearing him beg for Alexstrasza (his dragon queen in the original game), expressing regret for failing to fight his corruption when he defeat you and his attitude when defeated is just heartbreaking. It's pretty telling that he is the one boss where players considered Nefarian out of his Designated Villain status.