Played a few single player games today with these cards and they are basically unusable as they effect enemies as well. It makes no sense to me that a healer would heal enemies and I have tried to play them but each time enemies were too close. The other solution would be make both cards only have an effect within one square.
Yeah, that happens, but even healing 1 enemy and all 3 of your team is a fine tradeoff. Sure, it's not going to be good for you all the time, but it's a very efficient card if used correctly. Perhaps you're team's play style isn't well suited to it, but I'm sure you can think of a team build that could use it well.
I think it's interesting part of the card design. And also affects balancing quite a bit. But well, not that good in most decks.
It's also something that you can build around. Healing Burst works poorly with AOE and slow champions, but it's really not an issue if you're fast and can focus your damage. Bungled Heal and Inspiring Presence go in the same bag. What you've got to keep in mind is that Healing Burst and Healing Presence are both *big* heals. There's up to 9 points of healing on Healing Burst, and up to 12 on Healing Presence, so they're both bigger heals than Greater Heal, but much much more easliy available, specifically because they've got the situational limitation. There are also some very cute uses/abuses. I actually giggled when an enemy successfully used Reflect Missile to send the Bungled Heal back onto my priest - 10 healing and a burnt block out of one card? Love it. They're far from unusable in single or multiplayer, although it is possible that they don't suit your party, which is ok.