Magma Rager. At least give him +1 health, or an ability like Stealth or even swapping the stats should be good, although a 1/5 for 3 mana is a bit overcosted. I guess a 1/5 for 2 mana should be good... oh wait XD
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I wish they would change their hands off policy and actually buff a ton of cards to be viable, rather than just nerf broken cards. They could experiment with softly bumping stats on some of these cards to see if they are more viable then.
Illidan should summon 3 -2s instead of 2 - 1s. Or should cost 5 mana 6 - 4
Ice Shaman might never have worked anyway, but I still wish the cards were better. Ice breaker could be two mana. Avalanche could freeze all 3 minions. Voodoo Hexer could be 2 - 8. Moorabi could cost 5.
I also wish they would return to good cards which they overnerfed. Why does starving buzzard cost 5? It could see play at 4. Fiery war axe was overnerfed. It went from every warrior deck to no warrior deck. 3 mana 3 - 2 is just straight up weaker than kings defender. Why not make it 3 mana 3 - 2 give a minion +2 attack. Or 3 mana 3 - 2 get +2 attack this turn. Warsong commander, buff its stats and/or make the charge minions get +2 instead. Ancient of Lore is now a complete joke. Buff its stats and give it back the 2 card draw. Or something like that to make classic cards viable. Yogg Saron and Raza are now in the wild format, where all kinds of fucking insanity exists. Why not revert their nerfs?
Dead Man's Hand - Draw a card before or after shuffling a copy of your hand into your deck.
If at all, it has to be after shuffling a copy of your hand into your deck, because DMH Fatigue Warrior would have trouble managing his final hand if it were before. But why do you think DMH needs a buff at all?
Harbinger Celestia is a top contender for sure. Beautiful art wasted on that text.
Harbinger Celestia Agreed. This card might have been created with a pretty interesting idea of disrupting your opponent's plans. But, unfortunately, it does nothing. Combo decks do not care about her, neither do aggro or burst decks. The one use might be against big minions but the decks that run them may ignore it or have an easy way to play around it.
If this card is changed it should keep the disruption mechanic. The fun one might be: "Battlecry: gain stealth this turn only. At the beginning of your turn, summon a random minion from your opponent's hand". So having some kind of a Dirty Rat disruption effect that you may want to remove asap.
Dead Man's Hand - Draw a card before or after shuffling a copy of your hand into your deck.
If at all, it has to be after shuffling a copy of your hand into your deck, because DMH Fatigue Warrior would have trouble managing his final hand if it were before. But why do you think DMH needs a buff at all?
Because in some cases, you use up most of the cards in your hand to stay alive long enough to make use of shuffling cards into your deck. If you're shuffling cards in for later use, why not be able to draw a card as well? DMH doesn't really do anything when you play it but delay fatigue, and you're sometimes using DMH before you have no deck left.
Valeera DK reduced the cost to 7 manas, if hunter can cost only six manas with absolute value power the rogue DK can cost 7 manas without cause trouble (or not more than DK hunter a least).
Valeera DK reduced the cost to 7 manas, if hunter can cost only six manas with absolute value power the rogue DK can cost 7 manas without cause trouble (or not more than DK hunter a least).
Valeera's cost can't be reduced: Rogue's cards usually have a low cost, so allowing players to play her before the late game would make the match really unfavorable for the opponents
Dr. Boom, Mad Genius -> at the end of your turn, discover next turn's hero power (1 out of 4, current is not included, so it can't be the same 2 turns in a row)
Lord Jaraxxus -> gain 5 armor after hero is replaced
Valeera DK reduced the cost to 7 manas, if hunter can cost only six manas with absolute value power the rogue DK can cost 7 manas without cause trouble (or not more than DK hunter a least).
Valeera's cost can't be reduced: Rogue's cards usually have a low cost, so allowing players to play her before the late game would make the match really unfavorable for the opponents
But infinite beasts with lifesteal/rush/taunt/poison/stealth completely singlehanded destroy all control decks + board clear vs aggro decks in a DK costing only 6 manas is ok?
1. Northshire Cleric - "Whenever a CHARACTER is healed, draw a card."
I play Priest 99% of the time and I've always wanted this. Is it needed? No. Is it broken? Yeah. Do I still want it?.... Yes...
2. Nesting Roc - Either have a 5-mana 5/7 statline OR read "If you control at least 2 other minions, gain Taunt AND DIVINE SHIELD."
I like this card and it has so much lost potential. It needs this. In its current state, you need to fulfill a tough requirement to for it to be just decent.
3. Zoobot - "Give a random friendly Beast, Dragon, and Murloc +2/+2.
I wanted this tri-tribe deck to work out and it never did. If the award was bigger, maybe people would have tried harder to make it. I couldn't...
Inspire was such a flop and it could have been better if some cards weren't so overcosted. This card was never played unless it was turn 9. Not to mention there are so many legendary minions you wouldn't want to get from this card. This is one of the few buffs that would have saved Inspire.
This is an other example of a card that has to fulfill a requirement to be just decent. This would probably be semi-playable otherwise. It's a waste of art too, I personally think this card is awesome.
Silverback Patriarch to a 3 mana 1/5 Taunt Beast or 2/4 Taunt Beast , almost every 3 drop taunted minion in the game (if not all) laughs in this card face
I know is a basic card, but is almost the worst card in the basic set. I think just totemich migth and magma rager are worst than this
Skulking Geist: Have his Battlecry destroy all cards 1 mana or less. Make this card more reliable by being able to shut down cards like Shifting Scroll, Sacrificial Pact, Innervate, Topsy Turvy and Inner Rage.
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To counter all these nerf threads popping up recently, what are some buffs you would like to see?
Team5 has already stated multiple times that buffs will never happen. It doesn't stop us from speculating or having a bit of fun.
Some of my choices would be the following:
Magma Rager. At least give him +1 health, or an ability like Stealth or even swapping the stats should be good, although a 1/5 for 3 mana is a bit overcosted. I guess a 1/5 for 2 mana should be good... oh wait XD
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Dead Man's Hand - Draw a card before or after shuffling a copy of your hand into your deck.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
I wish they would change their hands off policy and actually buff a ton of cards to be viable, rather than just nerf broken cards. They could experiment with softly bumping stats on some of these cards to see if they are more viable then.
Illidan should summon 3 -2s instead of 2 - 1s. Or should cost 5 mana 6 - 4
Clutchmother Zavas should give +3/+3 instead.
Bolvar fireblood should have taunt or lifesteal and 8 health instead. Paladin needs more control options and this was such a wasted, but cool, card.
Duskfallen Aviana having more health might make her played more.
Glinda Crowskin being 5 mana would make it playable.
Blackhowl Gunspire being a 7 mana 3 - 9 taunt.
Deadly Arsenal being 5 mana instead.
To My Side! being 5 mana instead.
Ice Shaman might never have worked anyway, but I still wish the cards were better. Ice breaker could be two mana. Avalanche could freeze all 3 minions. Voodoo Hexer could be 2 - 8. Moorabi could cost 5.
I also wish they would return to good cards which they overnerfed. Why does starving buzzard cost 5? It could see play at 4. Fiery war axe was overnerfed. It went from every warrior deck to no warrior deck. 3 mana 3 - 2 is just straight up weaker than kings defender. Why not make it 3 mana 3 - 2 give a minion +2 attack. Or 3 mana 3 - 2 get +2 attack this turn. Warsong commander, buff its stats and/or make the charge minions get +2 instead. Ancient of Lore is now a complete joke. Buff its stats and give it back the 2 card draw. Or something like that to make classic cards viable. Yogg Saron and Raza are now in the wild format, where all kinds of fucking insanity exists. Why not revert their nerfs?
Blade Flurry: 3 or 2 mana cost like it was in a good old days
If at all, it has to be after shuffling a copy of your hand into your deck, because DMH Fatigue Warrior would have trouble managing his final hand if it were before. But why do you think DMH needs a buff at all?
Overall crappy legendaries that are either powerfull in lore or worse than non-legendary rarity cards. (Example is Solia and Don Han Cho)
My suggestion would be this
Moving into https://outof.cards/members/firepaladinhs/decks
Zerek, master cloner. No need of explanations.
Princess Huhuran - Trigger a friendly minion's Deathrattle twice
Harbinger Celestia Agreed. This card might have been created with a pretty interesting idea of disrupting your opponent's plans. But, unfortunately, it does nothing. Combo decks do not care about her, neither do aggro or burst decks. The one use might be against big minions but the decks that run them may ignore it or have an easy way to play around it.
If this card is changed it should keep the disruption mechanic. The fun one might be: "Battlecry: gain stealth this turn only. At the beginning of your turn, summon a random minion from your opponent's hand". So having some kind of a Dirty Rat disruption effect that you may want to remove asap.
Because in some cases, you use up most of the cards in your hand to stay alive long enough to make use of shuffling cards into your deck. If you're shuffling cards in for later use, why not be able to draw a card as well? DMH doesn't really do anything when you play it but delay fatigue, and you're sometimes using DMH before you have no deck left.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Valeera DK reduced the cost to 7 manas, if hunter can cost only six manas with absolute value power the rogue DK can cost 7 manas without cause trouble (or not more than DK hunter a least).
Valeera's cost can't be reduced: Rogue's cards usually have a low cost, so allowing players to play her before the late game would make the match really unfavorable for the opponents
Raza the Chained -> reduce the cost of your hero power by (1)
Force of Nature -> summon three 2/2 treants with rush (a bit op, but druid gonna need some tools after sp and other stuff rotates)
Patches the Pirate -> add rush
Dr. Boom, Mad Genius -> at the end of your turn, discover next turn's hero power (1 out of 4, current is not included, so it can't be the same 2 turns in a row)
Lord Jaraxxus -> gain 5 armor after hero is replaced
Unpowered Mauler -> 3/5
Dragon Soul -> after you cast 3 spells, summon a 5/5 dragon
Any card with Charge that got nerfed, reverted to the old version but instead with Rush. Seems pretty fair to me.
Why u hav to be mad? is only card gaem.
By old effect, I think he means having Rush granted to minions with 3 Attack or less
But infinite beasts with lifesteal/rush/taunt/poison/stealth completely singlehanded destroy all control decks + board clear vs aggro decks in a DK costing only 6 manas is ok?
1. Northshire Cleric - "Whenever a CHARACTER is healed, draw a card."
I play Priest 99% of the time and I've always wanted this. Is it needed? No. Is it broken? Yeah. Do I still want it?.... Yes...
2. Nesting Roc - Either have a 5-mana 5/7 statline OR read "If you control at least 2 other minions, gain Taunt AND DIVINE SHIELD."
I like this card and it has so much lost potential. It needs this. In its current state, you need to fulfill a tough requirement to for it to be just decent.
3. Zoobot - "Give a random friendly Beast, Dragon, and Murloc +2/+2.
I wanted this tri-tribe deck to work out and it never did. If the award was bigger, maybe people would have tried harder to make it. I couldn't...
4. Confessor Paletress - 5-Mana 5/5
Inspire was such a flop and it could have been better if some cards weren't so overcosted. This card was never played unless it was turn 9. Not to mention there are so many legendary minions you wouldn't want to get from this card. This is one of the few buffs that would have saved Inspire.
5. Deathweb Spider - Change text to just "Lifesteal"
This is an other example of a card that has to fulfill a requirement to be just decent. This would probably be semi-playable otherwise. It's a waste of art too, I personally think this card is awesome.
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My main one:
Silverback Patriarch to a 3 mana 1/5 Taunt Beast or 2/4 Taunt Beast , almost every 3 drop taunted minion in the game (if not all) laughs in this card face
I know is a basic card, but is almost the worst card in the basic set. I think just totemich migth and magma rager are worst than this
Skulking Geist: Have his Battlecry destroy all cards 1 mana or less. Make this card more reliable by being able to shut down cards like Shifting Scroll, Sacrificial Pact, Innervate, Topsy Turvy and Inner Rage.