8 Terrible Journey to Un'Goro Cards You Should Never Play

Every metre Blizzard releases a unprecedented set of Hearthstone cards, there are always those cards. We're talking some Shadow Rager, Hemet Nessingwary, and Tentacles for Arms. Journey to Un'Goro is no exception, and patc it does have a bunch of awesome, interesting cards, there are quite a few flat-out abominable ones.

Here's the worst of the bunch:

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At primary glance, you may non opine this card is too terrible. Armor stops you from dying! That's correct, just there's just nary way you would e'er run this in your bedeck while Shield Cube exists. Yes, it costs two extra mana, merely you wheel a card, which is invaluable. Simply gaining fivesome armor for peerless mana is not a particularly good trade remove, because it gives your opponent the card vantage.

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Seven mana for a four attack weapon is absolutely horrendous. Yes, you can attack three multiplication, but by that stage of the lame, doing an extra four damage every deform (patc having to take wrong yourself) isn't active to do anything. The supererogatory effect on this weapon system, of summoning two recruits, is pathetic. Again, by the time wrench 7 rolls around, having a few spare 1/1's happening the board won't mean diddly squat. Truesilver Champion is a better choice in every single office.

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This card is painful because literally every other class has a wagerer option for one-drops. 2/1 is already a pretty bad statline because it dies to pings like Mage's fireblast, then having an impression that is detrimental to both yourself and your opponent? Unpleasant. Consider Worgen Infiltrator, which already isn't really run that much, and is still a thousand-fold better than Emerald Reaver.

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Eggnapper is a nonfunctional card because non only does it only deliver one health, the tokens that it cite too only have one wellness. That means that even the tiniest of tiny AOE effects, like Ravaging Ghoul or Unstable Potion will wipe it off the board.

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Tortolian Primalist is this flaky mix of random and pick. Yeah, you can learn a spell, just it's cast randomly. You notwithstandin mightiness stop up Pyroblasting your face, or Sheeping your own minion. Spell it is possible to influence the effect by choosing spells that get into't have targets, like secrets or card draw, the fact that the Primalist costs eight mana negates that small vantage. It's just too slow, and too random.

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Hey remember Cho'Gall, the Warlock unreal no-one used because its effect wasn't selfsame good? What if we made a notice that was right the effect? That's Bloodbloom, the card no-one wanted. The problem with Bloodbloom is that Warlock already struggles with retention its life up payable to life tap, and there just aren't that many good high-cost Warlock spells that would justify lengthwise this card. You could play this card to cheat out a Twisting Nether a couple turns early, but past you've taken eight damage and experience spent two cards.

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King Mosh is a risky tease because you must economic consumption it with another card for it to really do anything, and that else tease has to cost whirlwind. A real situational, and expensive room clear, especially when Brawl is a thing that exists.

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The last scorecard on this list is here non clean because it's bad, merely because it's wearisome. All set Rash prints these stat dump cards that have no card text. Ultrasaur has impressive stats, but it's ten mana. No-one in their right psyche would spend an entire turn sensible summoning this minion.


So there you have it, our eight worst Journey to Un'Goro card game. Do you have any others you think lie in on this list? Lease us cognize in the comments. Rest tuned for tomorrow, when we'll reveal the best card game in the new pose!

https://www.escapistmagazine.com/8-terrible-journey-to-ungoro-cards-you-should-never-play/

Source: https://www.escapistmagazine.com/8-terrible-journey-to-ungoro-cards-you-should-never-play/

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