I'm part of the people who get very sad when a basic card is nerfed because basic cards are the spine of the class. They define a class' identity and its playstyle and guarantees that the class will always have a handful of solid cards to fall back on in case of unfavorable expansions, not to mention they're an entry point for new/F2P players. I don't like Blizzard's aggressive nerf policy towards the basic/classic set.
If it were up to me, I would change or even roll back most of the nerfs to basic cards. I would have changed Rockbiter Weapon to a 3/1 weapon, reduced Warsong Commander's threshold to 2 and made her effect an aura one rather than a "whenever" one (this would have made Frothing Berserker's shenanigans impossible), chosen the "Refresh 2 Mana Crystals" options for Innervate (come on, new players aren't retards, the explanation they gave is ludicrous especially given basic cards like Tracking or Charge, at best it could have been worded "Refill 2 of your Mana Crystals"), and left the Win Axe intact.
I know the rationale, the basic set shouldn't be too powerful otherwise there won't be enough change between each standard rotation, but as I said, this approach has big downsides. They shouldn't make the basic set so weak that it's only playable at rank 25. But what about basic cards that simply can't be balanced in a way they're neither auto-includes nor unplayable ? Well, in those cases I would argue that a basic card that is an auto-include is a lesser evil compared to a basic card that is unplayable. Ultimately, the responsibility is on Blizzard to make new interesting cards that are worth buying and playing over basic cards.
But enough ranting! I made this thread to present you with 9 new basic cards, 1 for each class, which I think are needed to reinforce class identity and class stability. I considered many aspects of each class characteristics, strengths, weakenesses, and general flavor, as well as each class' needs. I prioritized different aspects depending on the quality of the basic set of each class:
For classes with a bad or unadapted basic/classic set that makes them reliant on expansion cards to be playable (Paladin, Priest, Shaman, and now Warrior), I focused on the card's strength, so that the class is less reliant on expansions. It is commonly accepted that class cards can be absolutely stronger than neutral cards if they fit the class playstyle, and that basic class cards can be stronger than expansion class cards so some of those are intentionnally OP. Of course I run into the risk of making them auto-include but as I said it's a lesser evil, although I tried to manage the risk.
For classes with a decent but one-sided basic/classic set that only give the class only one archetype (Rogue, Hunter, Warlock to a lesser extent), I focused on effects that would increase diversity within the class by giving it a new potential playstyle.
For classes which already have a good and diverse basic/classic set (Mage, Druid, and Warrior before Win Axe nerf), I focused on giving the class even more internal diversity and some wacky effect without worrying too much about viability.
Note that most of these cards are bland from an artistic point of view because I focused on gameplay rather than "coolness". Since it's the basic set, being original is not always a good idea.
Without further ado, here are the cards!
DRUID
I know what you're thinking but please put down your pitchforks and let me explain! The problem with Jade Idol is not that it brings infinite, it is that it brings infinite AND EXPONENTIAL value. It is a thing to keep playing 3/2s in the late game, it is another to keep playing 10/10s, 11/11s, that get stronger over time!
As I said, Druid's basic/classic set is already quite good and Darkshore Treant would set "never go to fatigue" as part of Druid's identity. I think it's perfectly legitimate to make Druid "the class that can nullify fatigue" since it already had two cards that do this (Malorne and Jade Idol). As a vanilla minion that can screw draw consistency, it wouldn't see play outside dedicated anti-fatigue decks so wouldn't be an auto-include.
HUNTER
This Hunter card was the second toughest class for me to define (just after Rogue). I strongly hesitated between this and "Draw a card for each of your minions". Why this card ? Two reasons:
Hunter has no (or conditional) card draw. This is obviously a built-in and legititmate weakness of the Hunter class which would be absolute cancer if it did have good card draw. However it has tons of tutor and targeted card draw cards, this would be one of them. On top of providing a decent play on turn 4, Herd would thin your deck of 3 bad topdecks.
Give the class a token/zoo archetype. The Hunter class is pigeonholed into a playstyle oscillating between face and midrange because it lacks heal, good aoes and card draw. Blizzard nerfed Face Hunter cards to oblivion and apparently doesn't want it to come back (I can somewhat understand why) but Hunter remains an aggressive class. Token/zoo archetypes are aggro but non-face archetypes based on board control and Hunter already has tons ok token-synergy cards : Scavenging Hyena, Alleyca, Timber Wolf, Unleash the Hounds, Starving Buzzard (which should be rebuffed btw), etc...
This card is susceptible to be an auto-include but again, Blizzard responsibility etc...
MAGE
Mage is probably the class with the best basic set out there so again, for them it was just a case of giving more diverse and wacky tools to the class to create new playstyles.
The playstyle I chose here is the Value Mage one. It is basically a single-target Echo of Medivh which may allow you to do interesting stuff with giants or Archmage Antonidas.
I strongly hesitated between this and a "Summon x random C-Cost minions" type of card. I chose this because it won't give new player cards they're unfamiliar with. I think new players can perfectly manage cards they're unfamiliar but not necessarily easily, so I chose Resonance.
PALADIN
Paladin has an inconsistent basic/classic set and is purely reliant on expansion cards to be good. It needs an overall powerful basic card to make the class more stable.
I designed this card by looking at Spikeridged Steed, a card I strongly underestimated that gives Paladin tremendous midrange power and board presence, as well as an extremely sticky minion. Powerful buffs are Paladin's way to retake board control without hard removals and with only weak board clears.
PRIEST
Priest is probably the class with the worst basic/classic set out there (taking only into account basic cards, this title woudl be held by Warlock though). It is full of slow and gimmick cards with only a conditional utility and doesn't give the class any proactive tool.
What does the Priest class need to be viable? Well, if we look at the era when priest was unplayable, we can see that it corresponds to the period after Lightbomb rotated out and before Dragonfire Potion was released. Priest is the slowest class in the game. I think this is fine, but it means the class needs effective catch-up mechanisms to be viable because Hero Power "The Light shall burn you!" on turn 6 is not a very good play.
Shadow Crash is very simple. It's Dragonfire Potion except it also damages Dragons, which I think is fine since Dragonfire Potion's exception advantages you most of the time.
ROGUE
This card was the toughest to design. It's not that Rogue's basic set is bad. On the contrary it's one of the best class basic set out there (and bad class basic sets are in fact easy to modify) so it doesn't really need anything.
Well, not quite. Rogue is one-trick Miracle pony. Tempo rogue became a legit deck only very recently, Quest Rogue was an "artifical" deck, and Oil Rogue was kind of a variation of Miracle itself (and Mill is a difficult archetype not adapted for a classic set). What aspect of the Rogue class has Blizzard tried to emphasize but never took off ? Collectible weapons!
At first I designed weapon buffs but realised it wasn't the way to go since they would always end up on a Wicked Knife anyway. Then I tried to design a collectible weapon, but found no design that was simple enough to be in the classic set. So I went with half a Forge of Souls. This very cost-effective card draw would be a strong incentive to add any collectible weapon into a rogue's deck and therefore emphasize a neglected aspect of the Rogue class.
All basic/classic cards give you something when their effect would be otherwise useless, so I did that here too...
SHAMAN
Well, that one is very straigtforward. It would enshrine Token Shaman as a generic playstyle of the Shaman class. I'm surprised it's not part of the existing basic set to be honest.
To be honest, Evolve would be perfect and much better basic class card if a reverse Hall of Fame was a thing. Sadly, it's not the case.
WARLOCK
Warlock has the worst basic set of all classes. Fortunately its classic set and Hero Power make up for it. I often read that Life Tap is OP and is the "reason" why Warlock only receives shitty cards because but it's not true. Life Tap is not OP. The Warlock class can fail, we saw that last expansion. The thing is that Warlock is the only class more defined by its Hero Power than by most of its cards. Life Tap alone guarantees that Warlock will always have more archetypes : hand and zoo. If all class cards were deleted, Warlock would still feel unique (and for this reason would probably be more powerful) while all other classes would all feel the same (except maybe Hunter). I think I'm not mistaken when I say that Warlock is the class that uses the highest proportion of neutral cards in its decks.
This may be the reason why Blizzard never felt pressured to think much about Warlock archetypes when designing cards and why its themes (self-harm, demons, discard, etc.) are all over the place.
I feel it would be good to think about Warlock beyond hand and zoo but it's not what I did today. Warlock needs healing in its basic set. Good healing, not Sacrificial Pact, so I made Hearthstone which fits into the hand playstyle.
I think Bloodbloom would be a good card to reverse-hall-of-fame too since it's a generic card than can be played with a wide variety of spells.
WARRIOR
Just kidding. Well, no. I still think they shouldn't have nerfed Fiery War Axe but I still have a legit new card for you.
Warrior's basic set has been beaten up by the nerfhammer beyond recovery. 4 of its cards have been nerfed, 2 of them twice. Warrior had one of the best and, more importantly, most diverse basic set of all classes with multiple well-defined archetypes (remember WOG-Karazhan when Warrior had like 5-6 viable archetypes ?) but without the Win Axe its basic set in now one of the worse.
I noticed that Warrior lacks an overall good midrange minion. I made this one with Warrior's subthemes of Taunt and Enrage in mind. But I'm not sure it's enough...
Mage one could be problematic in some OTK decks, even current Quest Mage... Would love it if there wasn't Apprentice for sure!
It's true I didn't think about Sorcerer's Apprentice when I designed this but I doubt this would create problematic OTK decks if Blizzard is careful (as they should with all basic/classic cards). Right now Exodia Mage is a tier 4 deck and is manageable, so I expect Resonance to be manageable as well. Hopefully it would be used more as a value tool (e.g. on Kazakus or Reno Jackson) rather than as an OTK one.
Priest one seems a bit too OP to me! Straight up better than Dragonfire Potion in all priests except Dragon, insane addition to current Priests and very design limiting for some future AoEs (make something worse no one will ever run it, dare to make something better and you broke the meta), and besides, Priest already has basic AoE card. Flamestrike as comparison cries in the corner, I'd either make it 4 dmg or cost 1 mana more, but wouldn't go for AoE as basic Priest card personally.
I'm not convinced that Shadow Crash would make any other AoE unplayable, rather they would be played alongside Shadow Crash because consistency is good. I'm persuaded that Priest needs a mid-costed board clear to be viable in the long term because its basic/classic set is too gimmicky which would force Blizzard to constantly release backbone cards for Priest to make it playable, at the expense of other, more innovative cards.
One thing I tried to improve but failed is the card's flavor. Priest AoEs generally don't rely on dealing damage but on each minion's characteristics (Shadow Word: Horror, Lightbomb, etc.). I tried different designs such as "Destroy all minions that cost 4 or less" but I didn't find any design that would be intuitive enough and neither OP or useless.
Warlock one might be too good for control warlocks? I mean 4 mana 12 hp is being used in Priests, and in CW this will easily heal for 12 as well or even more, while being 1 mana cheaper and more important for the class that takes it's own HP in favor of gaining a card (that further increases healing). Potentially too OP for slower Warlocks and again, it limits "design space" as they like to call it if it's a basic card - make better heal it will be straight up too good, make worse and no one will run it. So while not being OP for example at the very moment since slower Warlocks are bad, it has potential to be really OP and restricts cards for the future.
After some thought I think you're right on this one. Warlock would still need a survival tool in its basic set though but maybe healing is not the way to go. An effect like Mal'Ganis may be better, I'll think about it.
I think that that Warrior weapon sounds like a really good idea, if Blizzard were add a card like that to the game, but want to tone it down a bit because of the pirate Warriors, they could just make it unable to attack face.
Noting that they're basic cards, these will be near perfect additions. As a paladin main, I have one suggestion. Using your words differently, the problem with paladin is that it has no synergistic cards or strategies at all. it just has solid standalone cards, in almost all sets (except when it comes to murlocs). For a control player, it's highly discouraging seeing builds for the class only be powerful for murloc paladin. It doesn't need any more standalone strong cards, as you've added. In my opinion, it needs more cards that helps its control strategy, or offers more deck building options. One direction to go is the dragonadin. I feel like that adding just one card can bring dragonadin to at least tier 2, if it's good enough. Also, the main problem with control paladin is that it lacks board clears. So far, we have only one, and it requires a not so consistent package of 6 cards (consecration, equality and pyro), these 6 cards highly limit deck space and are not much of a reliable board clear. Control paladin DESPERATELY needs a 1 card board clear. If it had that, it could be as strong as control priest or warlock, easily.
Rollback Post to RevisionRollBack
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
Noting that they're basic cards, these will be near perfect additions. As a paladin main, I have one suggestion. Using your words differently, the problem with paladin is that it has no synergistic cards or strategies at all. it just has solid standalone cards, in almost all sets (except when it comes to murlocs). For a control player, it's highly discouraging seeing builds for the class only be powerful for murloc paladin. It doesn't need any more standalone strong cards, as you've added. In my opinion, it needs more cards that helps its control strategy, or offers more deck building options. One direction to go is the dragonadin. I feel like that adding just one card can bring dragonadin to at least tier 2, if it's good enough. Also, the main problem with control paladin is that it lacks board clears. So far, we have only one, and it requires a not so consistent package of 6 cards (consecration, equality and pyro), these 6 cards highly limit deck space and are not much of a reliable board clear. Control paladin DESPERATELY needs a 1 card board clear. If it had that, it could be as strong as control priest or warlock, easily.
my ideas for control paladin were a Bronze Drake (5 mana 3/3) If you control another dragon, discover a spell from your opponents deck and cast a copy of it.
Lifesworn Mender ( 3 mana 3/4 Battlecry: Restore 5 health to your hero if you summoned a dragon last turn)
Protector Alexstraza (An image of her when she was fighting deathwing is what I think of here) 10 mana 8/8: if you've summoned 7 dragons this game, you are immune for 3 turns
The ones I like are Priest, Rogue, and Warrior. Shaman is decent, if a little boring. I'm also not sure it's actually that good outside of decks with heavy Totem synergy.
I'm not a fan of the other cards. The Druid one does not feel like a Basic card, or really like a Druid card. Nullifying fatigue is not part of Druid's identity. There are exactly two cards that do this. The fact that one of them exploded in popularity doesn't mean it's representative of Druid. Your card is also really bad. Jade Idol is used precisely because it gets better (not exponentially better, just arithmetically better, but that's being nitpicky). Nullifying fatigue is not a legitimate strategy. Otherwise Malorne would have seen use. No ones going to put infinite Bloodfen Raptors in a deck outside of Arena.
Herd isn't bad, but it just doesn't feel like a Basic card.
Divine Protection feels derivative of other Paladin cards, and giving minions Taunt isn't a core Paladin ability. Does Paladin really need a card that basically just combines other buff cards into a better one? It's not strictly better than Blessing of Kings, but it's pretty close.
Maybe I could see Resonance as a Basic card, but it doesn't feel like one. Mage doesn't have any Basic cards that let them duplicate their minions, and I don't think they should have one. That feels like a more advanced strategy. Not every deck would really want to spend 2 mana to get a copy of an existing minion. I feel like this needs to cost 2 or more because of combo potential, but that same combo potential makes it a poor choice for a Basic card. I mean, that's why they had to nerf Warsong Commander.
Healthstone seems to go against the identity of Warlock. It's a straight up good card for your hero. Warlock cards like this need to have a downside, like Sacrificial Pact. If it made you discard a card, I could see this, but otherwise, I don't think it's a good fit for the class.
Much respect for these examples. All seem perfect imo, but if you say Immunity might be better than mega healing for Warlock maybe an effect like Violet Illusionist would fit? (A 1/3 with the same effect?)
I couldn't agree more with the suggested changes to some of the poorly nerfed basic cards as well. I wish Blizzard would notice this and have a serious think about making some of these changes.
Much respect for these examples. All seem perfect imo, but if you say Immunity might be better than mega healing for Warlock maybe an effect like Violet Illusionist would fit? (A 1/3 with the same effect?)
I couldn't agree more with the suggested changes to some of the poorly nerfed basic cards as well. I wish Blizzard would notice this and have a serious think about making some of these changes.
Thanks! I planned to rework those cards again, but not now.
Tbh, I really wish the Shaman card existed because Totem Shaman has been a deck I tried to make work ever since Thunder Bluff Valiant was introduced. Would be a very nice combo with that card that summons Al'Akir from the totems.
"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..."
To post a comment, please login or register a new account.
Hello everyone,
I'm part of the people who get very sad when a basic card is nerfed because basic cards are the spine of the class. They define a class' identity and its playstyle and guarantees that the class will always have a handful of solid cards to fall back on in case of unfavorable expansions, not to mention they're an entry point for new/F2P players. I don't like Blizzard's aggressive nerf policy towards the basic/classic set.
If it were up to me, I would change or even roll back most of the nerfs to basic cards. I would have changed Rockbiter Weapon to a 3/1 weapon, reduced Warsong Commander's threshold to 2 and made her effect an aura one rather than a "whenever" one (this would have made Frothing Berserker's shenanigans impossible), chosen the "Refresh 2 Mana Crystals" options for Innervate (come on, new players aren't retards, the explanation they gave is ludicrous especially given basic cards like Tracking or Charge, at best it could have been worded "Refill 2 of your Mana Crystals"), and left the Win Axe intact.
I know the rationale, the basic set shouldn't be too powerful otherwise there won't be enough change between each standard rotation, but as I said, this approach has big downsides. They shouldn't make the basic set so weak that it's only playable at rank 25. But what about basic cards that simply can't be balanced in a way they're neither auto-includes nor unplayable ? Well, in those cases I would argue that a basic card that is an auto-include is a lesser evil compared to a basic card that is unplayable. Ultimately, the responsibility is on Blizzard to make new interesting cards that are worth buying and playing over basic cards.
But enough ranting! I made this thread to present you with 9 new basic cards, 1 for each class, which I think are needed to reinforce class identity and class stability. I considered many aspects of each class characteristics, strengths, weakenesses, and general flavor, as well as each class' needs. I prioritized different aspects depending on the quality of the basic set of each class:
Note that most of these cards are bland from an artistic point of view because I focused on gameplay rather than "coolness". Since it's the basic set, being original is not always a good idea.
Without further ado, here are the cards!
DRUID
I know what you're thinking but please put down your pitchforks and let me explain! The problem with Jade Idol is not that it brings infinite, it is that it brings infinite AND EXPONENTIAL value. It is a thing to keep playing 3/2s in the late game, it is another to keep playing 10/10s, 11/11s, that get stronger over time!
As I said, Druid's basic/classic set is already quite good and Darkshore Treant would set "never go to fatigue" as part of Druid's identity. I think it's perfectly legitimate to make Druid "the class that can nullify fatigue" since it already had two cards that do this (Malorne and Jade Idol). As a vanilla minion that can screw draw consistency, it wouldn't see play outside dedicated anti-fatigue decks so wouldn't be an auto-include.
HUNTER
This Hunter card was the second toughest class for me to define (just after Rogue). I strongly hesitated between this and "Draw a card for each of your minions". Why this card ? Two reasons:
MAGE
Mage is probably the class with the best basic set out there so again, for them it was just a case of giving more diverse and wacky tools to the class to create new playstyles.
The playstyle I chose here is the Value Mage one. It is basically a single-target Echo of Medivh which may allow you to do interesting stuff with giants or Archmage Antonidas.
I strongly hesitated between this and a "Summon x random C-Cost minions" type of card. I chose this because it won't give new player cards they're unfamiliar with. I think new players can perfectly manage cards they're unfamiliar but not necessarily easily, so I chose Resonance.
PALADIN
Paladin has an inconsistent basic/classic set and is purely reliant on expansion cards to be good. It needs an overall powerful basic card to make the class more stable.
I designed this card by looking at Spikeridged Steed, a card I strongly underestimated that gives Paladin tremendous midrange power and board presence, as well as an extremely sticky minion. Powerful buffs are Paladin's way to retake board control without hard removals and with only weak board clears.
PRIEST
Priest is probably the class with the worst basic/classic set out there (taking only into account basic cards, this title woudl be held by Warlock though). It is full of slow and gimmick cards with only a conditional utility and doesn't give the class any proactive tool.
What does the Priest class need to be viable? Well, if we look at the era when priest was unplayable, we can see that it corresponds to the period after Lightbomb rotated out and before Dragonfire Potion was released. Priest is the slowest class in the game. I think this is fine, but it means the class needs effective catch-up mechanisms to be viable because Hero Power "The Light shall burn you!" on turn 6 is not a very good play.
Shadow Crash is very simple. It's Dragonfire Potion except it also damages Dragons, which I think is fine since Dragonfire Potion's exception advantages you most of the time.
ROGUE
This card was the toughest to design. It's not that Rogue's basic set is bad. On the contrary it's one of the best class basic set out there (and bad class basic sets are in fact easy to modify) so it doesn't really need anything.
Well, not quite. Rogue is one-trick Miracle pony. Tempo rogue became a legit deck only very recently, Quest Rogue was an "artifical" deck, and Oil Rogue was kind of a variation of Miracle itself (and Mill is a difficult archetype not adapted for a classic set). What aspect of the Rogue class has Blizzard tried to emphasize but never took off ? Collectible weapons!
At first I designed weapon buffs but realised it wasn't the way to go since they would always end up on a Wicked Knife anyway. Then I tried to design a collectible weapon, but found no design that was simple enough to be in the classic set. So I went with half a Forge of Souls. This very cost-effective card draw would be a strong incentive to add any collectible weapon into a rogue's deck and therefore emphasize a neglected aspect of the Rogue class.
All basic/classic cards give you something when their effect would be otherwise useless, so I did that here too...
SHAMAN
Well, that one is very straigtforward. It would enshrine Token Shaman as a generic playstyle of the Shaman class. I'm surprised it's not part of the existing basic set to be honest.
To be honest, Evolve would be perfect and much better basic class card if a reverse Hall of Fame was a thing. Sadly, it's not the case.
WARLOCK
Warlock has the worst basic set of all classes. Fortunately its classic set and Hero Power make up for it. I often read that Life Tap is OP and is the "reason" why Warlock only receives shitty cards because but it's not true. Life Tap is not OP. The Warlock class can fail, we saw that last expansion. The thing is that Warlock is the only class more defined by its Hero Power than by most of its cards. Life Tap alone guarantees that Warlock will always have more archetypes : hand and zoo. If all class cards were deleted, Warlock would still feel unique (and for this reason would probably be more powerful) while all other classes would all feel the same (except maybe Hunter). I think I'm not mistaken when I say that Warlock is the class that uses the highest proportion of neutral cards in its decks.
This may be the reason why Blizzard never felt pressured to think much about Warlock archetypes when designing cards and why its themes (self-harm, demons, discard, etc.) are all over the place.
I feel it would be good to think about Warlock beyond hand and zoo but it's not what I did today. Warlock needs healing in its basic set. Good healing, not Sacrificial Pact, so I made Hearthstone which fits into the hand playstyle.
I think Bloodbloom would be a good card to reverse-hall-of-fame too since it's a generic card than can be played with a wide variety of spells.
WARRIOR
Just kidding. Well, no. I still think they shouldn't have nerfed Fiery War Axe but I still have a legit new card for you.
Warrior's basic set has been beaten up by the nerfhammer beyond recovery. 4 of its cards have been nerfed, 2 of them twice. Warrior had one of the best and, more importantly, most diverse basic set of all classes with multiple well-defined archetypes (remember WOG-Karazhan when Warrior had like 5-6 viable archetypes ?) but without the Win Axe its basic set in now one of the worse.
I noticed that Warrior lacks an overall good midrange minion. I made this one with Warrior's subthemes of Taunt and Enrage in mind. But I'm not sure it's enough...
What do you think ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks for feedback! Here are a few of my reponses.
I'm not convinced that Shadow Crash would make any other AoE unplayable, rather they would be played alongside Shadow Crash because consistency is good. I'm persuaded that Priest needs a mid-costed board clear to be viable in the long term because its basic/classic set is too gimmicky which would force Blizzard to constantly release backbone cards for Priest to make it playable, at the expense of other, more innovative cards.
One thing I tried to improve but failed is the card's flavor. Priest AoEs generally don't rely on dealing damage but on each minion's characteristics (Shadow Word: Horror, Lightbomb, etc.). I tried different designs such as "Destroy all minions that cost 4 or less" but I didn't find any design that would be intuitive enough and neither OP or useless.
After some thought I think you're right on this one. Warlock would still need a survival tool in its basic set though but maybe healing is not the way to go. An effect like Mal'Ganis may be better, I'll think about it.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I think that that Warrior weapon sounds like a really good idea, if Blizzard were add a card like that to the game, but want to tone it down a bit because of the pirate Warriors, they could just make it unable to attack face.
Noting that they're basic cards, these will be near perfect additions. As a paladin main, I have one suggestion. Using your words differently, the problem with paladin is that it has no synergistic cards or strategies at all. it just has solid standalone cards, in almost all sets (except when it comes to murlocs). For a control player, it's highly discouraging seeing builds for the class only be powerful for murloc paladin. It doesn't need any more standalone strong cards, as you've added. In my opinion, it needs more cards that helps its control strategy, or offers more deck building options. One direction to go is the dragonadin. I feel like that adding just one card can bring dragonadin to at least tier 2, if it's good enough. Also, the main problem with control paladin is that it lacks board clears. So far, we have only one, and it requires a not so consistent package of 6 cards (consecration, equality and pyro), these 6 cards highly limit deck space and are not much of a reliable board clear. Control paladin DESPERATELY needs a 1 card board clear. If it had that, it could be as strong as control priest or warlock, easily.
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
The Might of Dalaran has Arrived!
The ones I like are Priest, Rogue, and Warrior. Shaman is decent, if a little boring. I'm also not sure it's actually that good outside of decks with heavy Totem synergy.
I'm not a fan of the other cards. The Druid one does not feel like a Basic card, or really like a Druid card. Nullifying fatigue is not part of Druid's identity. There are exactly two cards that do this. The fact that one of them exploded in popularity doesn't mean it's representative of Druid. Your card is also really bad. Jade Idol is used precisely because it gets better (not exponentially better, just arithmetically better, but that's being nitpicky). Nullifying fatigue is not a legitimate strategy. Otherwise Malorne would have seen use. No ones going to put infinite Bloodfen Raptors in a deck outside of Arena.
Herd isn't bad, but it just doesn't feel like a Basic card.
Divine Protection feels derivative of other Paladin cards, and giving minions Taunt isn't a core Paladin ability. Does Paladin really need a card that basically just combines other buff cards into a better one? It's not strictly better than Blessing of Kings, but it's pretty close.
Maybe I could see Resonance as a Basic card, but it doesn't feel like one. Mage doesn't have any Basic cards that let them duplicate their minions, and I don't think they should have one. That feels like a more advanced strategy. Not every deck would really want to spend 2 mana to get a copy of an existing minion. I feel like this needs to cost 2 or more because of combo potential, but that same combo potential makes it a poor choice for a Basic card. I mean, that's why they had to nerf Warsong Commander.
Healthstone seems to go against the identity of Warlock. It's a straight up good card for your hero. Warlock cards like this need to have a downside, like Sacrificial Pact. If it made you discard a card, I could see this, but otherwise, I don't think it's a good fit for the class.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Please no more AOE for priest. That is the last thing they need.
Rejoice, for even in death, you have become children of Thanos.
Much respect for these examples. All seem perfect imo, but if you say Immunity might be better than mega healing for Warlock maybe an effect like Violet Illusionist would fit? (A 1/3 with the same effect?)
I couldn't agree more with the suggested changes to some of the poorly nerfed basic cards as well. I wish Blizzard would notice this and have a serious think about making some of these changes.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Wow, everything seems OP to me. Looks like a lot of quality work, though, except for the balance.
Tbh, I really wish the Shaman card existed because Totem Shaman has been a deck I tried to make work ever since Thunder Bluff Valiant was introduced. Would be a very nice combo with that card that summons Al'Akir from the totems.
Healthstone is a great card! Good idea!
You've predicted Dragonfire Potion and Call to Arms. Good job!
"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..."