Not all cards are created equal.

Blizzard has taken an active approach in balancing its digital card game, Hearthstone: Heroes of Warcraft. However, it usually does so by making overpowered cards worse. Why not improve some of its worst cards?

We have a few candidates that could really use a little buffing. Here are five of Hearthstone’s worst cards and ways that Blizzard could improve them.


Far SightFar Sight

Class: Shaman
Type: Spell
Mana:
3
Rarity: Epic

Why it sucks: So, you’re spending 3 mana so you can save 3 mana on some random card? What is the logic of that? You’re basically playing a card to accomplish nothing. The only way it could be useful is if you use it early and happen to randomly draw an expensive minion, but that requires a lot of random elements to go right. Also, if you pull a card worth less than 3 mana, you really wasted a lot of value.

How it can be better: Lowering the mana cost is one option. This card could be more useful if it cost 2 or 1 mana (although 1 mana might make it a little too useful). How about the card lets the player choose one from the top three of the deck, like the Hunter card Tracking? That way you’d have a much better chance of pulling a high-cost card.


Angry ChickenAngry Chicken

Class: Neutral
Type: Minion
Mana:
1
Rarity: Rare

Why it sucks: The Angry Chicken can earn 5 extra attack power if it takes any damage. Nice! The only problem is that it only has 1 health, so taking any damage kills it. Whoops.

How it can be better: Can we at least give the Angry Chicken 2 health? That way, at least a Mage can use its Hero Power to deal damage to it and activate its Enrage. Of course, if we’re going that route, +5 might be a bit much. How about a 1/2 minion who gets +4 attack when Enraged? It’s still easy to kill, but at least it’s potentially useful without the need of cards that increase a minion’s health.


Target DummyTarget Dummy

Class: Neutral
Type: Minion
Mana: 
0
Rarity: Rare

Why it sucks: Don’t be fooled by that 0 mana cost. The Target Dummy is worthless. All he can do is maybe block you from one minion attack or spell, and his lack of any attack power ensures that he won’t take anyone down with him.

How it can be better: You see how the Target Dummy has all those explosives under him in that card art? He should have a Deathrattle that deals 2 damage to whatever kills him. Kind of like Explosive Sheep, but he only targets the minion that kills him. Still not powerful enough to justify costing more than 0 mana, but at least it’s somewhat useful in the early stages of the game.


WispWisp

Class: Neutral
Type: Minion
Mana: 
0
Rarity: Common

Why it sucks: Here’s another terrible 0 mana minion. A 1/1 minion isn’t worth taking up a precious spot in your deck, no matter how cheap it is.

How it can be better: In Warcraft III, Night Elves used Wisps to construct their bases. What if having a Wisp on the board gave you an extra mana crystal? It would give the enemy an incentive to kill it, and it would actually give the player some kind of a benefit.


Goldshire FootmanGoldshire Footman

Class: Shaman
Type: Minion
Mana:
1
Rarity: Common

Why it sucks: Just look at him! Is there a more vanilla card in all of Hearthstone? A 2 health Taunt is pretty much worthless, especially with only 1 attack power.

How it can be better: Can’t we at least make him a 2/2 card? That way, he’ll at least trade with more early minions. Or how about we also give him Charge? He is supposed to be a footman. I assume they know how to charge.