Text that is bolded and underlined represents my suggested modifications. Keywords are purposefully misspelled in order to avoid hearthpwn's automatic bolding of keywords and keep the thread readable.
Note: I only tried to fix bad cards i.e. cards with bad stand-alone value or mechanics that are never going to be viable. I didn't touch cards that doesn't see any play for reasons other than them being bad. A card can be balanced yet not see play for a variety of reasons because
the meta doesn't allow it;
they're part of a currently non-viable archetype (e.g. Beast Druid before Karazhan);
they have to compete with a "Dr" for their mana slot (e.g. any 5-drop other than Azure Drake); or
they were clearly intended as non-competitive fun cards (e.g. Lorewalker Cho and Nozdormu).
I also tried to stay in the spirit of the card when it's possible (i.e. when the problem is NOT the mechanics itself of the card). Those cards may still not see play even after being buffed, but this won't be because they're bad.
Basic Set
Ancestral Healing | 2mana / Restore a minion to full Health, then give it Tuant. Draw a card.
Now that it cycles itself, maybe its inclusion will be justified in control decks.
3/4 on turn 5 is useless most of the time. 4/3 still gives you removal power. Besides any collectible weapon should have a good reason to be included since other classes don't have a hero power that destroys them...
Charge | 3mana / Give a friendly minion +2 Attack and Chrage
I understand they nerfed this because of Worgen OTK, but as usual their nerf just killed the card. Withdrawing the +2 ATK bit would have reduced the Cmobo's damage by 4 which can be a big deal. If you find this bad remember when Chrage was this
Yup. It's a straight up nerf reversal. I know it was an auto-include before the nerf, but it's the card that is holding the Warrior class together. It's ultimately Blizzard's job to create cards that are interesting enough to possibly not make a 2-mana Win Axe an auto-include.
Humility | 4mana / Change all enemy minions' Attack to 1.
Humility as it is is completely overshadowed by Aldor Peacekeeper because it has a body attached (see my point above for GoK), this way it is Eadric the Pure into a spell card and is more potent.
Innervate | 0mana Refill 2 of your empty Mana Crystals.
Come on, we all know the "Refresh 2 Mana Crystals would be too complicated for new players" was fake. New players aren't retarded and it's hard to see this explanation as credible when you have cards like Tracking in the basic set. With my formulation, it's even more clearer. It keeps the card's power level (reasonable for a card that defines a class' trait) while not allowing a turn 1 Flappy Bird.
Rockbiter Weapon | 1mana 3/1 (Weapon) Give a friendly character +3 Attack this turn
Another reversal of a nerf that killed the card. Making it half a Fiery War Axe is what Blizzard should have done. It kills the annoying Skillhammer Cmobo but preserves its value as an early game removal
The minion restriction made this card inferior to most damage-dealing spells. If you're goint to keep this restriction, at least make it more effective.
Magma Rager has become the symbol of crappy basic minions but this title actully belongs to Silverback Patriarch. Seriously, 1/4 Tuant for 3 mana ??? Come on Blizzard
Warsong Commander | 3mana 2/3 Minions with 2 or less Attack have Chrage.
Here you go. That's how it should have been done.I converted her effect into an aura effect instead which means that no minion with 2 or more attack can receive charge from this. No frothing shenanigans possible anymore, the design space is saved and this girl remains playable!
Basically reverting the nerf but replacing the mana crystal drawback by a can't attack hero to avoid making it a neutral Huffer. Also, mech tribe because Zoobot and The Curator
Avenging Wrath | 6mana / [Rare rarity] Deal 10 damage randomly split between all enemy minions.
The current version of this costs so much because of the potential to deal 8 damage to the enemy face if he has no minions. I eliminate this problem by making it only target minions, which also allows me to buff it.
Illidan Stormrage | 7mana 5/7 Demon Whenever you play a card, Summun a 2/1 Flame of Azzinoth.
Alas, poor Illidan! Such an emblematic character into such a shitty card. With my modifications, "The Betrayer" can expect to stay alive for more than one turn or at least make your opponent spend tons of removals. This way, his amazing ability can be used to full force and would finally join his twin bro's Token Druid arsenal.
8 mana is too big and often takes an entire turn to cast. It doesn't delay the inevitable face wreckage that generally forces you to play this. Healing cards in general are pretty weak, I understand they tone it down for priest because of Auchenai but there's no reason for that in paladin.
Shadowform | 2mana / Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage.
Shadowform is probably the card that inspired the greatest amount of fan-created cards. People WANT Shadow Priest to work! But at 3 mana the tempo loss is enormous. At 2 mana people will mulligan for it like they do for shit like Wild Growth or Win Axe and build a strategy around it!
Starfall | 4mana / Choose 0ne - Deal 5 damage to a minion; or 2 damage to all enemey minions.
I never understodd why this cost 5. At 4 mana it is still worse than Fireball and Consecration (therefore compensating for the Choose 0ne advantage). At 5 mana it sucks, but at 4 mana it's auto-include in every druid deck.
Corruption : A delayed removal is very bad, but I don't see how I can otherwise boost it except making it cost 0 which won't change much. Basic cards should also remain simple. Maybe one day the meta will slow down (haha) and this will be played.
Sprint : Card draw is good, spending almost an entire turn to do so isn't. The card is nonetheless balanced as it is.
Starving Buzzard : Another killnerf victim but this one is legit.... I still have PTSD from the Face Hunter era. Hunters should NEVER HAVE effective card draw. Huck funters.
Bloodfen Raptor and River Crocolisk : Rendered obsolete by pretty much any other 2-drops in the game. However, any nerf would denature the cards. It's also a problem of Blizzard not sticking to the power curve they defined (4mana 7/7 anyone ?). Also, River Crocolisk can be an absolute pain in the ass for some decks I'm not even joking.
Frost Shock : Really low power level, but one has to be careful with low-cost damaging spells because of Malygos. Sure, Frostbolt exists, but Spel Damage is the mage's identity so it's kind of OK.
Light's Justice : Sucks dicks on turn 1, but it is a sleeper card that can one day be good if paladin ever receives early game weapon buff.
Captain Greenskin : Although it sucked for a long time, this card sees play in Pirate Warrior and will likely be staple in any future pirate deck that will come. That's why I'm keeping it as it is.
Mortal Strike : Fireball anyone ? However, spells are mage's identity and warriors have cards for an enormous damage output (Chrage is part of warrior's identity for example) so I didn't change this.
Silvermoon Guardian : Although weak in most situations, it can become good in the future in buff-heave classes.
Felguard : Losing a Mana Crystal is not such a big deal for zoo and an early big Tuant minion is very dangerous with them since it shields all their little shit. Might see play one day if Demon synergy comes back.
Savagery : Although notoriously bad, it may become a very good card if hero attack synergy is developed in druid in the future.
Changelog:
03/12/2017:
Withdrawn:
Novice Engineer - The card was revealed to be playable without having an above-average statling. Card draw = 1.5mana and 1/1 body=0.5 mana. 2mana was the correct cost.
Oasis Snapjaw - It's unlikely to see play any time soon, but such a statline is interesting for some future designs.
I think you revamped too many cards. Not because they wouldn't need some polishing (most of them at least), but because Blizz would rather print brand new cards, and quite correctly so (brand new is always better than polished).
Surely, some adjustment would be simply right and much appreciate, to make the card playable at least. Such as Ironforge Rifleman who atm is simply utter trash. Basic card, yes, but if it's trash there's no point in it existing AT ALL, not even for new players, so I don't get why they keep it so bad.
while for example Starfire is ok as it is. it may seem expensive, but it's ok for all the things it does in 1 card. Any improvement should come in the form of some new card.
other cards such as Abusive Sergeant don't need any revamp at all, it's already playable and quite common even after the nerf.
There were a lot of cards here to go over in detail, but one that stood out to me as maybe an issue was the avenging wrath change. Generally, it's better when it hits minions than when it hits heroes, and it's especially trash right now because it does a mix of both so there is no reliable outcome. Guaranteeing that it hits minions while also raising the damage makes it better by a huge margin, but whether it's too much or not is hard to say in a vacuum.
I'd love to have it in control or midrange pally though, it would be a very flexible board clear. The play behavior would be "If the enemy board has 10 or less health, all the minions WILL die." Trading smartly first can make it even more outstanding.
Rollback Post to RevisionRollBack
"Hello. Would you like to destroy some evil today?"
Basic cards should not get buffed because they are for beginners/newbies. As they progress they get to know more and more powerful cards (classic set, expansions, adventures..).
Too many cards on the list are made too strong, too much power creep. Some will push other existing ones into uselessness. Also, doing these changes would prevent them to make some of these cards into new cards, because many of the basic set cards you modified have good potential to become class cards in the future. Also, you complain about Skillhammer and give 6 atk to Gladiator's Bow? Please no D: Most of the cards you modified are balanced and can see play with new cards as well. (e.g. Siphon Soul, Holy Fire, Starfire, Bane of Doom (Wild mode has Mal'Ganis!), Hammer of Wrath and many others...) Also, it was completely ignored the fact that many minions can be summoned through effects of other cards.
Rollback Post to RevisionRollBack
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
Big Game Hunter: Reduce his mana cost to 3, so that every class has a solid removal card. Helps Priest getting better and gives Druid an actual good removal.
Starving Buzzard: Make this card a 2 mana 2/1, so it could maybe see play in some casual niche decks. What could ever possibly go wrong?
Warsong Commander: Give the card the ability to grant all your played minions Charge. I mean, Molten is nerfed to hell and what else would you use this with, with Grommash? *kappa*
Soulfire: Make this card cost 0 mana. It is a -2 for the ability to deal 4 damage. That is punishment enough - the mana cost is overkill. Talk about value.
Leeroy Jenkins: Terrible card, especially Legendary, as it stands right now. There is only one certain situation you want to play him, which makes him very situational. Also he isn't any good in a Control Priest deck. And when a card isn't able to make the worst current deck any better, then it just isn't a good card. Heck, even Amgam Rager poses a better option in said deck, because it comes out one turn eariler AND doesn't have any drawbacks. Moreover, you can combo it with Inner Fire at least. Only amounts to 8 total stat points AND gives your opponent two 1/1s, which makes this card actually give you 4 effective stat points onto your side of the board. The Charge effect is a nice bonus, but this still doesn't turn make this card any less underwhelming. I suggest buffing this card up to 4 mana - at least. It would still not be the most valuable stat line given for 4 mana, but it wouldn't be trash anymore. Look at Faceless Behemoth: Whopping 20 combined stat points, talk about DAT value, boys and gals! And the card is only a common...
Since the reveal of the Standard format, Blizzard has gone to work nerfing some of the more powerful Classic and Basic cards, in an attempt to let the newer cards form the main meta deck archetypes, but if we're gonna be stuck with those cards for the rest of time, I think a lot of them could use a small buff to keep from being permanently irrelevant. Plenty of them, like Acidic Swamp Ooze and Ragnoros the Firelord, are more than powerful enough already, and some, like Dust Devil and Naturalize, provide a specific effect that, while not good at the moment, probably shouldn't be changed. Some cards are just bad, though, and even a small change could give Standard decks another tool to work with. Give Novice Engineer and Thrallmar Farseer another point of health, let Princess of Elune have another point of healing, things like that. What evergreen cards do you think should be buffed?
It doesn't seem like they are ever going to do this, but what I'd like to see Blizz do between now and the next expansion is to re-examine cards in the basic/classic set that are unplayable and give some of them buffs.
Not a lot, just a handful, to acknowledge that their ideas for some of them just never panned out, and to acknowledge the unavoidable power creep.
For just a couple of examples:
Illidan Stormrage: I don't know much about WoW, but he's apparently an important character in lore and he's pretty terrible. Make him a 5/7 instead of 7/5 so he might live a turn, make the things he summons demons. It's clear he's supposed to be played in a midrange demonlock that doesn't exist, but token druid could play him too as a Violet Teacher on steroids, and that class could use some options. You could combo him with Pilfered Power, Power of the Wild, Wisps, etc.
Light Warden: Playable 1 drops are basically 4 stats with an effect (Northshire, Mistress, Trogg, Malch Imp). Make it a 1/3. It could lead to healing archetypes being stronger and having more viable early game, and perhaps give priests a lesser Tunnel Trogg and something that works that doesn't involve dragons (Circle of Healing, Holy Champion are cool cards with not enough support).
Illidan isn't great certainly, but the interesting part about his statline is that Malfurion can attack him 5 times and they'll both die. They're brothers and it's a nerdy lore thing, but it just feels right in that context.
1-Drops with 4 stats that are playable are generally either absurd class cards (which are okay because they are class cards), and stuff like Mistress that are pretty niche. If you want to see how strongly statted one drops impacts the game, look at STB/Patches currently; it's not the end of the world to have strong neutral one drops, but you probably don't want a ton of them sticking around for a long time. If you look at Abusive Sergeant and Leper Gnome you can see this is something they're pretty well aware of with the Evergreen design being in the game.
I would certainly like to see at least the Basic set revisited. Stuff like Totemic Might are big on flavor, but I feel like giving all of the classes strong Basic sets is sorely needed to avoid them relying on expansions for all of their power (like Paladin).
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
Argent Commander - change stats to 4/3 to make up for the mana cost
Tinkmaster Overspark - change the target effect but bump the mana cost to 5, keep the random effect bump the stats to say 4/3 or 3/4
Warsong Commander - should cost 2 mana for its stats and effect right now, or be a 3/3 at least
King Krush - 7 mana 8/7 :) or 8 mana but 9/8
Argent Protector - stat change to 2/3
Hammer of Wrath - either 3 mana deal 4 damage no card draw, or mana deal 4 damage draw a card
Scavaging Hyena - stat buff to 2/3
Starving Buzzard - needs a fix ;)
King Krush would be insane even as 8 mana 8/8, Argent Protector is good in Arena, good single target removal isn't part of the Paladin class identity, Scavenging Hyena saw play in Midrange Hunter as it is, Buzzard needs a buff in vacuum but the class as a whole doesn't need it to be fixed (it's weak in the current meta but that doesn't justify a fix to basic card).
Some of the Priest's basic cards need a buff, and one basic/class card needs to be completely reworked/replaced to give them a solid late game threat.
Picking new card is too strong for any 0 mana spell, this let shamans to make Malygos decks even more faster, but for totem deck will be great to make one of them both provocation and spell damage +1. It lets be more flexible in real game position and realise synergy with Spirit Claws, Malestorm Portal and many others, especially after Asure Dreak became only wild style minion.
It is absolutly sure is not useless card even with +2, but with +3 health it becames extremelly strong. It has great synergy with Wicked Witchdoctor I don't like the idea to make this card agressive giving +1/+1 stats. You can already use Primal Fusion for that in Bloodlust combos. The beauty of this spell is that its potential is revealed several turns later.
This card has absolutly another potential and transform his health to 3 value kill him forever. You can try to realise his potential right now by collect 5 cards combo: [card]Stormwind Knight[/card] + Power Word:Shield + Divine Spirit * 2+ Inner Fire. The only problem of this stategy is that priest don't have alternative to Nordshire cliric to became mor tempo for otk strategies.
Novice Engineer - The card was revealed to be playable without having an above-average statling. Card draw = 1.5mana and 1/1 body=0.5 mana. 2mana was the correct cost.
Oasis Snapjaw - It's unlikely to see play any time soon, but such a statline is interesting for some future designs.
You probably didn't notice but I also bumped Ancestral Healing's cost to 2.
Totemic Might may have some synergies right now but it has nothing to synergize with in the classic set. This makes it useless for rotations where Totem synergy is not pushed. My version gives it some use beyond that.
Text that is bolded and underlined represents my suggested modifications. Keywords are purposefully misspelled in order to avoid hearthpwn's automatic bolding of keywords and keep the thread readable.
Note: I only tried to fix bad cards i.e. cards with bad stand-alone value or mechanics that are never going to be viable. I didn't touch cards that doesn't see any play for reasons other than them being bad. A card can be balanced yet not see play for a variety of reasons because
I also tried to stay in the spirit of the card when it's possible (i.e. when the problem is NOT the mechanics itself of the card). Those cards may still not see play even after being buffed, but this won't be because they're bad.
Basic Set
Ancestral Healing | 2mana /
Restore a minion to full Health, then give it Tuant. Draw a card.
Now that it cycles itself, maybe its inclusion will be justified in control decks.
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Archmage | 6mana 4/8
Spel Damage +1
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Assassin's Blade | 5mana 4/3
3/4 on turn 5 is useless most of the time. 4/3 still gives you removal power. Besides any collectible weapon should have a good reason to be included since other classes don't have a hero power that destroys them...
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Booty Bay Bodyguard | 5mana 5/5
Tuant
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Charge | 3mana /
Give a friendly minion +2 Attack and Chrage
I understand they nerfed this because of Worgen OTK, but as usual their nerf just killed the card. Withdrawing the +2 ATK bit would have reduced the Cmobo's damage by 4 which can be a big deal.
If you find this bad remember when Chrage was this
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Cleave | 2mana /
Deal 2 damage to 2 random enemy minions [Can be cast if there's only one enemy minion]
The card text on this one is unaffected. Only a non-written rule is.
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Core Hound | 7mana 9/6 Beast
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Dalaran Mage | 3mana 1/5
Spel Damage +1
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Dragonling Mechanic | 4mana 3/4
Battelcry: Summun a 2/1 Mechanical Dragonling
Silver Hand Knight and Mire Keeper shows us that Summuned minions can have 1 more point compared to the vanilla stats for the total cost of the card.
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Drain Life | 3mana /
Deal 3 damage. Restore 3 Health to your hero.
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Dread Infernal | 6mana 5/5 Demon
Battelcry: Deal 2 damage to all other characters.
2 damage is more potent on turn 6. What's more basic class cards especially are supposed to be very powerful, slight OPness is tolerable for them.
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Fiery War Axe | 2mana 3/2
Yup. It's a straight up nerf reversal. I know it was an auto-include before the nerf, but it's the card that is holding the Warrior class together. It's ultimately Blizzard's job to create cards that are interesting enough to possibly not make a 2-mana Win Axe an auto-include.
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Frostwolf Grunt | 2mana 2/3
Tuant
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Guardian of Kings | 7mana 6/6
Battelcry: Restore 6 Health to your hero.
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Hand of Protection | 1mana /
Give a minion Tuant and Dviine Shield.
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Healing Touch | 3mana /
Restore 8 Health. Draw a card.
Because 8 Health doesn't have an impact if you're behind.
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Holy Light | 2mana /
Restore 8 Health.
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Humility | 4mana /
Change all enemy minions' Attack to 1.
Humility as it is is completely overshadowed by Aldor Peacekeeper because it has a body attached (see my point above for GoK), this way it is Eadric the Pure into a spell card and is more potent.
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Innervate | 0mana
Refill 2 of your empty Mana Crystals.
Come on, we all know the "Refresh 2 Mana Crystals would be too complicated for new players" was fake. New players aren't retarded and it's hard to see this explanation as credible when you have cards like Tracking in the basic set. With my formulation, it's even more clearer. It keeps the card's power level (reasonable for a card that defines a class' trait) while not allowing a turn 1 Flappy Bird.
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Ironbark Protector | 8mana 8/9Tuant
See Ironfur Grizzly/Fierce Monkey, and this is a basic class card.
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Ironforge Rifleman | 3mana 3/3
Battelcry: Deal 1 damage.
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Lord of the Arena | 6mana 6/6Tuant
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Magma Rager | 3mana 6/1
Yes, it would still suck but at least it would have vanilla stats.
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Nightblade | 5mana 5/4
Battelcry: Deal 3 damage to the enemy hero.
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Rockbiter Weapon | 1mana 3/1 (Weapon)
Give a friendly character +3 Attack this turn
Another reversal of a nerf that killed the card. Making it half a Fiery War Axe is what Blizzard should have done. It kills the annoying Skillhammer Cmobo but preserves its value as an early game removal
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Sacrificial Pact | 0mana
Destroy a Demon. Restore 7 Health to your hero.
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Shadow Bolt | 3mana
Deal 5 damage to a minion.
The minion restriction made this card inferior to most damage-dealing spells. If you're goint to keep this restriction, at least make it more effective.
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Silverback Patriarch | 2mana 1/4 Beast
Tuant
Magma Rager has become the symbol of crappy basic minions but this title actully belongs to Silverback Patriarch. Seriously, 1/4 Tuant for 3 mana ??? Come on Blizzard
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Starfire | 6mana /
Deal 6 damage. Draw a card.
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Stormpike Commando | 4mana 4/2
Battelcry: Deal 2 damage.
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Succubus | 2mana 3/4 Demon
Battelcry: Discard a card.
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Totemic Might | 0mana /
Give your Totems +1/+1.
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War Golem | 7mana 7/8
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Warsong Commander | 3mana 2/3
Minions with 2 or less Attack have Chrage.
Here you go. That's how it should have been done.I converted her effect into an aura effect instead which means that no minion with 2 or more attack can receive charge from this. No frothing shenanigans possible anymore, the design space is saved and this girl remains playable!
Classic Set
Battelcry: Give adjacent minions Spel Damage +1.
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Ancient of Lore | 6mana 5/5
Choose 0ne - Draw a card or restore 5 Health.
Because fuck nerf one more time. 6mana 5/5 is like Azure Drake, why is this so exepensive on this card ? Restore 5 Health is only worth 1 mana...
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Arcane Golem | 3mana 4/2 Mech
Chrage. Can't Attack heroes.
Basically reverting the nerf but replacing the mana crystal drawback by a can't attack hero to avoid making it a neutral Huffer. Also, mech tribe because Zoobot and The Curator
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Avenging Wrath | 6mana / [Rare rarity]
Deal 10 damage randomly split between all enemy minions.
The current version of this costs so much because of the potential to deal 8 damage to the enemy face if he has no minions. I eliminate this problem by making it only target minions, which also allows me to buff it.
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Bane of Doom | 5mana /
Deal 3 damage. If the target is killed, Summun a random Demon.
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Bestial Wrath | 0mana / [Common Rarity]
Give a friendly Beast +2 Attack and Immune this turn.
Who thought it was a good idea to give this a purple gem ??
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Blade Flurry | 0mana /Destroy your weapon and deal its damage to all
enemeyminions.OK. Burst damage and AOE in one single card was objectively OP. But thy the cost increase??? BF is hard enough to trigger like this!
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Bloodsail Corsair | 1mana 1/2 Pirate
Battelcry: Destroy the enemy weapon.
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Earth Elemental | 5mana 8/9 [Common Rarity]Tuant. Overlaod: (3)
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Fen Creeper | 5mana 4/6
Tuant
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Force of Nature | 6mana / [Common Rarity]
Summun three 2/2 Treants with Chrage that can't Attack heroes..
Fuck card-killing nerfs again. Also, the card as it is doesn't deserve its purple gem at all.
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Forked Lightning | 1mana /
Deal 2 damage to 2 random enemy minions. Overlaod: (2) [Also castable if there's only one minion]
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Gladiator's Longbow | 7mana 6/2
You hero is Immune while attacking.
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Gruul | 8mana 8/8
At the end of each turn, gain +1/+1.
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Holy Fire | 5mana /
Deal 5 damage. Restore 5 Health to your hero.
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Illidan Stormrage | 7mana 5/7 Demon
Whenever you play a card, Summun a 2/1 Flame of Azzinoth.
Alas, poor Illidan! Such an emblematic character into such a shitty card. With my modifications, "The Betrayer" can expect to stay alive for more than one turn or at least make your opponent spend tons of removals. This way, his amazing ability can be used to full force and would finally join his twin bro's Token Druid arsenal.
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Imp Master | 3mana 1/5
At the end of each turn, deal 1 damage to this minion and Summun a 1/1 Imp.
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Ironbeak Owl | 3mana 3/2 Beast
Battelcry: Slience a minion.
I understand blizzard's will to nerf Slience, but at least give this decent stats
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Keeper of the Grove | 4mana 2/3
Choose 0ne - Deal 2 damage; or Slience a minion.
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Kidnapper | 6mana 5/3
Stealth. Cmobo: Return a minion to it's owner's hand.
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Lay on Hands | 7mana /
Restore 8 Health. Draw 3 cards.
8 mana is too big and often takes an entire turn to cast. It doesn't delay the inevitable face wreckage that generally forces you to play this. Healing cards in general are pretty weak, I understand they tone it down for priest because of Auchenai but there's no reason for that in paladin.
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Mass Dispel | 3mana /
Slience all enemy minions. Draw a card.
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Molten Giant | 20mana 8/8
Costs (1) less for each damage your hero has taken.
Because fuck the nerf.
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Pit Lord | 4mana 5/6 Demon
Tuant. Battelcry: Deal 5 damage to your hero.
5 damage is a big deal for a class that uses its HP as a ressource. With Tuant, the risk is largely mitigated.
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Priestess of Elune | 5mana 5/4
Battelcry: Restore 4 Health to your hero.
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Ravenholdt Assassin | 7mana 7/6 [Common Rarity]
Staelth
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Shadowform | 2mana /
Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage.
Shadowform is probably the card that inspired the greatest amount of fan-created cards. People WANT Shadow Priest to work! But at 3 mana the tempo loss is enormous. At 2 mana people will mulligan for it like they do for shit like Wild Growth or Win Axe and build a strategy around it!
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Starfall | 4mana /
Choose 0ne - Deal 5 damage to a minion; or 2 damage to all enemey minions.
I never understodd why this cost 5. At 4 mana it is still worse than Fireball and Consecration (therefore compensating for the Choose 0ne advantage). At 5 mana it sucks, but at 4 mana it's auto-include in every druid deck.
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Tauren Warrior | 3mana 3/3
Enraeg: +3 Attack.
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Thrallmar Farseer | 3mana 2/4
Windfruy
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Windfury Harpy | 6mana 4/6
Windfruy.
Cards I considered for buffs but spared:
Corruption : A delayed removal is very bad, but I don't see how I can otherwise boost it except making it cost 0 which won't change much. Basic cards should also remain simple. Maybe one day the meta will slow down (haha) and this will be played.
Sprint : Card draw is good, spending almost an entire turn to do so isn't. The card is nonetheless balanced as it is.
Starving Buzzard : Another killnerf victim but this one is legit.... I still have PTSD from the Face Hunter era. Hunters should NEVER HAVE effective card draw. Huck funters.
Bloodfen Raptor and River Crocolisk : Rendered obsolete by pretty much any other 2-drops in the game. However, any nerf would denature the cards. It's also a problem of Blizzard not sticking to the power curve they defined (4mana 7/7 anyone ?). Also, River Crocolisk can be an absolute pain in the ass for some decks I'm not even joking.
Frost Shock : Really low power level, but one has to be careful with low-cost damaging spells because of Malygos. Sure, Frostbolt exists, but Spel Damage is the mage's identity so it's kind of OK.
Light's Justice : Sucks dicks on turn 1, but it is a sleeper card that can one day be good if paladin ever receives early game weapon buff.
Captain Greenskin : Although it sucked for a long time, this card sees play in Pirate Warrior and will likely be staple in any future pirate deck that will come. That's why I'm keeping it as it is.
Mortal Strike : Fireball anyone ? However, spells are mage's identity and warriors have cards for an enormous damage output (Chrage is part of warrior's identity for example) so I didn't change this.
Silvermoon Guardian : Although weak in most situations, it can become good in the future in buff-heave classes.
Felguard : Losing a Mana Crystal is not such a big deal for zoo and an early big Tuant minion is very dangerous with them since it shields all their little shit. Might see play one day if Demon synergy comes back.
Savagery : Although notoriously bad, it may become a very good card if hero attack synergy is developed in druid in the future.
Changelog:
03/12/2017:
Withdrawn:
Modified:
Added:
Stats:
So do you agree with my changes or do you think I'm retarded and should uninstall ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I think you revamped too many cards. Not because they wouldn't need some polishing (most of them at least), but because Blizz would rather print brand new cards, and quite correctly so (brand new is always better than polished).
Surely, some adjustment would be simply right and much appreciate, to make the card playable at least. Such as Ironforge Rifleman who atm is simply utter trash. Basic card, yes, but if it's trash there's no point in it existing AT ALL, not even for new players, so I don't get why they keep it so bad.
while for example Starfire is ok as it is. it may seem expensive, but it's ok for all the things it does in 1 card. Any improvement should come in the form of some new card.
other cards such as Abusive Sergeant don't need any revamp at all, it's already playable and quite common even after the nerf.
There were a lot of cards here to go over in detail, but one that stood out to me as maybe an issue was the avenging wrath change. Generally, it's better when it hits minions than when it hits heroes, and it's especially trash right now because it does a mix of both so there is no reliable outcome. Guaranteeing that it hits minions while also raising the damage makes it better by a huge margin, but whether it's too much or not is hard to say in a vacuum.
I'd love to have it in control or midrange pally though, it would be a very flexible board clear. The play behavior would be "If the enemy board has 10 or less health, all the minions WILL die." Trading smartly first can make it even more outstanding.
"Hello. Would you like to destroy some evil today?"
I stopped reading at bloodlust. You wonder why the buff didn't go into hero?! Doomhammer?
Basic cards should not get buffed because they are for beginners/newbies. As they progress they get to know more and more powerful cards (classic set, expansions, adventures..).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Too many cards on the list are made too strong, too much power creep. Some will push other existing ones into uselessness. Also, doing these changes would prevent them to make some of these cards into new cards, because many of the basic set cards you modified have good potential to become class cards in the future.
Also, you complain about Skillhammer and give 6 atk to Gladiator's Bow? Please no D:
Most of the cards you modified are balanced and can see play with new cards as well. (e.g. Siphon Soul, Holy Fire, Starfire, Bane of Doom (Wild mode has Mal'Ganis!), Hammer of Wrath and many others...)
Also, it was completely ignored the fact that many minions can be summoned through effects of other cards.
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
I have some suggestions:
Big Game Hunter: Reduce his mana cost to 3, so that every class has a solid removal card. Helps Priest getting better and gives Druid an actual good removal.
Starving Buzzard: Make this card a 2 mana 2/1, so it could maybe see play in some casual niche decks. What could ever possibly go wrong?
Warsong Commander: Give the card the ability to grant all your played minions Charge. I mean, Molten is nerfed to hell and what else would you use this with, with Grommash? *kappa*
Soulfire: Make this card cost 0 mana. It is a -2 for the ability to deal 4 damage. That is punishment enough - the mana cost is overkill. Talk about value.
Leeroy Jenkins: Terrible card, especially Legendary, as it stands right now. There is only one certain situation you want to play him, which makes him very situational. Also he isn't any good in a Control Priest deck. And when a card isn't able to make the worst current deck any better, then it just isn't a good card. Heck, even Amgam Rager poses a better option in said deck, because it comes out one turn eariler AND doesn't have any drawbacks. Moreover, you can combo it with Inner Fire at least. Only amounts to 8 total stat points AND gives your opponent two 1/1s, which makes this card actually give you 4 effective stat points onto your side of the board. The Charge effect is a nice bonus, but this still doesn't turn make this card any less underwhelming. I suggest buffing this card up to 4 mana - at least. It would still not be the most valuable stat line given for 4 mana, but it wouldn't be trash anymore. Look at Faceless Behemoth: Whopping 20 combined stat points, talk about DAT value, boys and gals! And the card is only a common...
Honorable mentions: Gadgetzan Auctioneer
Only doesn't get the BUFFhammer, because they don't want to give you too much dust at once.
Since the reveal of the Standard format, Blizzard has gone to work nerfing some of the more powerful Classic and Basic cards, in an attempt to let the newer cards form the main meta deck archetypes, but if we're gonna be stuck with those cards for the rest of time, I think a lot of them could use a small buff to keep from being permanently irrelevant. Plenty of them, like Acidic Swamp Ooze and Ragnoros the Firelord, are more than powerful enough already, and some, like Dust Devil and Naturalize, provide a specific effect that, while not good at the moment, probably shouldn't be changed. Some cards are just bad, though, and even a small change could give Standard decks another tool to work with. Give Novice Engineer and Thrallmar Farseer another point of health, let Princess of Elune have another point of healing, things like that. What evergreen cards do you think should be buffed?
It doesn't seem like they are ever going to do this, but what I'd like to see Blizz do between now and the next expansion is to re-examine cards in the basic/classic set that are unplayable and give some of them buffs.
Not a lot, just a handful, to acknowledge that their ideas for some of them just never panned out, and to acknowledge the unavoidable power creep.
For just a couple of examples:
Illidan Stormrage: I don't know much about WoW, but he's apparently an important character in lore and he's pretty terrible. Make him a 5/7 instead of 7/5 so he might live a turn, make the things he summons demons. It's clear he's supposed to be played in a midrange demonlock that doesn't exist, but token druid could play him too as a Violet Teacher on steroids, and that class could use some options. You could combo him with Pilfered Power, Power of the Wild, Wisps, etc.
Light Warden: Playable 1 drops are basically 4 stats with an effect (Northshire, Mistress, Trogg, Malch Imp). Make it a 1/3. It could lead to healing archetypes being stronger and having more viable early game, and perhaps give priests a lesser Tunnel Trogg and something that works that doesn't involve dragons (Circle of Healing, Holy Champion are cool cards with not enough support).
Any other ideas?
Illidan isn't great certainly, but the interesting part about his statline is that Malfurion can attack him 5 times and they'll both die. They're brothers and it's a nerdy lore thing, but it just feels right in that context.
1-Drops with 4 stats that are playable are generally either absurd class cards (which are okay because they are class cards), and stuff like Mistress that are pretty niche. If you want to see how strongly statted one drops impacts the game, look at STB/Patches currently; it's not the end of the world to have strong neutral one drops, but you probably don't want a ton of them sticking around for a long time. If you look at Abusive Sergeant and Leper Gnome you can see this is something they're pretty well aware of with the Evergreen design being in the game.
I would certainly like to see at least the Basic set revisited. Stuff like Totemic Might are big on flavor, but I feel like giving all of the classes strong Basic sets is sorely needed to avoid them relying on expansions for all of their power (like Paladin).
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
I'd rather see 5 new basic cards added to each class in an attempt to maintain balance in the classic/basic cardpool.
actually they went nuts on some nerfs in the beginning of the game. when they had left alone those cards the basic set would be in a better shape now.
like
Reviewed a few of my propositions.
Withdrawn:
Those cards were in fact fine and some actually do see play. Those who don't, don't mostly for meta reasons.
Modified:
Most of those were actually buffed further.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
This is too long list to comment every change by I will try to comment several of them:
[card]Ancestral Healing[/card]
Picking new card is too strong for any 0 mana spell, this let shamans to make Malygos decks even more faster, but for totem deck will be great to make one of them both provocation and spell damage +1. It lets be more flexible in real game position and realise synergy with Spirit Claws, Malestorm Portal and many others, especially after Asure Dreak became only wild style minion.
[card]Totemic Might[/card]
It is absolutly sure is not useless card even with +2, but with +3 health it becames extremelly strong. It has great synergy with Wicked Witchdoctor I don't like the idea to make this card agressive giving +1/+1 stats. You can already use Primal Fusion for that in Bloodlust combos. The beauty of this spell is that its potential is revealed several turns later.
[card]Stormwind Knight[/card]
This card has absolutly another potential and transform his health to 3 value kill him forever. You can try to realise his potential right now by collect 5 cards combo: [card]Stormwind Knight[/card] + Power Word:Shield + Divine Spirit * 2+ Inner Fire. The only problem of this stategy is that priest don't have alternative to Nordshire cliric to became mor tempo for otk strategies.
[card]Assassin's Blade[/card] , [card]Shadow Bolt[/card], Vanish - these cards are strong even now.
4 + mana minions never win сompetition with classes and legendary minions without special effects like Wailing Soul, Refreshment Vendor, Jeeves, Enhance-o Mechano, Eater of Secrets, Faceless Shambler. So, any changes of stats for them will be waste of time.
I made some changes in my list:
03/12/2017:
Withdrawn:
Modified:
Added:
@technies:
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)