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I think that Forge should have less powerful cards so you can enjoy the really powerful ones. Mark Rosewater says, "Ancestral Recall is only very good unless we print a card that lets you draw 4 cards for U". If you never used less powerful cards, you would have no idea that such-and-such card was really powerful.
I love so called "bad cards" because they provide variety. In quest mode I have enjoyed using a variety of mediocre cards because those were the best cards that you had at the time. In the right deck a "bad card" magically transforms itself into a pretty decent card.
Shimmering Barrier is a good example of a fairly weak card, "1W, 1/3 defender, first strike, and cycling 2". This type of card was very good in my last quest deck because I had some flyers and he helped me jam up the ground attackers. Inner-Chamber Guard seems weak at first glance, "1W, 0/2, bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn"). I half-heartedly threw this guy into my deck but he is an awesome 2/4 blocker that only costs 2 mana, wow.
Samurai Enforces is a little generic looking, "4WW, 4/4, bushido 2" but he works very good as a finisher. Patrol Signaler is a little 1/1 that has an untap ability, " 1W, Untap: Put a 1/1 white Kithkin Soldier creature token into play". Creating tokens for only 1W is very cheap and when the computer's deck was slow, this little guy dominated the field by generating a ton of chump blockers. Icatian Priest is a 1/1 that costs W and has a nice pump ability, "1WW: Target creature gets +1/+1 until end of turn" which dominates the game in the later turns.
And the list of crappy cards could go on and on. I remember thinking how bad Tarmogoyf was when Future Sight was first printed but he turned on to be a pro-tour winner in the right deck. Forge has Tarmogoyf, so go and have yourself some fun. :+]