With Blizzard buffing quite a few cards in the most recent balance patch, What cards do you want to see buffed? If there's a specific card you wanna see buffed, how would you buff it?
Here's some i'd like to see:
Ancient of Lore - buffed to 6 mana. This card was nerfed to the ground and now it doesn't even see play in quest druid which is sad for an evergreen epic
Gladiator's Longbow - buffed to 3 durability. For a 7 cost value card, it doesn't offer much value
Meteorologist - buffed to "Battlecry: For each card in your hand, deal 1 damage to a random enemy. Prioritize minions" (so it only hits face when there are no enemy minions)
Guardian of Kings - Buffed to 6 (maybe even 5) mana. I'd like to see a control paladin focused around weapons and healing
Holy Nova - Buffed to 4 mana. This is one of the worst board clears across all classes, and it's in a class that's supposed to have good AOE
Sprint - Buffed to 6 mana. Since the Preparation Nerf i don't think Sprint has seen any competitive play
Lightning Storm - Buffed to deal 3 damage to enemy minions instead of 2-3. I don't like on board randomness like this card, and i don't think it would be overpowered like that.
Dread Infernal - buffed to deal 2 damage to all characters
Warsong Commander - buffed to "Your other minions with 3 or less attack have rush" (if a unit is played with 3 or less attack and then buffed to have more than 3 attack it will lose rush). Veterans to the game should see this as quite familiar
They will never buff the classic or basic set, ever. Will never happen. Also im reticent to name anything since they clearly didn't do their research last time they did buffs, Pocket Galaxy being the biggest offender.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
My nominee for this list is Dr. Boom's Scheme. I feel like this doesn't need explaining on why. Probably should be moved to two mana.
Now, I'd like to do some criticism on your suggestions for buffs:
Meteorologist cool idea, but isn't an effect we've ever seen before. That change would probably have to come with changes to many other cards so that this isn't just a singleton.
Holy Nova Nooooo. This suggestion power creeps Consecration, a card which often sees play. 5 mana is a reasonable cost to for Holy Nova.
Sprint Power creep Nourish. You're never going to choose +2 mana with Nourish anyway in this meta.
Lightning Storm Sees play, doesn't need buffs. RNG is a fine mechanic and is very prominent in shaman, so it fits flavor-wise.
Dread Infernal Buffing it to 2 damage makes the effect wayyy to close to Hellfire. Too strong.
Vicious Scraphound This card doesn't need buffs either. It's good enough already, and was played to some extent with Zilliax+Sweeping Strikes to heal for 15 and gain 15 armor in a single attack.
Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.
Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.
Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
There was a tread recently adressing this and I wholeheartly support it, maybe eliminating the interaction with Sacrificial Pact and lowering the mana cost, or removing the health penalty or something like that, I don't know, truth is a buffed Jaraxxus would be a great addition to the Control Warlock archetype that has struggled a lot since the heydays of CubeLock.
They will never buff the classic or basic set, ever. Will never happen. Also im reticent to name anything since they clearly didn't do their research last time they did buffs, Pocket Galaxy being the biggest offender.
My uncle works at Nintendo, and he says that buffs are coming for basic and classic before the Year of the Dragonhawk.
There was a tread recently adressing this and I wholeheartly support it, maybe eliminating the interaction with Sacrificial Pact and lowering the mana cost, or removing the health penalty or something like that, I don't know, truth is a buffed Jaraxxus would be a great addition to the Control Warlock archetype that has struggled a lot since the heydays of CubeLock.
They should make him 8 mana, so you can hp on the same turn (if played on 10).
Buffing Gladiator's Longbow to 3 durability seems idiotic, That way it will be better than Frostmourne which Death Knight cards need to be op already, Your suggestion wasn't on point.
I don't think it would be overpowered. Vinecleaver existed, and was only played in Odd Paladin because it could take advantage of silver hand recruit synergy. A 5/3 weapon is still ridiculously slow, even with immune while attacking.
They will never buff the classic or basic set, ever. Will never happen. Also im reticent to name anything since they clearly didn't do their research last time they did buffs, Pocket Galaxy being the biggest offender.
Pocket Galaxy is a risky high-roll card. Get it early, in a slow matchup, and it's supposed to have massive value. Get it early, in a fast matchup, and you won't have see the end of the match to play it on turn 5. Get it late, like bottom 10, and it's a dead card most of the time any way.
It's a fun card, and not every card you lost to is by definition a wrong decision to include/nerf/buff.
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Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
My nominee for this list is Dr. Boom's Scheme. I feel like this doesn't need explaining on why. Probably should be moved to two mana.
Now, I'd like to do some criticism on your suggestions for buffs:
Meteorologist cool idea, but isn't an effect we've ever seen before. That change would probably have to come with changes to many other cards so that this isn't just a singleton.
Holy Nova Nooooo. This suggestion power creeps Consecration, a card which often sees play. 5 mana is a reasonable cost to for Holy Nova.
Sprint Power creep Nourish. You're never going to choose +2 mana with Nourish anyway in this meta.
Lightning Storm Sees play, doesn't need buffs. RNG is a fine mechanic and is very prominent in shaman, so it fits flavor-wise.
Dread Infernal Buffing it to 2 damage makes the effect wayyy to close to Hellfire. Too strong.
Vicious Scraphound This card doesn't need buffs either. It's good enough already, and was played to some extent with Zilliax+Sweeping Strikes to heal for 15 and gain 15 armor in a single attack.
Meteorologist - Fair critique, if that's the case, then making it only able to target minions would be fine.
Guardian of Kings - i don't really pay attention to flavor, so i'm not exactly sure what point you're making. What i know is that Holy Light and Guardian of Kings are waaay to weak to see play in a class that's supposed to have good healing
Holy Nova - While true that the buff would make it powercreep Consecration, Consecration is in a class that literally has no other board clears, while Holy Nova is in a class with lots of good board clears.
And about power creeping other classes in general, every class is supposed to be better at certain things than every other class, that's what makes a class unique and fun to play ideally.
6 mana Sprint would not power creep Nourish because Nourish can ramp, the reason most druids in this meta don't is because there are no longer any worthwhile 9 or 10 mana cost cards to ramp to like Ultimate Infestation
Lightning Storm - I kinda agree that it doesn't need a buff, but, Lightning Storm exhibits a really bad type of randomness. Which is it's random effect is on board (so it affects tempo) and it's objectively better or worse (dealing 3 damage is objectively better than 2). As opposed to adding random spells to your hand, which doesn't affect tempo and each spell is better in a certain situation. Even shaman's hero power is a better randomness as each totem is better in a different situation.
Dread Infernal - i'm not sure what you mean by it's too close to Hellfire, when Abyssal Enforcer exists. Maybe it would be too strong, but i doubt it because control warlock just isn't very good.
Vicious Scraphound - this was the one i was most confused about. First, i've never seen someone do that combo ever. second, buffing it to have rush would not affect that combo because Zilliax already has rush. Third, that combo isn't even that good since you have to run 2 bad cards and use 1 good card that you can only run one of. Not to mention the card disadvantage. The only time I've seen Vicious Scraphound played is off of random generation.
With all that being said, thanks for the critiques.
Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.
Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.
Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
I like all these suggestions except Psychopomp, because Eternal Servitude sees quite a lot of play in wild. The only disadvantage to your suggestion of Psychopomp over Eternal Servitude is that it puts a bad card in your rez pool. Mainly i think your suggestion is undercosted, if it cost like 5 mana i'd totally be on board.
If they buff anything, I would expect it to be from RR, since all of the buffs were from Boomsday last time, with a Mech theme. They'd probably want it to have another theme, so some kind of coliseum thing would be my guess.
I would be very surprised to see any buffs to Basic, Classic, or any non-Standard set.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Assuming they could do something like Rise of the Machines for Rumble, I guess I'd pick these as buff candidates. Rules: Only simple changes. Mana cost & Stats.
Druid - Gonk: his stats are stupid bad and his effect isn't anything special - Treespeaker: Let's push this treant thing a little harder. We're close.
Hunter - Halazzi: Again, why are the stats so terrible - Spirit of the Lynx: I understand it's not Timber Wolf, but there's no reason to play this when Timber Wolf exists.
Mage: Jan'alai: Make this playable somehow, since it isn't now that Baku was rotated early. Give it better stats or make it cost less to play. Arcanosaur: Feels weird for this to be so much worse than Duskbreaker was.
Paladin: Farraki Battleaxe: No one is paying 5 mana for this card in this or any universe. A New Challenger...: Make this cost 6-mana. It'll be very good then, but at least it'll be playable.
Priest: Sand Drudge: There's no reason this shouldn't be a 3/4 or 2/5. The effect just isn't that good. Surrender to Madness: reduce the mana cost, but mechanically, don't allow it to be played unless you can destroy 3 mana crystals.
Rogue: Bloodsail Howler: this should only cost 1 mana. Stolen Steel: This should also only cost 1 mana.
Shaman: Wartbringer: This doesn't need to cost any mana. Zentimo: Fix his stats or his cost. He's too niche-useless as is.
Warlock: Hir'eek the Bat: This effect isn't even good. This doesn't need to cost 8. Demonbolt: They mentioned this couldn't cost 7 because of Gul'Dan. Well, Gul'Dan is gone, this can cost 7 now.
Warrior: Overlord's Whip: This should cost 2, so that you can have fun with Frothing and Acolyte. War Master Voone: It feels silly that his stats are so bad for such a weak effect anyway.
Assuming they could do something like Rise of the Machines for Rumble, I guess I'd pick these as buff candidates. Rules: Only simple changes. Mana cost & Stats.
Druid - Gonk: his stats are stupid bad and his effect isn't anything special - Treespeaker: Let's push this treant thing a little harder. We're close.
Hunter - Halazzi: Again, why are the stats so terrible - Spirit of the Lynx: I understand it's not Timber Wolf, but there's no reason to play this when Timber Wolf exists.
Mage: Jan'alai: Make this playable somehow, since it isn't now that Baku was rotated early. Give it better stats or make it cost less to play. Arcanosaur: Feels weird for this to be so much worse than Duskbreaker was.
Paladin: Farraki Battleaxe: No one is paying 5 mana for this card in this or any universe. A New Challenger...: Make this cost 6-mana. It'll be very good then, but at least it'll be playable.
Priest: Sand Drudge: There's no reason this shouldn't be a 3/4 or 2/5. The effect just isn't that good. Surrender to Madness: reduce the mana cost, but mechanically, don't allow it to be played unless you can destroy 3 mana crystals.
Rogue: Bloodsail Howler: this should only cost 1 mana. Stolen Steel: This should also only cost 1 mana.
Shaman: Wartbringer: This doesn't need to cost any mana. Zentimo: Fix his stats or his cost. He's too niche-useless as is.
Warlock: Hir'eek the Bat: This effect isn't even good. This doesn't need to cost 8. Demonbolt: They mentioned this couldn't cost 7 because of Gul'Dan. Well, Gul'Dan is gone, this can cost 7 now.
Warrior: Overlord's Whip: This should cost 2, so that you can have fun with Frothing and Acolyte. War Master Voone: It feels silly that his stats are so bad for such a weak effect anyway.
Sounds reasonable and not impossible to achieve given the recent Boomsday tweak. But Overlord's Whip, a 2/4 weapon for 2 mana? Sounds broken to me, even when you consider the fact that Enrage Warrior isn't a thing. I'd much rather change Akali which is probably the weakest Loa next to Hir'eek. Being a Rush minion it completely misses the point. Why would I want to pay 8 mana and have to make inefficient trades only to draw and buff another Rush minion which my opponent can now prepare himself for? My suggestion: change the base stats to 8/8 so Akali becomes a force to be reckoned with, lower the buff it provides (from +5/+5 to +2/+2) and let it draw a random instead of a Rush minion. This way your opponent cannot plan ahead - maybe you've drawn Grom which now has 6/11? Or the new ogre which became a 6 mana 8/9?
Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.
Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.
Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
I like all these suggestions except Psychopomp, because Eternal Servitude sees quite a lot of play in wild. The only disadvantage to your suggestion of Psychopomp over Eternal Servitude is that it puts a bad card in your rez pool. Mainly i think your suggestion is undercosted, if it cost like 5 mana i'd totally be on board.
That downside is fucking huge. Aggro is insane in wild, one bad draw and you just die against them, imagine resurrecting Psychopomp instead of Lich King or Statue against Odd Rogue or Odd Paladin, you will lose the game on the spot. Barnes is already a big enough liability for rez pool past turn 4, no way BP is going to put another horrible minion in the deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
This card is already insanely good, just challenge you when build the deck, your sugestion just make the card broken off the sky.
You see when this card hits a Zilliax? Or a minion kill an oponent minion in deathrattle? If this card don't challenge the build of the deck like you suggest the Wild and Standard don't will see nothing else than priest.
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With Blizzard buffing quite a few cards in the most recent balance patch, What cards do you want to see buffed? If there's a specific card you wanna see buffed, how would you buff it?
Here's some i'd like to see:
They will never buff the classic or basic set, ever. Will never happen. Also im reticent to name anything since they clearly didn't do their research last time they did buffs, Pocket Galaxy being the biggest offender.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
I'll put my two cents in on this matter, I guess.
My nominee for this list is Dr. Boom's Scheme. I feel like this doesn't need explaining on why. Probably should be moved to two mana.
Now, I'd like to do some criticism on your suggestions for buffs:
Meteorologist cool idea, but isn't an effect we've ever seen before. That change would probably have to come with changes to many other cards so that this isn't just a singleton.
Guardian of Kings Yeah, I guess. However, you'd lose some flavor with Holy Light, since the mana cost for a 5/6 is about 5. 5 + 2 = 7, which is why Guardian of Kings costs 7.
Holy Nova Nooooo. This suggestion power creeps Consecration, a card which often sees play. 5 mana is a reasonable cost to for Holy Nova.
Sprint Power creep Nourish. You're never going to choose +2 mana with Nourish anyway in this meta.
Lightning Storm Sees play, doesn't need buffs. RNG is a fine mechanic and is very prominent in shaman, so it fits flavor-wise.
Dread Infernal Buffing it to 2 damage makes the effect wayyy to close to Hellfire. Too strong.
Vicious Scraphound This card doesn't need buffs either. It's good enough already, and was played to some extent with Zilliax+Sweeping Strikes to heal for 15 and gain 15 armor in a single attack.
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Check out some of my decks:
Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.
Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.
Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
Lord Jaraxxus.
There was a tread recently adressing this and I wholeheartly support it, maybe eliminating the interaction with Sacrificial Pact and lowering the mana cost, or removing the health penalty or something like that, I don't know, truth is a buffed Jaraxxus would be a great addition to the Control Warlock archetype that has struggled a lot since the heydays of CubeLock.
My uncle works at Nintendo, and he says that buffs are coming for basic and classic before the Year of the Dragonhawk.
I like most of yours except lightning storm, Dread Infernal, and Vicious Scraphound. They should not be buffed.
They should make him 8 mana, so you can hp on the same turn (if played on 10).
Buffing Gladiator's Longbow to 3 durability seems idiotic, That way it will be better than Frostmourne which Death Knight cards need to be op already, Your suggestion wasn't on point.
I feel making Gladiator's Longbow to 6 mana is better.
[EDIT]: the Frostmourne was intended to be the 7 mana 5/3 Deathrattle: Summon every minion killed by this, i can't put the normal one idk why
I don't think it would be overpowered. Vinecleaver existed, and was only played in Odd Paladin because it could take advantage of silver hand recruit synergy. A 5/3 weapon is still ridiculously slow, even with immune while attacking.
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Check out some of my decks:
Pocket Galaxy is a risky high-roll card. Get it early, in a slow matchup, and it's supposed to have massive value. Get it early, in a fast matchup, and you won't have see the end of the match to play it on turn 5. Get it late, like bottom 10, and it's a dead card most of the time any way.
It's a fun card, and not every card you lost to is by definition a wrong decision to include/nerf/buff.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
Dr. Boom's Scheme - I totally agree on this buff to two mana
Meteorologist - Fair critique, if that's the case, then making it only able to target minions would be fine.
Guardian of Kings - i don't really pay attention to flavor, so i'm not exactly sure what point you're making. What i know is that Holy Light and Guardian of Kings are waaay to weak to see play in a class that's supposed to have good healing
Holy Nova - While true that the buff would make it powercreep Consecration, Consecration is in a class that literally has no other board clears, while Holy Nova is in a class with lots of good board clears.
And about power creeping other classes in general, every class is supposed to be better at certain things than every other class, that's what makes a class unique and fun to play ideally.
6 mana Sprint would not power creep Nourish because Nourish can ramp, the reason most druids in this meta don't is because there are no longer any worthwhile 9 or 10 mana cost cards to ramp to like Ultimate Infestation
Lightning Storm - I kinda agree that it doesn't need a buff, but, Lightning Storm exhibits a really bad type of randomness. Which is it's random effect is on board (so it affects tempo) and it's objectively better or worse (dealing 3 damage is objectively better than 2). As opposed to adding random spells to your hand, which doesn't affect tempo and each spell is better in a certain situation. Even shaman's hero power is a better randomness as each totem is better in a different situation.
Dread Infernal - i'm not sure what you mean by it's too close to Hellfire, when Abyssal Enforcer exists. Maybe it would be too strong, but i doubt it because control warlock just isn't very good.
Vicious Scraphound - this was the one i was most confused about. First, i've never seen someone do that combo ever. second, buffing it to have rush would not affect that combo because Zilliax already has rush. Third, that combo isn't even that good since you have to run 2 bad cards and use 1 good card that you can only run one of. Not to mention the card disadvantage. The only time I've seen Vicious Scraphound played is off of random generation.
With all that being said, thanks for the critiques.
I like all these suggestions except Psychopomp, because Eternal Servitude sees quite a lot of play in wild. The only disadvantage to your suggestion of Psychopomp over Eternal Servitude is that it puts a bad card in your rez pool. Mainly i think your suggestion is undercosted, if it cost like 5 mana i'd totally be on board.
Please buff Tuskarr Totemic
Nice meme lul
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Check out some of my decks:
If they buff anything, I would expect it to be from RR, since all of the buffs were from Boomsday last time, with a Mech theme. They'd probably want it to have another theme, so some kind of coliseum thing would be my guess.
I would be very surprised to see any buffs to Basic, Classic, or any non-Standard set.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Assuming they could do something like Rise of the Machines for Rumble, I guess I'd pick these as buff candidates. Rules: Only simple changes. Mana cost & Stats.
Druid
- Gonk: his stats are stupid bad and his effect isn't anything special
- Treespeaker: Let's push this treant thing a little harder. We're close.
Hunter
- Halazzi: Again, why are the stats so terrible
- Spirit of the Lynx: I understand it's not Timber Wolf, but there's no reason to play this when Timber Wolf exists.
Mage:
Jan'alai: Make this playable somehow, since it isn't now that Baku was rotated early. Give it better stats or make it cost less to play.
Arcanosaur: Feels weird for this to be so much worse than Duskbreaker was.
Paladin:
Farraki Battleaxe: No one is paying 5 mana for this card in this or any universe.
A New Challenger...: Make this cost 6-mana. It'll be very good then, but at least it'll be playable.
Priest:
Sand Drudge: There's no reason this shouldn't be a 3/4 or 2/5. The effect just isn't that good.
Surrender to Madness: reduce the mana cost, but mechanically, don't allow it to be played unless you can destroy 3 mana crystals.
Rogue:
Bloodsail Howler: this should only cost 1 mana.
Stolen Steel: This should also only cost 1 mana.
Shaman:
Wartbringer: This doesn't need to cost any mana.
Zentimo: Fix his stats or his cost. He's too niche-useless as is.
Warlock:
Hir'eek the Bat: This effect isn't even good. This doesn't need to cost 8.
Demonbolt: They mentioned this couldn't cost 7 because of Gul'Dan. Well, Gul'Dan is gone, this can cost 7 now.
Warrior:
Overlord's Whip: This should cost 2, so that you can have fun with Frothing and Acolyte.
War Master Voone: It feels silly that his stats are so bad for such a weak effect anyway.
Sounds reasonable and not impossible to achieve given the recent Boomsday tweak. But Overlord's Whip, a 2/4 weapon for 2 mana? Sounds broken to me, even when you consider the fact that Enrage Warrior isn't a thing. I'd much rather change Akali which is probably the weakest Loa next to Hir'eek. Being a Rush minion it completely misses the point. Why would I want to pay 8 mana and have to make inefficient trades only to draw and buff another Rush minion which my opponent can now prepare himself for? My suggestion: change the base stats to 8/8 so Akali becomes a force to be reckoned with, lower the buff it provides (from +5/+5 to +2/+2) and let it draw a random instead of a Rush minion. This way your opponent cannot plan ahead - maybe you've drawn Grom which now has 6/11? Or the new ogre which became a 6 mana 8/9?
That downside is fucking huge. Aggro is insane in wild, one bad draw and you just die against them, imagine resurrecting Psychopomp instead of Lich King or Statue against Odd Rogue or Odd Paladin, you will lose the game on the spot. Barnes is already a big enough liability for rez pool past turn 4, no way BP is going to put another horrible minion in the deck.
This card is already insanely good, just challenge you when build the deck, your sugestion just make the card broken off the sky.
You see when this card hits a Zilliax? Or a minion kill an oponent minion in deathrattle? If this card don't challenge the build of the deck like you suggest the Wild and Standard don't will see nothing else than priest.