New member here. I've been playing Hearthstone for some months now, and after seeing this, I had the sudden realization that there are a ton of awful legendaries floating around Hearthstone. That doesn't seem right; I mean, I want to be incredibly excited to get legendaries in packs, and when the end up being The Boogeymonster... yeah. So, because I was bored and had little else to do, I came up with ideas to fix every legendary on that list. By "fix," I mean to turn the cards into good ones, or at least ones that aren't unplayable. This is my first time experimenting with changing or creating cards, so any feedback is hugely appreciated. Are they OP? Would they still suck? Are they too weird? Please do tell me. And feel free to reply with your own ideas.
I actually have no idea if this is where something like this would go, but it's my best guess. I didn't want all my time to have been totally wasted, so I felt the need to post it somewhere, anyway.
EDIT 5/1/17: After receiving a large amount of feedback, I’ve made quite a few changes to these “fixes.” Every card changed will have an additional section marked “Double-Fix” that details how it should actually be changed in comparison to how I originally had it. I offer huge thanks to everyone who reviewed, especially FrozenMaelstrom, who contributed a lot to the Double-fixes and whose ideas were often much better than mine.
I would like to remind everyone that I am changing every card mentioned in the link I provided. There are several cards (Prince Malchezaar, Lorewalker Cho, Mayor Noggenfogger, ect.) that I seriously don’t think should be changed, but it says to change them, so I will. In addition, some of these legendaries are good in a vacuum or on paper, but lack the cards they currently need to make them worth using. These cards will still be changed to be used now, rather than in a future with cards that work with them. Again, these changes are to make the cards viable on ladder, regardless of whether they’re in Wild, Standard, Fun Decks or Serious Decks. Keep that in mind, and also that I really suck at making card changes. Thank you!
So, in no particular order:
Moroes: Make it a 2/2 instead of a 1/1. Way too many things right now can kill a 1/1, even with Stealth, and if you don’t get at least three turns off Moroes, he’s terrible. Having him be a 2/2 makes him less susceptible to AOE like Maelstrom Portal and Ravaging Ghoul, and at worst you get 3/3 of stats for 3 mana, with potential to get much better.
Acidmaw: Control Hunter will never be a thing - but Midrange Hunter and Face Hunter with one or two control elements have been and could be again. I use Explorer’s Hat in my personalized Reno Hunter, and it’s saved my life more than once, but in most other decks, it’s horrible. The same should be done, kind of, with Acidmaw. We have a potentially very powerful and damaging minion, but the problem is that it requires you to have a ton of bad minions out, which isn’t a good thing for any Hunter deck this late in the game. We need to make it able to come out early enough so that cheap minions are still being played, cheap enough to combo well with other cards, but not so cheap that it’s just killed instantly. All of the above can be accomplished by making the card 4 mana. Aside from Dispatch Kodo and maybe Houndmaster, no incredible 4 mana Hunter minions really exist, so it’s not like including it would be detrimental to your deck. At four mana, it’s easy to use this minion to remove a big threat or force the opponent to remove Acidmaw itself before throwing out some stuff on the board. And remember, turns 4-5 are vital in every Hearthstone game. Anything that gives you near-complete control of these turns is very helpful. If Acidmaw is simply reduced to 4 mana, he fills in a slot and can be used in nearly every Hunter deck for that little bit of control they need.
DOUBLE-FIX: Everyone has clearly informed me that four mana would be hilariously broken, so, let’s raise the bar. How about five mana and lowering the health by one, making it killable by virtually anything? In addition, let's change up the processing order behind the game a little, so that if it takes lethal damage, it will die before it is able to activate the effect. Such changes have been made before.
Arch-Thief Rafaam: Alexstrasza has an incredible Battlecry and is an 8/8 for the same cost as Rafaam. Rafaam’s Battlecry is slightly worse, so let’s also bump it up to an 8/8. Then, let’s make the Artifacts more powerful by reducing the mana cost of two of them. The Timepiece of Horror should cost 5 mana, not 10. Arcane Missiles does a third of the damage for a tenth of the mana. Lantern of Power is just adding a Faceless Behemoth to your board, which is a terrible minion, and requires you to already have a minion out. Let’s make Lantern of Power 7 mana. As for Mirror of Doom, is it too much to say that filling your own board with random 2-cost minions should cost 10 mana? And these are 3/3s, which are typically better than 2-cost minions. Mirror of Doom can stay at 10 mana.
Nat, the Darkfisher: Giving him one more attack would be nice. Add one more attack, and a 3/4 for 2 mana is pretty darn good, as Totem Golem has shown, and can trade for a 3-cost minion and even some 4-cost minions. The downside would be terrible if it didn’t only work 50% of the time. As it is, it’s pretty fair. A neutral 3/4 for 2 mana is worth the downside. A neutral 2/4 for 2 mana is not.
The Skeleton Knight: Make it a 7/6 instead of a 7/4. Those extra two health points will make a huge difference, as the main problem with this minion is that it exchanges tempo for a possibility of eventual revival. This change makes the tempo loss minimal, while still having the interesting effect. It might initially seem overpowered, but there are a number of minions that would still be run over it - even excluding legendaries, a 4/5 Taunt with Divine Shield is considered significantly better than a 7/6. Without the Deathrattle, even Boulderfist Ogre would be played over it. With the Deathrattle, however, you have the chance to regain this minion, making the trade worth it.
DOUBLE-FIX: In fine-tuning this guy, I’ll take the advice of FrozenMaelstrom and make it a 7/5. Now it can’t be instantly killed by a huge amount of things, but isn’t so terribly hard to get rid of.
Knuckles: Um, this card is good. I’m not sure why it’s on here. If you play Hunter, this WILL be useful someday. And you WILL play Hunter at one point in the future. If we want it to be useful now, however, then we can fix it, I suppose. Add one mana and give it Charge. There. It’s now very useful.
Bolf Ramshield: Give it “Your Hero always has +3 Attack” in addition to the current effect text. This means that minions going face to kill Bolf without taking damage is no longer viable. As Misdirect proves, if a minion attacks your hero while he has attack, the minion will still take damage according to the attack. This also means that, on your turn, you can take advantage of Bolf’s invulnerability, attacking with both your face and the minion while taking no damage yourself. Maybe also give Bolf Spellshield (Can't be targeted by hero powers/spells), just to make sure the opponent can’t Polymorph it, but if so, we might want to lower its health a bit, just so it isn‘t too overpowered. Maybe a 6 mana 3/7 with Spellshield and Effect: “Whenever your hero takes damage, this minion takes it instead. Your Hero has +3 Attack at all times.” That’s neat.
DOUBLE-FIX: Again, I think FrozenMaelstrom has the best idea here. Let’s forget Spellshield and change the “Your hero always has +3 Attack” to “Your hero has +3 Attack on your opponent’s turn.”
Krul the Unshackled: Let’s look at some of the other Reno-style minions. Kazakus lets you create a custom spell. Raza makes your Hero Power free. Solia lets you cast a spell for free (Flamestrike, Pyroblast, Greater Arcane Missles, even a Kazakus Potion). Krul…summons any demons you happen to have in your hand. But the thing is, there aren’t that many late-game demons. Abyssal Enforcer isn’t that great without the Battlecry, and pulling a Jaraxxus is horrible. Maybe Doomguard? No, the effect just isn’t quite good enough (except in Wild. Mal’Ganis is insane). Here are two ideas: First, change the Battlecry to “If your deck has no duplicates, summon all minions that cost 7 or less from your hand.” This ensures lots of value while not allowing you to pull a ton of insane things, like Ysera, Deathwing, and Ragnaros, out and just end the game. The second is to take a hint from Solia and change the Battlecry to “If your deck has no duplicates, the next two demons you play cost 0.” You can play this, then turn into Jarraxus for free, or throw out an Abyssal Enforcer or Dread Infernal for some AOE. Either way, it’s a bit better than what it normally is, I think.
Anub’arak: Man, this card has value. 12/8 for 9 mana? And it’s returned to your hand? We have to wonder why it doesn’t see play more often. I thought about making it a 2/2 or even a 4/4 that summons two Nerubians, but that’s just way too slow. I suppose a guaranteed way to make sure it’s play is to give it Taunt - short of Sylvannas, there’d be no easy way to deal with it. Let’s keep the Deathrattle, but make it a 7/5, just so it can survive a single hit.
DOUBLE-FIX: As FrozenMaelstrom said, changing it to give the Nerubian Taunt makes it just viable enough to be played.
Mayor Noggenfogger: I love this card. It’s just so stupidly fun. I play it on a full board and watch, laughing my head off, while my opponent desperately tries to get that one point of face damage in and just can’t. I honestly do not want this card buffed. It’s an exclusively fun card, and should never be played on ladder, but man, is it fun. However, if we must, then two simple adjustments make it very powerful. We just need to change its effect to only affect your opponent, and allow attacks and targets to be stuff on their own board. Then, they have a full board, and you have Noggenfogger. You have 1 HP, they have 5. They begin to throw their minions at you but the minions can do nothing but crash into each other. Suddenly, even though it has very weak stats, Noggenfogger becomes extraordinarily powerful, and will be seen in many control decks. However, I still don’t want this; playing both sides with Noggenfogger is just too great.
Chromaggus: I’ve actually seen this card played quite cleverly. I particularly remember one game I watched in which a Hunter exhausted his hand, played a big Taunt, and then Chromaggus. With Chromaggus in play and protected, he refilled his hand very quickly with Quick Shots and Kill Commands, easily taking care of the enemy Hero. But normally, Chromaggus has two main problems: At 6/8 for 8 mana, he’s just a little too slow, and is easily taken care of. When he’s not easily taken care of, he can get out of hand very quickly. He’s best played in Aggro decks, but if you’re playing an Aggro deck and get to Turn 8, first, you’re doing it wrong, and second, your opponent has a Polymorph or Siphon Soul they’ve been hoarding in hopes of using it on something besides 2/1s. I see three potential changes: 1: Make it cost 7 mana. This reduces the tempo loss and the chance of your opponent having removal in hand. 2: Make it create two copies instead of one. This can make it very powerful, but in anything but hand-dump situations, he grows out of hand way too fast and causes you to overdraw. 3: Make it a 4/5 for 4 mana. Suddenly, he fits into a lot more decks, and can completely shift the game around in your favor. Maybe that’s too powerful. Actually, I think 7 mana might be the best solution. I’ll rely on you guys to decide that.
Genzo, the Shark: Two changes will make all the difference in the world: swap the stats, so it doesn’t die so easily, and change the effect to only draw cards for you, not your opponent. Boom, instant fix. Everyone’s playing this card now.
DOUBLE-FIX: Okay, turns out everyone’s saying the drawing card only for you part is way overpowered. Fine, we’ll ignore that and just swap the stats.
Dreadscale: It’s not atrocious as it is, but switching its stats around would make it a lot better. 1 Damage AOE is much better when it can’t be stopped by the majority of 1-Drops. So, yeah, make it a 2/4 instead of a 4/2.
King Krush: Give it Giant Sand Worm’s effect text: “Whenever this minion attacks and kills another minion, it may attack again.” Giant Sand Worm sees little play because as soon as you play it, your opponent immediately uses a removal spell or a couple of cheap minions to kill it, so you never get the full value out of the minion. Making it legendary and giving it Charge for one more mana solves this problem, makes it a pretty good minion, and can clear your opponent’s board singlehandedly and maybe even still get in some face damage. In fact, this might be a little overpowered if Hunter wasn’t in such a bad spot right now. This could give it the tiny bit of control it needs to break through again.
DOUBLE-FIX: Oh, wow. I have received a LOT of bad reviews and hate for this change, including PMs specifically shouting at it. Looking back at it, it is pretty overpowered, isn’t it? Fine, let’s take TheGoldenElf (or whoever actually came up with it)’s idea of letting him bypass Taunt instead. A unique effect that would definitely make him playable, especially in a Face Hunter deck and even some Midrange Hunter.
Illidan Stormrage: Reverse the stats. Done. A 6 mana 5/7 with the same effect is way better than a 7/5.
Gormok the Impaler: It’s too conditional. You’re paying for a Yeti that dies to many 3-drops, just because it can possibly deal four damage if you have four other minions. According to Dispatch Kodo, dealing two damage is worth three stat points, and according to North Sea Kraken, dealing four damage is worth three stat points. Which is it? It all depends, evidently, on how early you can get it out. Two damage in early game is about as good as four damage in the late game. So, let’s take that idea and go somewhere with it. How about changing the Battlecry to “Deal damage equal to the number of friendly minions on the board”? This way, playing Garmok is always good unless you have no minions. He’s an easy way to clear a small minion, or he can be saved for when you have a better board and the big stuff comes out. He’d be crazy in zoo decks. Maybe too crazy - let’s also make him a 3/4, then.
DOUBLE-FIX: Some people believe this to be too overpowered in Zoo. My best idea to fix this would be to add “The damage cannot exceed 5” to the effect. I actually have no idea if that would work well.
Nozdormu: Let’s match this up with the other good Dragon Legendaries, shall we? Change it from an 8/8 to a 4/12, and change its effect to “Your opponent only has 15 seconds to take their turn.” You may think of this as slightly overpowered, but compare it to Malygos and Ysera. Malygos has the same stat distribution and has Spell Damage +5. This makes an Arcane Explosion significantly better than Flamestrike and Swipe incredibly overpowered. Any other spell is just ridiculous. Ysera is just as powerful. At the end of your turn, you get a dream card, each of which is incredibly overpowered - the worst one is probably Emerald Drake, which has the same stats and cost as Ancient Shade without the terrible downside. Both of these are continuing effects. Forcing your opponent to play with only 15 seconds a turn fits right in line with this statline and the ongoing effects of both Malygos and Ysera.
Tinkmaster Overspark: As it originally was, it was too powerful. Now, it’s too weak. Let’s just restore it to its original state and give it the nerf it should have received: -1/-1. Now it’s a 3-mana 1/1 with Battlecry: Transform a minion into a 5/5 Devilsaur or a 1/1 Squirrel at random. Or we could just alter the Battlecry to only affect a random enemy minion, or a targeted friendly minion. Either works.
DOUBLE-FIX: A lot of people seem to think that this minion is perfectly fine right now, despite the fact that I never see him outside of Tavern Brawls. They also say my changes would make him too overpowered. Well, the only other idea I have is to have you Choose One: Transform a friendly minion into a 5/5 Devilsaur or a 1/1 Squirrel at random OR Transform a random enemy minion into a 5/5 Devilsaur. This may be a little weird as a neutral legendary, but I think it’s a semi-decent compromise.
Icehowl: I can see two ways of making this minion viable. First, make it cost 8 mana. Putting this powerful minion out a turn earlier would make quite the difference - as it is, its downside of not being able to attack heroes makes its great statline just…not good enough. Lowering the mana cost makes it a great tech card against many other powerful minions and legendaries. Imagine that your opponent plays a Ragnaros on Turn 8. It’s your turn, you play Icehowl, kill the Rag, and you’re left with a 10/2. Or: Your opponent plays a Bog Creeper, you coin out Icehowl, kill the Bog Creeper, and you’re left with a 10/4. Suddenly, not being able to attack heroes isn’t such a downside, huh? The second way I see is to add to the effect text: “At the end of your turn, silence this minion and give it -1/-1.” This happens at the end of your every turn, meaning that if it lasts four turns without taking damage, it’s just a 6/6. However, this also means that, if it lasts until your next turn, you have a 9/9 minion that can attack heroes. Of course, it will rarely be this simple - initially killing a Bog Creeper with this will leave you with a 9/3 on your opponent’s turn. So there’s an upside and a downside, making the minion far more interesting than it once was. To clarify, the silences will not affect the -1/-1 of stats, but will affect other things, like Blessing of Kings or a Barnes summoning.
Eadric the Pure: I see two ways of making this card way more viable. First, change the effect text to “Change all enemy minion’s Health to 1.” The combo potential is insane here - true, it requires a little mana lowering, but this + Consecration would be an instant opponent’s board clear for 10 mana and 2 cards - pretty darn fair. The second is to give it Taunt. There’s not much 1 Attack minions can do against as 3/7 Taunt, which will allow you to push forward and watch gleefully as your opponent’s minions desperately try to break through this wall. With either of these changes, Eadric the Pure could be very powerful.
The Mistcaller: Easy. Make it a 5/5. The main problem with The Mistcaller is that it gives you a huge loss in tempo, as many 3-drops can kill it. The difference in tempo between a 4/4 and a 5/5 is surprisingly large, as Sylvannas and Thaurissan have proven. The Mistcaller’s effect is nearly as powerful, but with only 4/4 of stats, the only time it’s a good play is when you have a good board, at which point you might as well not play it at all, as most of your minions that would most benefit are likely already out. At 5/5, you’re much more comfortable playing it with only a few minions out, and it pays itself back much more quickly. Alternatively, we could change the Battlecry to “Give all your minions in your hand, deck, and on your board +1/+1.” This makes it a decent play even when you have all your good minions on your board.
Eydis Darkbane & Fjora Lightbane: As 3/4s, they aren’t terrible minions, but the simple effects they have just aren’t good enough. MCT, Earthen Ring Farseer and many others are played over them. So, at the risk of becoming quite overpowered, they must be buffed if they are to be played. I’d say add the effect of gaining +1/+1 whenever you target them with a spell in addition to their current effects. Yes, this can cause them to grow to absurd amounts, but it also forces the opponent to take them seriously, and makes both far more viable in most decks. Right now they fit in nowhere, but with this buff, they’d be too good not to include in some Paladin or Priest decks, while still not fitting every archetype.
Wrathion: Let’s make it kind of a reverse Curator. Change the Battlecry to “Draw cards until you draw one that is not a Dragon, Beast, or Murloc.” This gives a huge bonus to Zoobot decks, which is something they’ve sorely been needing, and allows Wrathion practical use in Hunter, Paladin and Priest decks. In some decks it can easily draw two cards, and a 4/5 6-Mana Taunt with Battlecry: Draw either one or two cards is pretty darn good. Plus, since Murlocs, Beasts, and Dragons are rarely run in the same deck, Wrathion isn’t so powerful that he is a must-have in many decks. This would be the perfect buff, in my opinion.
Cho’Gall: Really, this card could be quite powerful. It’s the Warlock class that’s the problem; not enough spells to warrant use of this minion. For that reason, let’s change its effect to: "Battlecry: Add a random spell that costs 5 or more to your hand. That spell costs Health instead of Mana.” It keeps the original idea but introduces enough RNG into the mix to somewhat counter the addition of the new card and powerful effect. Sure, you could get Dragonfire Potion, but you could also get Anyfin Can Happen. Most of the time it’s upside, though. In fact, the effect may be so powerful that we should make Cho’Gall a 6/6.
Auctionmaster Beardo: Let’s simply adjust the effect to refresh your Hero Power whenever you summon a minion, rather than cast a spell. Minions are more common in most decks than spells, and summoning minions makes it more common still. It’s not really overpowered, because you still have to spend two mana every time you want to use your Hero Power. Look, if Coldarra Drake and Garrison Commander aren’t even played, I highly doubt this is overpowered. It also would find a great place in Reno Priest, fitting snugly in as a fine 3-drop who can double with some great Raza combos. It already does so, but far less frequently than anyone would like. This card just needs to find its place, and this change would create a few places for it.
Sergeant Sally: Tentacle of N’Zoth is a 1 Mana 1/1 that does 1 damage to all minions upon death. Sergeant Sally is a 3 Mana 1/1 that does 1 damage to enemy minions upon death. The change from “All minions” to “Enemy minions” is not enough to warrant an extra two mana. Let’s lower the mana cost by 1 and add two health. Now it can trade with 1 Mana minions and has a decent-ish death rattle - which is fine for a normal minion. As she’s a legendary, we’ll keep the fact that if she’s buffed, she can do more damage. That seems fair. So, to sum up: 2 Mana 1/3, Deathrattle: Deal damage equal to this minion’s attack to all enemy minions. Alternatively, we could just change the Deathrattle to “Deal damage equal to the attack of your highest-attack minion to all enemy minions.” That also seems fair.
Shifter Zerus: Interesting, but way too random. A way to help regulate the randomness and make it a potentially valuable minion that can be controlled strategically is to change the text to “This minion is always a random minion with cost equal to your current unused mana crystals.” So, it’s turn 10, and you draw Zerus. It suddenly becomes C’thun. You don’t want C’thun, so you Hero Power, reducing your mana to 8 and transforming Zerus into a random 8-cost minion - in this case, Ragnaros, Lightlord. You play him. Your turn is over. It keeps the spirit of the original card while being way more helpful and potentially game-winning. You can also control the minions it turns into by spending your mana strategically. It’s similar to Forbidden Shaping, but you can see the minion you’re about to play before you play it, perhaps making it even better.
DOUBLE-FIX: So people evidently don’t want a better, neutral Forbidden Shaping. I can understand that. How about instead it’s “This minion is always a random minion with cost equal to or less than your current unused mana crystals.” This gives it the adaptability it needs and means that it’s always technically playable while not being incredibly overpowered.
Anomalus: Move it to Hunter. Boom.
King Mukla & Mukla, Tyrant of the Vale: King Mukla actually isn’t a bad card. It’s like taking 2/2 worth of stats and giving it to your opponent in the form of cards. It just isn’t used very much right now. Mukla, Tyrant of the Vale, on the other hand, is a bad card. Or, at least, it’s not a very good one. Think of the other 6-Mana 5/5 legendaries in the game; Sylvannas, Thaurissan, ect. Each has a powerful upside that can change the game around. Mukla? He gives you two 1-Mana spells that increase a minion’s stats by +1/+1. To put that into perspective, using both spells on Mukla will make him a 7/7 for eight mana. However, making the spells free would be a bit too overpowered, as suddenly you have a 7/7 for six mana. Such a minion would be run all the time. Instead, let’s make the bananas random, and cost 0. It can randomly add any banana from the “Banana Brawl!” Tavern Brawl to your hand. The inconsistency and RNG trades off with the mana change pretty well. As for the original Mukla, well, it’d only be fitting to have him do the same for your opponent. I’m not sure it would make any difference, but Mukla shouldn’t really be changed anyway. I’m only doing so because of the list.
Yogg-Saron, Hope’s End: None of us want the old Yogg back completely, but the new one is way too easy to get rid of. Let’s just remove a little of the nerf. Yogg will continue casting spells if it’s silenced or transformed. Why? Because the Battlecry has already activated when it’s silenced, so it doesn’t make much sense to stop halfway, and as for transformation, should Yogg’s power not live on through his new form? Besides, both returning Yogg to your hand and destroying it are far more common outcomes than silencing and/or transforming it. This means that Yogg will never be as powerful as he once was, but will still be viable. If we’re still concerned about him increasing in power, then we can let him stop if he’s transformed. I just don’t think that simply removing silences from stopping him will make much of a difference.
Hogger: One health can make a surprising amount of difference. Turn this into a 4/5 instead of a 4/4, and it no longer dies to Flamestrike, Mortal Strike, Soulfire, Dragon’s Breath, Imp-losion, Bomb Lobber, Gormok, or any 3-cost minion except the Ragers (which nobody with a mind plays) and Mukla. In addition, you’re paying 6 Mana for 6/7 worth of stats at bare minimum. In fact, it’s likely to grow into 8/9’s worth of stats. With one more health, it survives so much more that this minion may once again become viable.
Herald Volazj: One of the main problems with this card is that the maximum value you can get from it is three. If you have three other minions and play Volazj, you now have seven minions and are maxed out. This is far too limiting for the minion to be worth it. So let’s lower the health by one (making it a 5/4) and make a simple adjustment to the Battlecry: “Summon a 1/1 copy of three minions that died this game.” This means that Volazj can be played on an empty board and still becomes a viable threat. It fits in with the Priest’s resurrection theme, and is fantastic in a Deathrattle/N’Zoth deck, which looks to be the new go-to Priest deck once Un’goro comes out. My only concern is that it could be a little overpowered, but two minions just didn’t seem worth it. Sure, it’s 7/7 stats for 6 mana, but it’s spread too thinly. Plus, you need to have played some minions with powerful effects or Deathrattles and have them killed in order for the minion to be really good. Three 1/1s seems right to me.
Millhouse Manastorm: Nobody plays this because, even though it’s a big tempo lead, the downside is too powerful. Let’s lower the downside and perhaps make it even more interesting, shall we? Instead of “Battlecry: Enemy spells cost 0 next turn,” let’s make it “Enemy spells cost 2 less.” This is an ongoing effect, unlike the original Battlecry, but it’s far, far less likely to just win your opponent the game. A 4/4 can cost 4 mana, so by playing it for two, you’re essentially giving your opponent those two mana you didn’t spend, assuming they cast one spell. However, because it’s such a big tempo lead, simply having your opponent’s next card cost 2 less wouldn’t be fair, as they likely mulliganed away all their 4 and 5-drops. Granting it this passive effect makes play Millhouse a risky move; it can definitely backfire in the long run, but its stats might be enough to be worth it. At least, your opponent can’t destroy you in one turn anymore. Also, let’s bump it up to a 4/5, because why the heck not?
Princess Huhuran: If we want Deathrattle Hunter to become a thing and/or this card to see play, we have to buff the effect. Probably. Let’s change it to “Battlecry: Trigger all minions’ Deathrattle effects.” So, essentially a Feign Death on a 5 mana 6/5 minion, with the slight adjustment that it also triggers your opponent’s Deathrattles. This makes it slightly more fair and will give you pause sometimes when debating whether or not to play her. This may seem a bit overpowered, and perhaps it is, but I’ve seen Princess Huhuran exactly 0 times in every game I’ve ever played. If we want her to be used, maybe a little overpowered-ness is called for. Just a little.
Hogger, Doom of Elwynn: Make it a 6 Mana 5/5. It’s now still likely to take two hits before being killed and is able to come out a turn faster, which is a big deal in an aggressive meta. If we’re still worried, let’s give it Taunt, which makes it an incredible tool against aggro and able to keep up with a control deck. That might be a little overpowered, though. Just lowering the stats and mana by one could be enough.
Captain Greenskin: The main problem with this legendary is that you don’t always have a weapon to use with it. A simple adjustment does the trick: let’s change the Battlecry to read: “Battlecry: Give your weapon +1/+1. If you don’t have a weapon equipped, equip a 3/1 Shoddy Cutlass.” This also solves the problem it has of not being aggressive enough. If you have no weapon, boom, you have three damage to do with as you please.
The Beast: Making it a 9/9 would be far more fair. If a normal 6-cost minion is a 6/6 (Drakonid Crusher, Leatherclod Hogleader, Kabal Trafficker) then it makes sense that a 6-cost minion that summons a 3/3 for your opponent upon death with have an extra 3/3 of stats. True, 6-mana 6/6s typically have a neat upside, but you’re the one gaining tempo here, which is a good enough upside, even with the bad deathrattle. Alternatively, we could change the minion itself slightly to make it more interesting; How about giving it the Cleave ability (also damages minions next to what it attacks), representing the two heads and how it deal with multiple invaders at once? To balance it, let’s also give Finkle Einhorn either Divine Shield, representing it surviving for months in The Beast’s stomach, or Deathrattle: Add two Spare Parts to your hand, to represent him being a gnomish adventurer/inventor.
Wilfred Fizzlebang: More often than not, you’ll just draw something cheap and the mana reduction won’t be worth it. Plus, it dies fairly quickly, so it’s unlikely to last more than one turn, and the turn you do use it, you need eight mana to get a free card and a 4/4. We can easily make this card far better, though, if we apply the mana reduction elsewhere. Wilfred’s fix is, simply, to make it a 5/5 and change the ongoing effect text to “Your Hero Power costs 0.” You play him, you draw a card for free. Azure Drake is more powerful of course, as it also draws a card and has Spell Damage on top of it, but the potential for Wilfred to draw more cards in future turns is well worth a single point of Spell Damage.
Rend Blackhand: Change the Battlecry to “If you’re holding a Dragon, destroy a minion with 5 or more Attack.” This basically makes it a bigger, more versatile version of BGH, but only if you’re holding a Dragon. If we removed the Dragon requirement from the picture, then it’s a Shadow Word: Death with an 8/4 body. The average cost for an 8/4 body would be 6 mana, and paying one more for a Shadow Word: Death would be too overpowered. However, being able to cast this if you’re holding a Dragon ensures both that it won’t always be able to activate and that it will still activate enough times to be good in the majority of Dragon decks.
DOUBLE-FIX: FrozenMaelstrom suggested slightly fine-tuning this change to destroy a minion with 6 or more attack rather than 5, making it a little more balanced.
Gruul: Giving it +2/+2 is too overpowered, even if it’s exclusively at the end of your turn, instead of every turn. Honestly, it already seems pretty balanced, even though it’s considered terrible and is never played. There are only two real buffs I can think to give it without making it overpowered, which would be to give it +2/+1 at the end of every turn, or to give it +1/+1 every time your opponent plays a card. So, if your opponent doesn't have seven damage on the board, then, in his scramble to get seven damage, he could very well empower it quite a bit and maybe kill it after wasting a few cards or taking heavy face damage. Or he could just have seven damage on the board, which isn’t all that hard. Eh.
Madam Goya: I see two potential changes that could make her playable. The first is to add “That minion activates its Battlecry” to her Battlecry. So, if you were to play this and trade out a Silverhand Recruit for Eadric the Pure, all enemy minions’ Attack would be changed to one, as if you had played him from your hand. And yes, you do select targets. This minimizes the damage than can be done from Madam Goya selecting a poor target. The second is to alter the text to say “Choose a friendly minion. Swap it with a minion from your hand.” This allows you way more control over what minion is sent into the battlefield. It’s basically an instant Alarm-O-Bot effect that comes with a body. Considering that Alarm-O-Bot is 3 mana and a 4/3 body is generally 3 mana, this goes together rather well.
Nat Pagle: It was once nerfed. It’s time to undo that nerf. Sure, it was a little too powerful at the time, but these days the meta is completely different, and there are constant expansions and adventures that guarantee it’s unlikely to be that powerful again, and there are even better card draws these days. Mana Tide Totem, Nourish, and Divine Favor are all card draws that are just as good, if not better. Besides, with the grand stats of 0/4, it’s unlikely to last long enough to be very helpful anyway. At least, however, it could be played.
Prince Malchezaar: Actually, this isn’t terrible. I mean, it never should see serious play on the ladder, but it’s fun to put in your deck and experiment with random legendaries. However, if we do want it to see some play on the ladder, then we have to remove some of the randomness from the equation. My first solution is that Malchezaar shows you the cards he’s going to shuffle in before he shuffles them. Then you can play your game with the knowledge of what new cards are in your deck and act accordingly. My second is a little different; let’s change Malchezaar’s text to read “When the game starts, Discover 2 classes. 5 extra Legendary minions will be shuffled into your deck from them.” This allows you a little control over what goes into your deck and some idea of what it might be. Though if Paladin showed, up, everybody would always choose it. The chances of Tirion Fordring or Ragnaros, Lightlord being in your deck is just too good to pass up.
Lorewalker Cho: It’s always been kind of a joke card, and I see no reason to change it. Still, if you insist it make a presence on ladder, I suppose a suitable buff would be to change the effect text to “Whenever your opponent casts a spell, add a copy to your hand.” Played right after a big taunt or a powerful minion, it can easily make them think twice before using a spell to get rid of it. Still not incredible - actually, I’d probably make it a 4 Mana 3/4 or a 5 Mana 4/5. Maybe.
The Boogeymonster: This is heralded as one of the worst legendaries in the game. I mean, first it has to attack and kill a minion before it even has average stats for its cost, and you couldn’t even deal 8 damage the first time around. It’s unlikely to survive longer than maybe two turns, and will never grow enough to be worth the effort unless you’re playing Priest and your opponent keeps throwing down 1-drops. I’ve actually heard the theory that this is on purpose: That Blizzard made the card so terrible in order to instill fear upon you when opening WotOG packs. Every time you get a legendary, you’re praying “Please, don’t let it be The Boogeymonster!” So the Boogeymonster, the embodiment of fear, causes you to fear when opening packs. It’s a doubtful, but interesting, theory. Surely, though, we can make the minion good while still instilling this sense of fear? Well, to do that, we can’t keep the original spirit and effect of the card. It’s going to have to be completely altered.
How about this: 8 Mana 10/10 with Stealth. Effect text: “At the start of your turn, destroy a random enemy minion and deal its stats as damage to your hero.” Incredible stats paired with stealth and a powerful effect, but at a huge risk to yourself. Killing an Icehowl alone will deal twenty damage to your hero, but then again, killing Thaurissan will only deal ten damage and will get rid of one of the best 6-drops in the game. Also notice how it kills a minion on the start of your turn, rather than the end. This gives your opponent a turn to prepare. They could trade around, making sure it kills something like a Magma Rager or maybe something that would do lethal damage to you on your turn. Playing it against a Priest could potentially end the game, as they play Lightspawn, Divine Spirit, Divine Spirit, or any number of other health-buffing plays. Against Paladins, Blessing of Kings could be used on a Silver Hand Recruit to attack for five, then hit you for ten, among other combos. The thing is, you play The Boogeymonster, and then you live in fear while your opponent takes their next turn, not knowing if your opponent can do something that will kill you, right then and there. On the other hand, if your opponent can do nothing, then they themselves live in fear, as The Boogeymonster is killing off their board and can hit for an incredible amount of damage. In either situation, one of the players always has a knotted stomach.
Or, if you don’t care about that whole fear thing and want something to do with what the minion used to be, then we could just give it Stealth and make it 7 Mana.
DOUBLE-FIX: In keeping with the card’s original spirit, there are two suggested changes I really like, the first being TrevoRaven8’s change of making it a 8 Mana 7/7 Taunt with “Whenever this kills a minion, gain +2/+2.” The second was FrozenMaelstrom’s change of giving it Stealth in addition to the +2/+2. Of the two, I honestly like TrevoRaven8’s a little more. I’m not sure giving it Stealth in addition to the current effect would change a whole lot, and the added bonus of gaining +2/+2 even when a minion trades into it could make it viable.
THE BIG ONE:
Majordomo Executus: A 9/7 with Deathrattle: Lose the Game for 9 Mana is horrendous. Let’s fix that. I’ve come up with five ways of doing this, and here they are, ordered from my least favorite to my favorite.
1. Make Majordomo 8 Mana. His stats will be only one point off average, and making a card playable a turn earlier than usual can turn everything on its head. It’s doubtful this would do too much about you losing the game, but at least the stats now line up correctly.
2. Turn the Deathrattle into a Battlecry. Having Ragnaros as your Hero instantly will make an enormous difference. Through Emperor Thaurissan or Aviana/Kun you can use Alexstrasza to raise your health instantly, or you can coin out a hero power that could win you the game or remove the immediate threats to your measly 8 Life.
3. Give Ragnaros 15 Life. Really, the main problem with the Ragnaros hero is that, at 8 Life, he can be killed quite easily by all classes. Yes, it might initially seem overpowered to give him Jaraxxus-like health on top of a 9/7 minion, but Ragnaros’ Hero Power is notably weaker than Jaraxxus’ and he has no weapon, making this a somewhat fair exchange. Perhaps Majordomo could be an 8/7, if we’re really worried.
4. Let you control Ragnaros’ Hero Power. This alone makes the Ragnaros Hero way more viable. You can eliminate threats to your low health, or do 8 direct face damage when he’s only got a couple 1/1s or minions with powerful Deathrattles, like Sylvannas. It can also be used as a win condition - get your opponent to low health, kill Majordomo, 8 damage to the face. This minor change makes the Hero far more versatile, and giving him such an overpowered Hero Power would be a nice balance to his very low life total.
5. Replace Majordomo’s Deathrattle with “Battlecry: When your hero takes fatal damage, replace it with Ragnaros the Firelord.” Much like Dragon Consort’s effect, this takes place even if Majordomo dies. There are a couple reasons this is far better than turning you into Ragnaros upon Majordomo’s death. The first is that your opponent has to kill you before you turn into Ragnaros, which, at worst, gives you a guaranteed 8 extra life, while normally if you had, say, 20 life left, your opponent could kill Majordomo with a single removal spell and then use his minions and other spells to kill you easily. The second is that, if your opponent can’t do that extra 8 damage, you suddenly are still alive and you have one of the most powerful hero powers in the game, giving you one more chance to win the game right there. While it’s not quite as powerful as Ice Block, as you can’t Reno and it just takes eight more damage to really kill you, you do get a 9/7 on top of the effect. A minion that trades out three stat points to give you Ice Block would be pretty overpowered, but in this case, it would be pretty fair, and would see way more play than it ever has before.
So, what do you think about the changes? Are they great? Horrible? Should I be banned? Is this even the right place for this topic? Why are they called Hot Dogs if they aren't made out of dogs? I'd really like to know!
@nomad_ninja: I could, but it would take quite a while. As I hope the changes are very clearly explained, I don't believe it's necessary.
@scout1515: The Wild players do. :P Actually, though, if you'll read the beginning of the post again, you'll find that I mentioned I was "fixing" only the legendaries mentioned in the article I brought up. If I hadn't followed the article, I would not have included Knuckles or King Mukla. However, I did. The article talks about those cards, so I "fixed" them, regardless of when they're leaving Standard.
@TrevoRaven8: That's a very good idea! At least, it's likely better than my second Boogeymonster idea (7 Mana, Stealth). The only reason the Stealth one could be a little better if because Stealth kind of fits the idea of it being the Boogeymonster. But, unlike mine, yours could very see play, so yeah, good job!
I gave up reading after "Acidmaw should be 4 mana in a class that also has UTH" and "Rafaam should give a spell supremely better than the new Dinosize and it should cost 1 less."
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Better keep the legendaries bad but flavourful.. don't make them good, except sally which should cost 2 mana with same effect.. you can't make all cards good specially those costing 1,60 dust or good pack rng.
@Havefun31: Again, I only did cards that were featured in the article I mentioned. Maybe they don't qualify as terrible legendaries, or maybe they do. Regardless, they were in the article, so I did them. I do completely understand what you mean about having those legendaries in fun decks - if you'll notice, I complained about having to change Lorewalker Cho and Noggenfogger for the same reason. The point of the list, however, wasn't to make them incredibly fun to play, but rather slightly more interesting and/or viable in ranked play. Love your name, by the way; there are too many players out there who forget to just have fun with this game.
@CrovaxTheCursed: That's exactly why I need feedback on this; I'm not exactly an expert in card design, and I was positive I made plenty of mistakes. Thank you very much for pointing out two of them! And, yes, it might be painful to read something so poorly written, but it would be a tremendous help if you, or anyone, could find more things that are wrong with the so-called "fixes." I would genuinely appreciate it. :)
@DoubleSummon: Well, if you say so. :) I'd be happy to keep some of these the way they are, but others are just so awful that they don't see play in any decks, fun or otherwise. I doubt there are that many people out there who make use of Acidmaw in its current state. And while the change I proposed might be incredibly stupid, I certainly wouldn't object if Blizzard were to change it. Well, actually, considering it's leaving Standard so soon, it wouldn't matter, but you get the idea. :P
Most of this cards aren't terrible. They're just not being played in the meta. Some could see some fixing and some don't need it, but the legendary that should get a rework to make it playable is Illidan Stormrage. Such an iconic character is just being dusted by thousands.
Hope to someday see a meta where he is being played.
Rebrand name to: Make Legendaries OP as fuck and get a massive paywall to new players and f2p players.
Two cents on stuff I played and can tell.
King Krush: You proposed something that can hit 8 dmg to the face or more if buffed by other cards while killing through a Belcher and a Deathlord. Not cool bro.
Tinkmaster: Targeted neutral Polymorph minion is broken.
Krul the Unshackled: He's perfectly balanced and in Wild format he's really strong coupled with Mal'Ganis or dropped from Voidcaller
Prince Malchezaar: He's a perfect fun card as he is, you made him bananas broken and made unfun changes. I do like Malchezaar dropping neutral legendaries and create what the fuck with surprising synergies. Made Wild rank 5 playing him in a Renolock. + all the other changes to other legendaries would make him busted. You are proposing to make one of the most entertaining cards in Hearthstone into a Yogg-Saron horror.
Lorewalker Cho: Changes you proposed would make him staple in Buffadin and beyond broken.
Wilfred Fizzlebang: change would make him more viable but insanely generic and boring. In a Renolock summoned with Malchezaar he can provide busted value.
Madam Goya: She just needs better stats and she's fine as she is. The change you propose is horror made manifest as she could pull something like Mysterious Challenger or Dr Boom.
Rollback Post to RevisionRollBack
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
@TheGnegno: I totally get where you're coming from, and I really do appreciate your feedback!
King Krush: Yes, that very well could be overpowered. How would you change it to be played more? Maybe we could give it "Can attack twice per turn"? Or would that still be too powerful?
Tinkmaster: True, but I can't seem to find many ways of buffing him while keeping him not-OP and keeping the spirit of the card. I suppose someone else has a brilliant idea about it, but I certainly don't.
Krul: he's great in Wild - no doubt about that. But I've seen far too many complaints to say that he's incredible in Standard. At least, I don't find the effect to be as great as any of the others. Maybe that's just me, and I'm totally wrong. Sorry.
Malchezaar: I actually completely agree here. I love playing Malchezaar, and the surprise is a big part of the fun. This is an idea to make him viable in Ranked, at the risk of him being broken. I don't think the change should ever be implemented, but it's still a change that would work.
Lorewalker Cho: I don't see him as broken, but then, I didn't see Patches as broken initially, so I'm extremely likely wrong. Would you, or anyone else, have a better change? I'd be very happy to hear it.
Wilfred: I'm not sure I would find that generic and boring, but different strokes for different folks. You may very well be right.
Madam Goya: This is the one I kind of have to disagree with. It's pretty well-established the Madam Goya, as she is now, isn't good. The only class she's even made much of an appearance in is Paladin, where she can replace a Silver Hand Recruit with something would potentially be better. However, even then, you're left with a dead draw somewhere in your deck. She can't simply be put into a normal deck or she'll never find value. Building a deck around her weakens the deck as a whole, as you need both cheap minions, to be worth replacing, and giant ones, that you'll hope will get out - and you can only use her once. What I've basically done is have her Battlecry turn another friendly minion into an Alarm-O-Bot, which makes her way more viable and able to be used strategically. I suppose I could have her make the minion wait a turn, so the opponent has the opportunity to kill the minion before it switches, but I don't think this is terrible. Then again, I could be totally, completely wrong, and if this actually happens all Hearthstone players will curse my name for years to come.
@TheGnegno: I totally get where you're coming from, and I really do appreciate your feedback!
King Krush: Yes, that very well could be overpowered. How would you change it to be played more? Maybe we could give it "Can attack twice per turn"? Or would that still be too powerful?
Tinkmaster: True, but I can't seem to find many ways of buffing him while keeping him not-OP and keeping the spirit of the card. I suppose someone else has a brilliant idea about it, but I certainly don't.
Krul: he's great in Wild - no doubt about that. But I've seen far too many complaints to say that he's incredible in Standard. At least, I don't find the effect to be as great as any of the others. Maybe that's just me, and I'm totally wrong. Sorry.
Malchezaar: I actually completely agree here. I love playing Malchezaar, and the surprise is a big part of the fun. This is an idea to make him viable in Ranked, at the risk of him being broken. I don't think the change should ever be implemented, but it's still a change that would work.
Lorewalker Cho: I don't see him as broken, but then, I didn't see Patches as broken initially, so I'm extremely likely wrong. Would you, or anyone else, have a better change? I'd be very happy to hear it.
Wilfred: I'm not sure I would find that generic and boring, but different strokes for different folks. You may very well be right.
Madam Goya: This is the one I kind of have to disagree with. It's pretty well-established the Madam Goya, as she is now, isn't good. The only class she's even made much of an appearance in is Paladin, where she can replace a Silver Hand Recruit with something would potentially be better. However, even then, you're left with a dead draw somewhere in your deck. She can't simply be put into a normal deck or she'll never find value. Building a deck around her weakens the deck as a whole, as you need both cheap minions, to be worth replacing, and giant ones, that you'll hope will get out - and you can only use her once. What I've basically done is have her Battlecry turn another friendly minion into an Alarm-O-Bot, which makes her way more viable and able to be used strategically. I suppose I could have her make the minion wait a turn, so the opponent has the opportunity to kill the minion before it switches, but I don't think this is terrible. Then again, I could be totally, completely wrong, and if this actually happens all Hearthstone players will curse my name for years to come.
Someone had an idea that King Krush could bypass taunt. That wouldn't make him overpowered but it would make him more unique and playable. About Krul, I think if a card sees play at least in some competitive deck it doesn't really need a buff. Krul is one of those, he's pretty good in wild and all legendaries don't need to be incredibly good, just good enough that they'll be decent options in some decks.
So...I guess its time to see what I think of this post, it gave me entertainment through my Drama Theory class, its time to give it the feedback it deserves. Lets Begin!
Moroes: Moroes is a peculiar cards, and changing him into too powerful of a way could be quite the problem. He isnt great, he's a 2/2 on stats for 3, that will grow over time IF you can protect him, so that isn't exactly good, but making him a two two is both a little bit meaningless, and also a little less fair for the opponent. Moroes should have a window where he can be answered, especially by the classes that have very limited board clear options that deal with him. Look at Druid, that dreaded beast that is throwing 10/10 jades at me whenever I try to play, how would they deal with a 2/2 stealth minion thats just pumping out persistant value in something like Priest or go wide paladin? Honestly, i dont know, right now the answer is swipe, and...thats it. I think Moroes is teetering on a line, and id rather him stay on the worse side of it rather than give a whole load of decks this tool that is just unfun to fight against because you physically cant answer it.
Acidmaw: This card is a Kappa-fest, and it always will be. Making it four mana makes it hilariously broken, and however much id love to try that, I know full well it wouldnt be good for the game. Acidmaw really cant be made good while keeping any of the flavour of the card, and, given the fact that its also rotating into wild, buffing Acidmaw seems like both a misuse of resourses for the HS team, and a bit laughable in how much he'd have to be balanced as to not break hunter.
Arch-thief Rafaam: This card really doesnt need any changes, maybe giving him +1 attack would be fine, but the Artifacts he gives you are all powerful in their own right. The Mirror is good, but only when you're behind, and it gets worse the more your winning. The inverse could be said about the Lantern, because if you have a board, you're suddenly slamming in for at least 10 damage off of 1 card, and probably winning the game, or coming close. And while the timepiece seems hilariously underpowered in comparison (It is) Decreasing its mana cost wont help that, nothing will, at least nothing that keeps the flavour and doesnt make its swing potential idiotic. Rafaam is fine as is though, and I dont think he needs a change.
Darkfisher: This card is bad. Giving it +1 attack may or may not change that. Stormcrack will still kill it. It will still probably trade even with the +1 attack, because it will soak up ~2 minions, but also possibly draw the opponent a card. I think its fine, Totem Golem wasnt busted (sorta), and it had overload synergy as well as a less meaningful downside.
Skeleton Knight: I like this card, its funny, its occasionally useful, but I think that giving it +2 in stats is going a little overboard, and I think that a 7/5 would be perfectly fine. making it a 7/6 makes it very hard to remove, and, considering you may be able to play it over and over if your deck is heavy enough, i would be worried about the balance. But not to far off the mark, and either change could be the right one for a card like this.
Knuckles: Agreed, its a good card, hunter simply doesnt need it in most decks. Ive tried him, he's pretty okay, its he like, broken? In either direction? Not really. I like 'im, and im gonna keep trying to make huntard a controlling master.
Bolf Ramshield: I feel bad for Bolf. Fixing Bolf is hard, because its hard to see what a card like him actually needs to be objectively good. I honestly like your idea, about making him give you attack, but giving you a war axe in return for it, thats...weird, I think it should only be during your opponents turn, because that makes it so that you cant swing in for 3 at face very turn if you so desired. I think that Hexproof (Your spellshield, HS "Cant be targeted") Would be going a little overkill, given the fact htat the original 'point' of Bolf was to keep you safe from face spells. I think that your concept overall is good, just maybe a little too good, and reeling it back could bring an interesting tool into Wild for people to play with in control.
Krul the Unshackled: This is going to be the first of many card which I will say this, but Krul isnt bad, his buildaround tools simply arent there. We dont need a different Krul, we need better demons for him to pull, and, in Wild, and hopefully the future as well, we will get those demons, and it will be hilarious.
Anub'arak: God I love this card, and I personally feel the issue is that yeah, your opponents just ignore your 9 mana of valuetown to just hit the face. I think the card is really close to playable, and I dont think that giving him taunt is a good idea, the face has to be the place sometimes after all. However, i'd personally put forward the idea of giving the 4/4 Nerubian he spawns taunt, allowing you to effectively trade him off, and get an unavoidable body that they have to deal with. I dont quite like changing his stats though, him only surviving one hit makes sense when, unless transformed or silenced, he is in fact infinite value.
Mayor Noggenfogger: (Insert Kappa) No changes, but iz 2 gud, need nerf. (Insert Kappa)
Chromaggus: This card is...a special snowflake. His value is immense if you start rolling with him, the issue is, that he's just a tiny bit understated, and a tiny bit too slow. I think Chromaggus is a wonderful budget option. As well, being part of an adventure, we can afford to say "He is a budget option", especially when moving him into wild, he will not be able to see play against the other dragons in the same decks, and he isnt really a dragon card, more of a value one. I think he's fine, and if he had some more time in the sun i bet he could prove that. But for now, off to wild with you!
Genzo, the Shark: Swapping his states makes sense, but making the effect only affect you is a little bit...bullshit. One sided draw effects like that which you can have happen again and again is absolutely bonkers, and its why Jeeves was a mirrored effect, and, more importantly, why killing him was a difficult choice. Genzo should have that same kind of difficult choice if you and your opponent are both running low, do you attack and get some cards, but give them cards as well, or do you hold back the damage and the cards in hope that you can out value them with what you have? Thats interesting, and Genzo could become a mainstay if he finds the right kind of rush deck to be put in.
Dreadscale: Sees (very limited) play, mostly because the deck he goes in, once again, fails to have build-around. Control hunter isnt a thing, therefore, Dreadscale is awful. I bet that one day he may not be so bad in wild, and he wasnt even bad at his time in standard, and I dont think he needs a change.
King Krush: This is (i think) the only card that really made me throw up a little at how obscenely broken the fixed version is. Just, letting him effectively bypass taunts, and kill them, and then go face is absurd, and with no opponent interaction, its even worse. I hate this design, and while King Krush needs a change (Probably just make him an 9/7 and see if that flys as a midrange finisher) giving him this wacky ability to absolutely demolish a board is not what I want to see in an evergreen card. Not for hunter at least.
Illidan Stormrage: This illidan you've made is playable. I like it. Its really fucking powerful in tempo decks, but holy crap would it be a nice 6 drop considering the areas generally weak competition. I like it, its a little pushed, but a little pushed is good every now and then.
Gormok the impailer: This card is seriously powerful as is. I know, its hard to see, but trust me, I have been killed multiple times by a Zoo-lock in the past who just kills off my only taunt with a pop four damage and an even harder to handle board. Giving him a perpetually usable effect, that can do the exact amount of damage you need in a zoo deck is just too much, and it makes him broken, even with the reduction in stats.
Nozdormu: Nozdormu is a meme. The good kind. The kind that doesnt need changes. The kind where I play this in the background and have usually won by the time that its over: https://www.youtube.com/watch?v=eXBqf4Gfuo0
Tinkmaster Overspark: Tinkmaster is...oddly fine right now, he is a decent body, good effect on your own 1/1's or your opponents massive single minion tempo swing. Is he perfect? No, but targeted polymorph is dumb, and always will be, because neutral cards should not be more powerful than a classes primary removal.
Icehowl: I think that the effect you're giving it is really cool, interesting, and honestly something that another legendary concept could use. But Icehowl isnt that legendary. Icehowl should be this massive charger, and you can silence it on your own terms for the massive pyroblast of damage he could give you. Besides, your text is confusing, because would silencing him also negate the loss in -1/-1? I dont know, and thats an issue within the clarity of cards (Not that blizzard minds a lack of clarity)
Eadric the Pure: Nope. I refuse to put a one sided equality into this game. Its broken and gives control paladin even MORE options. Eadric is fine, maybe not great, but certainly okay.
The Mistcaller: Give control shaman tools? Yes. Will +1/+1 make it playable? Id hope so, the Mistcaller is really cool, its just...way too weak.
Eydis and Fjora: Eh...these two cards are...meh. Let them gain +1/+1, sure, make them win more when they go off, the issue is the lack of actual impact with them, but eventually the risk of them not sticking loses to the reward, and them gaining +1/+1 may be the perfect way to do that.
Cho'Gall: Nope. Again, short and sweet, Cho'Gall lacks the spells youd want to play off of him, NOT the card itself. Cho'Gall is fine, enough said.
Auctionmaster Beardo: Yeah...making it minions wont change it. Its not a flashy, stellar legendary, but its pretty good as is, honestly, and it works in Reno-priest, among a select few other fringe strategies, and I like it that way.
Seargent Sally: Oh god, this card, its a card that honestly shouldnt exist, because its trying to be a fixed GvG Sheep, but it simply isnt. I think Sally is 'Fine', but only in the loosest turn and id personally replace her design entirely rather then try to balance her.
Shifter Zerus: Nope. Objectively better Forbidden Shaping isnt the Shifters job. The Shifter should be a little bit of a random roulette, something where you have to strike the iron while its hot or miss the opportunity. When you can consistantly bank on having an on curve (and predictable) play, thats too powerful. Zerus is fine, and fun, and kinda goofy.
Anomalos: Nah, Mage is fine with having this big bloke, he will never be good with his current design, giving it to hunter wont fix it either, but honestly, maybe Elemental synergy will make him playable *Brode Laugh*
The Mukla Brothers: Both of these cards are fine, while regular Mukla hasnt seen play in a while, he has his spot, and his niche will likely come again, and Mukla of the Veil? He gives spells to fuel synergies, he's a decent body with decent buffs, overall he's fine, not stellar, but again, thats simply not what every legend should be.
Yogg: Yogg is fine. He needs to be 'bad' in order not to fuck up tournaments like an asshole.
The Hoggers: This is a case of weighing potential vs given values. Giving either of them changes is risky, because either can spiral out of control in the right deck, and making that easier wont exactly be a good thing. the OG Hogger is fine, because he gives you 6/6 of stats for 6 no matter what, and can give you more. Doom of Elwynn, while he is slower and certainly weeker, can be easily healed, is a good trading target, and isnt too far off of the average expected stats, 1 hit actually giving you an 8/8, which is above average. Neither need changes, even if they arent currently seeing play.
Herald Volazj: I think that your design is exactly what priest not only needs, but could seriously use to push the new quest that theyve gotten. making him guaranteed value in a deck is good, and the little bodies make it so he isnt overpowered (Along with the fact that you can always rez zomething shitty) I like it, and its actually really fucking cool, but its sad to think this really unique design may not see the light of day in game.
Millhouse: Millhouse manastorm would be much worse giving any sort of ongoing effect. The key thing about his effect is two fold, number one, your opponent needs spells worth playing, and number two, they probably want to kill him. Wanting to keep him around for the effect, and worse yet, being able to, would be a huge detriment against many decks (Jade Druid, Miracle Rogue, Pirate warrior) And in his current form, he's fine. not wonderful, not stellar, not the two drop legend everyone wants, but fine none the less.
Princess Huhuran: No build-around, doesnt need to be a better card, needs a good t4 deathrattle play that Hunters enjoy, or something that gives heafty, guaranteed value, which we currently dont have.
Captain Greenskin: One more time, say it with me, no buildaround. However, this time, your changes are stellar, and a nice little 3 attack weapon would be glorious if you're running out of steam, or need to get rid of something vital while having a little flexability at the top end of a pirate deck. I like it.
The Beast: I think this is a tough call, partially because the beast is fairly pushed as is, being a massive minion for 'cheap' that requires immediate attention given its massive attack value. The reason the beast doesnt see play is because giving your opponent a 3/3 is a very risky endeavor, because not only do they kill your tempo, they gain even more themselves. I think the beast should give the opponent a 3/2 instead of a 3/3, and see if that is a balance idea, because the difference between a 3/3 and a 3/2 are quite frankly huge, just like the beast.
Wilfred Fizzlebang: BEHOLD THE ABSOLUTE POWER OF AN ACTUALLY GOOD WILFRED FIZZLEBANG! The current wilfred has no place, and no deck that is anywhere near good can be built around him. Giving yourself free draw off of him is actually really good, even if its only temporary, and gives you a load of card advantage even with his poor body. It would push him from unplayable to maybe playable, and thats more than enough for a card like this.
Rend Blackhand: I love your design, but I think that it should be 6+ attack, because in the 5+ form, its just insane. I think giving it more of a general use would be nice, especially because not all cards that need destroying will be legendary, and you wont always have rend in hand when it is.
Gruul: Any 8 drop currently holds to see if it can replace Ragnaros. I think Gruul may be fine as is, even if he isnt bonkers. Making him reliant on your opponent playing things is risky, and possibly worse, while giving him mad attack doesnt exactly make him better so much as more of a win condition, which I dont believe neutral, non build around cards should be. Again, not a stellar card, but not a bad one either.
Madam Goya: I think making her a 4/4 with your "replace with a minion from your hand" Is the best solution. It encourages cheating out something big, like a good deathrattle in a deathrattle deck, but doesnt trigger battlecrys, but lets you repeat them if you insist. This could be an interesting card, and a lot of fun too.
Nat Pagle: This card could be un-nerfed, and still probably be fine. We have a card for shaman (0/3 totem, draws card, cant remember the name) And it currently see's play solely due to the one guaranteed card, and so, giving it a neutral and unreliable cousin, I think thats fine.
Prince Malchezar: Nope. No changes. If all legends were passable, Prince would need exactly 0 changes, because he would almost never give you dead cards. That is all, no changes needed to this fun card.
Lorewalker Cho: N...no. No touching the NoxiousGLHF Memes. He gets to keep this hilarious card. also there is no way to fairly buff him without making him dumb.
The Boogeymonster: Uhhhhhhhh wat? Your new guy is a little bit...painful. Literally and metaphorically, I dont think your new version is particularly good, better surely, but it also just abandons the fairly unique concept that the Boogeymonster had, which was growing as it kills. Killing things for value can obviously work (See finja) But i dont think it can just be stats. I think it would be interesting if the Boogeymonster also gained stealth ontop of its +2/+2 abilities, but just making it a massive both with a big upside but an unplayable worth downside is a little too far off the mark for me personally.
Majordomo Executus: Oh god, there would be a lot to go through if i agreed with even one of these, but here's the two things about Majordomo which i've taken note to. #1, he's an adventure legendary. He should be a little bit below playable if he's not one of the centerpiece legendaries, and in this case, he is, maybe he is a little bit too weak, but he's not replacing a legend in any pack, and that makes it fine. #2, he's hilarious, fun, and super duper cool, and I think that him being the way he is, even if its unplayable competetively is fine.
So...that was a lot, but TL;DR Thanks for burning my college time away when I shouldve been working on a paper, I loved every moment of it!
Well, it's been a while, but I did finally get around to double fixing several legendaries. See my original post for details. I'm sorry if a change you really liked or thought was necessary wasn't put in - this is all based off my opinion and judgement, which, more often than not, is wrong. Thank you everyone who reviewed these changes, and especially FrozenMaelstrom, who took out a lot of time to review every change (except Wrathion, for some reason)! I appreciate that quite a bit, and hope you enjoyed reading it through, as bad as it may be.
Also, just because they're "double-fixed" doesn't mean they can't be triple-fixed or quadruple-fixed. Suggestions and reviews are taken seriously and wholeheartedly appreciated!
New member here. I've been playing Hearthstone for some months now, and after seeing this, I had the sudden realization that there are a ton of awful legendaries floating around Hearthstone. That doesn't seem right; I mean, I want to be incredibly excited to get legendaries in packs, and when the end up being The Boogeymonster... yeah. So, because I was bored and had little else to do, I came up with ideas to fix every legendary on that list. By "fix," I mean to turn the cards into good ones, or at least ones that aren't unplayable. This is my first time experimenting with changing or creating cards, so any feedback is hugely appreciated. Are they OP? Would they still suck? Are they too weird? Please do tell me. And feel free to reply with your own ideas.
I actually have no idea if this is where something like this would go, but it's my best guess. I didn't want all my time to have been totally wasted, so I felt the need to post it somewhere, anyway.
EDIT 5/1/17: After receiving a large amount of feedback, I’ve made quite a few changes to these “fixes.” Every card changed will have an additional section marked “Double-Fix” that details how it should actually be changed in comparison to how I originally had it. I offer huge thanks to everyone who reviewed, especially FrozenMaelstrom, who contributed a lot to the Double-fixes and whose ideas were often much better than mine.
I would like to remind everyone that I am changing every card mentioned in the link I provided. There are several cards (Prince Malchezaar, Lorewalker Cho, Mayor Noggenfogger, ect.) that I seriously don’t think should be changed, but it says to change them, so I will. In addition, some of these legendaries are good in a vacuum or on paper, but lack the cards they currently need to make them worth using. These cards will still be changed to be used now, rather than in a future with cards that work with them. Again, these changes are to make the cards viable on ladder, regardless of whether they’re in Wild, Standard, Fun Decks or Serious Decks. Keep that in mind, and also that I really suck at making card changes. Thank you!
So, in no particular order:
Moroes: Make it a 2/2 instead of a 1/1. Way too many things right now can kill a 1/1, even with Stealth, and if you don’t get at least three turns off Moroes, he’s terrible. Having him be a 2/2 makes him less susceptible to AOE like Maelstrom Portal and Ravaging Ghoul, and at worst you get 3/3 of stats for 3 mana, with potential to get much better.
Acidmaw: Control Hunter will never be a thing - but Midrange Hunter and Face Hunter with one or two control elements have been and could be again. I use Explorer’s Hat in my personalized Reno Hunter, and it’s saved my life more than once, but in most other decks, it’s horrible. The same should be done, kind of, with Acidmaw. We have a potentially very powerful and damaging minion, but the problem is that it requires you to have a ton of bad minions out, which isn’t a good thing for any Hunter deck this late in the game. We need to make it able to come out early enough so that cheap minions are still being played, cheap enough to combo well with other cards, but not so cheap that it’s just killed instantly. All of the above can be accomplished by making the card 4 mana. Aside from Dispatch Kodo and maybe Houndmaster, no incredible 4 mana Hunter minions really exist, so it’s not like including it would be detrimental to your deck. At four mana, it’s easy to use this minion to remove a big threat or force the opponent to remove Acidmaw itself before throwing out some stuff on the board. And remember, turns 4-5 are vital in every Hearthstone game. Anything that gives you near-complete control of these turns is very helpful. If Acidmaw is simply reduced to 4 mana, he fills in a slot and can be used in nearly every Hunter deck for that little bit of control they need.
DOUBLE-FIX: Everyone has clearly informed me that four mana would be hilariously broken, so, let’s raise the bar. How about five mana and lowering the health by one, making it killable by virtually anything? In addition, let's change up the processing order behind the game a little, so that if it takes lethal damage, it will die before it is able to activate the effect. Such changes have been made before.
Arch-Thief Rafaam: Alexstrasza has an incredible Battlecry and is an 8/8 for the same cost as Rafaam. Rafaam’s Battlecry is slightly worse, so let’s also bump it up to an 8/8. Then, let’s make the Artifacts more powerful by reducing the mana cost of two of them. The Timepiece of Horror should cost 5 mana, not 10. Arcane Missiles does a third of the damage for a tenth of the mana. Lantern of Power is just adding a Faceless Behemoth to your board, which is a terrible minion, and requires you to already have a minion out. Let’s make Lantern of Power 7 mana. As for Mirror of Doom, is it too much to say that filling your own board with random 2-cost minions should cost 10 mana? And these are 3/3s, which are typically better than 2-cost minions. Mirror of Doom can stay at 10 mana.
Nat, the Darkfisher: Giving him one more attack would be nice. Add one more attack, and a 3/4 for 2 mana is pretty darn good, as Totem Golem has shown, and can trade for a 3-cost minion and even some 4-cost minions. The downside would be terrible if it didn’t only work 50% of the time. As it is, it’s pretty fair. A neutral 3/4 for 2 mana is worth the downside. A neutral 2/4 for 2 mana is not.
The Skeleton Knight: Make it a 7/6 instead of a 7/4. Those extra two health points will make a huge difference, as the main problem with this minion is that it exchanges tempo for a possibility of eventual revival. This change makes the tempo loss minimal, while still having the interesting effect. It might initially seem overpowered, but there are a number of minions that would still be run over it - even excluding legendaries, a 4/5 Taunt with Divine Shield is considered significantly better than a 7/6. Without the Deathrattle, even Boulderfist Ogre would be played over it. With the Deathrattle, however, you have the chance to regain this minion, making the trade worth it.
DOUBLE-FIX: In fine-tuning this guy, I’ll take the advice of FrozenMaelstrom and make it a 7/5. Now it can’t be instantly killed by a huge amount of things, but isn’t so terribly hard to get rid of.
Knuckles: Um, this card is good. I’m not sure why it’s on here. If you play Hunter, this WILL be useful someday. And you WILL play Hunter at one point in the future. If we want it to be useful now, however, then we can fix it, I suppose. Add one mana and give it Charge. There. It’s now very useful.
Bolf Ramshield: Give it “Your Hero always has +3 Attack” in addition to the current effect text. This means that minions going face to kill Bolf without taking damage is no longer viable. As Misdirect proves, if a minion attacks your hero while he has attack, the minion will still take damage according to the attack. This also means that, on your turn, you can take advantage of Bolf’s invulnerability, attacking with both your face and the minion while taking no damage yourself. Maybe also give Bolf Spellshield (Can't be targeted by hero powers/spells), just to make sure the opponent can’t Polymorph it, but if so, we might want to lower its health a bit, just so it isn‘t too overpowered. Maybe a 6 mana 3/7 with Spellshield and Effect: “Whenever your hero takes damage, this minion takes it instead. Your Hero has +3 Attack at all times.” That’s neat.
DOUBLE-FIX: Again, I think FrozenMaelstrom has the best idea here. Let’s forget Spellshield and change the “Your hero always has +3 Attack” to “Your hero has +3 Attack on your opponent’s turn.”
Krul the Unshackled: Let’s look at some of the other Reno-style minions. Kazakus lets you create a custom spell. Raza makes your Hero Power free. Solia lets you cast a spell for free (Flamestrike, Pyroblast, Greater Arcane Missles, even a Kazakus Potion). Krul…summons any demons you happen to have in your hand. But the thing is, there aren’t that many late-game demons. Abyssal Enforcer isn’t that great without the Battlecry, and pulling a Jaraxxus is horrible. Maybe Doomguard? No, the effect just isn’t quite good enough (except in Wild. Mal’Ganis is insane). Here are two ideas: First, change the Battlecry to “If your deck has no duplicates, summon all minions that cost 7 or less from your hand.” This ensures lots of value while not allowing you to pull a ton of insane things, like Ysera, Deathwing, and Ragnaros, out and just end the game. The second is to take a hint from Solia and change the Battlecry to “If your deck has no duplicates, the next two demons you play cost 0.” You can play this, then turn into Jarraxus for free, or throw out an Abyssal Enforcer or Dread Infernal for some AOE. Either way, it’s a bit better than what it normally is, I think.
Anub’arak: Man, this card has value. 12/8 for 9 mana? And it’s returned to your hand? We have to wonder why it doesn’t see play more often. I thought about making it a 2/2 or even a 4/4 that summons two Nerubians, but that’s just way too slow. I suppose a guaranteed way to make sure it’s play is to give it Taunt - short of Sylvannas, there’d be no easy way to deal with it. Let’s keep the Deathrattle, but make it a 7/5, just so it can survive a single hit.
DOUBLE-FIX: As FrozenMaelstrom said, changing it to give the Nerubian Taunt makes it just viable enough to be played.
Mayor Noggenfogger: I love this card. It’s just so stupidly fun. I play it on a full board and watch, laughing my head off, while my opponent desperately tries to get that one point of face damage in and just can’t. I honestly do not want this card buffed. It’s an exclusively fun card, and should never be played on ladder, but man, is it fun. However, if we must, then two simple adjustments make it very powerful. We just need to change its effect to only affect your opponent, and allow attacks and targets to be stuff on their own board. Then, they have a full board, and you have Noggenfogger. You have 1 HP, they have 5. They begin to throw their minions at you but the minions can do nothing but crash into each other. Suddenly, even though it has very weak stats, Noggenfogger becomes extraordinarily powerful, and will be seen in many control decks. However, I still don’t want this; playing both sides with Noggenfogger is just too great.
Chromaggus: I’ve actually seen this card played quite cleverly. I particularly remember one game I watched in which a Hunter exhausted his hand, played a big Taunt, and then Chromaggus. With Chromaggus in play and protected, he refilled his hand very quickly with Quick Shots and Kill Commands, easily taking care of the enemy Hero. But normally, Chromaggus has two main problems: At 6/8 for 8 mana, he’s just a little too slow, and is easily taken care of. When he’s not easily taken care of, he can get out of hand very quickly. He’s best played in Aggro decks, but if you’re playing an Aggro deck and get to Turn 8, first, you’re doing it wrong, and second, your opponent has a Polymorph or Siphon Soul they’ve been hoarding in hopes of using it on something besides 2/1s. I see three potential changes: 1: Make it cost 7 mana. This reduces the tempo loss and the chance of your opponent having removal in hand. 2: Make it create two copies instead of one. This can make it very powerful, but in anything but hand-dump situations, he grows out of hand way too fast and causes you to overdraw. 3: Make it a 4/5 for 4 mana. Suddenly, he fits into a lot more decks, and can completely shift the game around in your favor. Maybe that’s too powerful. Actually, I think 7 mana might be the best solution. I’ll rely on you guys to decide that.
Genzo, the Shark: Two changes will make all the difference in the world: swap the stats, so it doesn’t die so easily, and change the effect to only draw cards for you, not your opponent. Boom, instant fix. Everyone’s playing this card now.
DOUBLE-FIX: Okay, turns out everyone’s saying the drawing card only for you part is way overpowered. Fine, we’ll ignore that and just swap the stats.
Dreadscale: It’s not atrocious as it is, but switching its stats around would make it a lot better. 1 Damage AOE is much better when it can’t be stopped by the majority of 1-Drops. So, yeah, make it a 2/4 instead of a 4/2.
King Krush: Give it Giant Sand Worm’s effect text: “Whenever this minion attacks and kills another minion, it may attack again.” Giant Sand Worm sees little play because as soon as you play it, your opponent immediately uses a removal spell or a couple of cheap minions to kill it, so you never get the full value out of the minion. Making it legendary and giving it Charge for one more mana solves this problem, makes it a pretty good minion, and can clear your opponent’s board singlehandedly and maybe even still get in some face damage. In fact, this might be a little overpowered if Hunter wasn’t in such a bad spot right now. This could give it the tiny bit of control it needs to break through again.
DOUBLE-FIX: Oh, wow. I have received a LOT of bad reviews and hate for this change, including PMs specifically shouting at it. Looking back at it, it is pretty overpowered, isn’t it? Fine, let’s take TheGoldenElf (or whoever actually came up with it)’s idea of letting him bypass Taunt instead. A unique effect that would definitely make him playable, especially in a Face Hunter deck and even some Midrange Hunter.
Illidan Stormrage: Reverse the stats. Done. A 6 mana 5/7 with the same effect is way better than a 7/5.
Gormok the Impaler: It’s too conditional. You’re paying for a Yeti that dies to many 3-drops, just because it can possibly deal four damage if you have four other minions. According to Dispatch Kodo, dealing two damage is worth three stat points, and according to North Sea Kraken, dealing four damage is worth three stat points. Which is it? It all depends, evidently, on how early you can get it out. Two damage in early game is about as good as four damage in the late game. So, let’s take that idea and go somewhere with it. How about changing the Battlecry to “Deal damage equal to the number of friendly minions on the board”? This way, playing Garmok is always good unless you have no minions. He’s an easy way to clear a small minion, or he can be saved for when you have a better board and the big stuff comes out. He’d be crazy in zoo decks. Maybe too crazy - let’s also make him a 3/4, then.
DOUBLE-FIX: Some people believe this to be too overpowered in Zoo. My best idea to fix this would be to add “The damage cannot exceed 5” to the effect. I actually have no idea if that would work well.
Nozdormu: Let’s match this up with the other good Dragon Legendaries, shall we? Change it from an 8/8 to a 4/12, and change its effect to “Your opponent only has 15 seconds to take their turn.” You may think of this as slightly overpowered, but compare it to Malygos and Ysera. Malygos has the same stat distribution and has Spell Damage +5. This makes an Arcane Explosion significantly better than Flamestrike and Swipe incredibly overpowered. Any other spell is just ridiculous. Ysera is just as powerful. At the end of your turn, you get a dream card, each of which is incredibly overpowered - the worst one is probably Emerald Drake, which has the same stats and cost as Ancient Shade without the terrible downside. Both of these are continuing effects. Forcing your opponent to play with only 15 seconds a turn fits right in line with this statline and the ongoing effects of both Malygos and Ysera.
Tinkmaster Overspark: As it originally was, it was too powerful. Now, it’s too weak. Let’s just restore it to its original state and give it the nerf it should have received: -1/-1. Now it’s a 3-mana 1/1 with Battlecry: Transform a minion into a 5/5 Devilsaur or a 1/1 Squirrel at random. Or we could just alter the Battlecry to only affect a random enemy minion, or a targeted friendly minion. Either works.
DOUBLE-FIX: A lot of people seem to think that this minion is perfectly fine right now, despite the fact that I never see him outside of Tavern Brawls. They also say my changes would make him too overpowered. Well, the only other idea I have is to have you Choose One: Transform a friendly minion into a 5/5 Devilsaur or a 1/1 Squirrel at random OR Transform a random enemy minion into a 5/5 Devilsaur. This may be a little weird as a neutral legendary, but I think it’s a semi-decent compromise.
Icehowl: I can see two ways of making this minion viable. First, make it cost 8 mana. Putting this powerful minion out a turn earlier would make quite the difference - as it is, its downside of not being able to attack heroes makes its great statline just…not good enough. Lowering the mana cost makes it a great tech card against many other powerful minions and legendaries. Imagine that your opponent plays a Ragnaros on Turn 8. It’s your turn, you play Icehowl, kill the Rag, and you’re left with a 10/2. Or: Your opponent plays a Bog Creeper, you coin out Icehowl, kill the Bog Creeper, and you’re left with a 10/4. Suddenly, not being able to attack heroes isn’t such a downside, huh? The second way I see is to add to the effect text: “At the end of your turn, silence this minion and give it -1/-1.” This happens at the end of your every turn, meaning that if it lasts four turns without taking damage, it’s just a 6/6. However, this also means that, if it lasts until your next turn, you have a 9/9 minion that can attack heroes. Of course, it will rarely be this simple - initially killing a Bog Creeper with this will leave you with a 9/3 on your opponent’s turn. So there’s an upside and a downside, making the minion far more interesting than it once was. To clarify, the silences will not affect the -1/-1 of stats, but will affect other things, like Blessing of Kings or a Barnes summoning.
Eadric the Pure: I see two ways of making this card way more viable. First, change the effect text to “Change all enemy minion’s Health to 1.” The combo potential is insane here - true, it requires a little mana lowering, but this + Consecration would be an instant opponent’s board clear for 10 mana and 2 cards - pretty darn fair. The second is to give it Taunt. There’s not much 1 Attack minions can do against as 3/7 Taunt, which will allow you to push forward and watch gleefully as your opponent’s minions desperately try to break through this wall. With either of these changes, Eadric the Pure could be very powerful.
The Mistcaller: Easy. Make it a 5/5. The main problem with The Mistcaller is that it gives you a huge loss in tempo, as many 3-drops can kill it. The difference in tempo between a 4/4 and a 5/5 is surprisingly large, as Sylvannas and Thaurissan have proven. The Mistcaller’s effect is nearly as powerful, but with only 4/4 of stats, the only time it’s a good play is when you have a good board, at which point you might as well not play it at all, as most of your minions that would most benefit are likely already out. At 5/5, you’re much more comfortable playing it with only a few minions out, and it pays itself back much more quickly. Alternatively, we could change the Battlecry to “Give all your minions in your hand, deck, and on your board +1/+1.” This makes it a decent play even when you have all your good minions on your board.
Eydis Darkbane & Fjora Lightbane: As 3/4s, they aren’t terrible minions, but the simple effects they have just aren’t good enough. MCT, Earthen Ring Farseer and many others are played over them. So, at the risk of becoming quite overpowered, they must be buffed if they are to be played. I’d say add the effect of gaining +1/+1 whenever you target them with a spell in addition to their current effects. Yes, this can cause them to grow to absurd amounts, but it also forces the opponent to take them seriously, and makes both far more viable in most decks. Right now they fit in nowhere, but with this buff, they’d be too good not to include in some Paladin or Priest decks, while still not fitting every archetype.
Wrathion: Let’s make it kind of a reverse Curator. Change the Battlecry to “Draw cards until you draw one that is not a Dragon, Beast, or Murloc.” This gives a huge bonus to Zoobot decks, which is something they’ve sorely been needing, and allows Wrathion practical use in Hunter, Paladin and Priest decks. In some decks it can easily draw two cards, and a 4/5 6-Mana Taunt with Battlecry: Draw either one or two cards is pretty darn good. Plus, since Murlocs, Beasts, and Dragons are rarely run in the same deck, Wrathion isn’t so powerful that he is a must-have in many decks. This would be the perfect buff, in my opinion.
Cho’Gall: Really, this card could be quite powerful. It’s the Warlock class that’s the problem; not enough spells to warrant use of this minion. For that reason, let’s change its effect to: "Battlecry: Add a random spell that costs 5 or more to your hand. That spell costs Health instead of Mana.” It keeps the original idea but introduces enough RNG into the mix to somewhat counter the addition of the new card and powerful effect. Sure, you could get Dragonfire Potion, but you could also get Anyfin Can Happen. Most of the time it’s upside, though. In fact, the effect may be so powerful that we should make Cho’Gall a 6/6.
Auctionmaster Beardo: Let’s simply adjust the effect to refresh your Hero Power whenever you summon a minion, rather than cast a spell. Minions are more common in most decks than spells, and summoning minions makes it more common still. It’s not really overpowered, because you still have to spend two mana every time you want to use your Hero Power. Look, if Coldarra Drake and Garrison Commander aren’t even played, I highly doubt this is overpowered. It also would find a great place in Reno Priest, fitting snugly in as a fine 3-drop who can double with some great Raza combos. It already does so, but far less frequently than anyone would like. This card just needs to find its place, and this change would create a few places for it.
Sergeant Sally: Tentacle of N’Zoth is a 1 Mana 1/1 that does 1 damage to all minions upon death. Sergeant Sally is a 3 Mana 1/1 that does 1 damage to enemy minions upon death. The change from “All minions” to “Enemy minions” is not enough to warrant an extra two mana. Let’s lower the mana cost by 1 and add two health. Now it can trade with 1 Mana minions and has a decent-ish death rattle - which is fine for a normal minion. As she’s a legendary, we’ll keep the fact that if she’s buffed, she can do more damage. That seems fair. So, to sum up: 2 Mana 1/3, Deathrattle: Deal damage equal to this minion’s attack to all enemy minions. Alternatively, we could just change the Deathrattle to “Deal damage equal to the attack of your highest-attack minion to all enemy minions.” That also seems fair.
Shifter Zerus: Interesting, but way too random. A way to help regulate the randomness and make it a potentially valuable minion that can be controlled strategically is to change the text to “This minion is always a random minion with cost equal to your current unused mana crystals.” So, it’s turn 10, and you draw Zerus. It suddenly becomes C’thun. You don’t want C’thun, so you Hero Power, reducing your mana to 8 and transforming Zerus into a random 8-cost minion - in this case, Ragnaros, Lightlord. You play him. Your turn is over. It keeps the spirit of the original card while being way more helpful and potentially game-winning. You can also control the minions it turns into by spending your mana strategically. It’s similar to Forbidden Shaping, but you can see the minion you’re about to play before you play it, perhaps making it even better.
DOUBLE-FIX: So people evidently don’t want a better, neutral Forbidden Shaping. I can understand that. How about instead it’s “This minion is always a random minion with cost equal to or less than your current unused mana crystals.” This gives it the adaptability it needs and means that it’s always technically playable while not being incredibly overpowered.
Anomalus: Move it to Hunter. Boom.
King Mukla & Mukla, Tyrant of the Vale: King Mukla actually isn’t a bad card. It’s like taking 2/2 worth of stats and giving it to your opponent in the form of cards. It just isn’t used very much right now. Mukla, Tyrant of the Vale, on the other hand, is a bad card. Or, at least, it’s not a very good one. Think of the other 6-Mana 5/5 legendaries in the game; Sylvannas, Thaurissan, ect. Each has a powerful upside that can change the game around. Mukla? He gives you two 1-Mana spells that increase a minion’s stats by +1/+1. To put that into perspective, using both spells on Mukla will make him a 7/7 for eight mana. However, making the spells free would be a bit too overpowered, as suddenly you have a 7/7 for six mana. Such a minion would be run all the time. Instead, let’s make the bananas random, and cost 0. It can randomly add any banana from the “Banana Brawl!” Tavern Brawl to your hand. The inconsistency and RNG trades off with the mana change pretty well. As for the original Mukla, well, it’d only be fitting to have him do the same for your opponent. I’m not sure it would make any difference, but Mukla shouldn’t really be changed anyway. I’m only doing so because of the list.
Yogg-Saron, Hope’s End: None of us want the old Yogg back completely, but the new one is way too easy to get rid of. Let’s just remove a little of the nerf. Yogg will continue casting spells if it’s silenced or transformed. Why? Because the Battlecry has already activated when it’s silenced, so it doesn’t make much sense to stop halfway, and as for transformation, should Yogg’s power not live on through his new form? Besides, both returning Yogg to your hand and destroying it are far more common outcomes than silencing and/or transforming it. This means that Yogg will never be as powerful as he once was, but will still be viable. If we’re still concerned about him increasing in power, then we can let him stop if he’s transformed. I just don’t think that simply removing silences from stopping him will make much of a difference.
Hogger: One health can make a surprising amount of difference. Turn this into a 4/5 instead of a 4/4, and it no longer dies to Flamestrike, Mortal Strike, Soulfire, Dragon’s Breath, Imp-losion, Bomb Lobber, Gormok, or any 3-cost minion except the Ragers (which nobody with a mind plays) and Mukla. In addition, you’re paying 6 Mana for 6/7 worth of stats at bare minimum. In fact, it’s likely to grow into 8/9’s worth of stats. With one more health, it survives so much more that this minion may once again become viable.
Herald Volazj: One of the main problems with this card is that the maximum value you can get from it is three. If you have three other minions and play Volazj, you now have seven minions and are maxed out. This is far too limiting for the minion to be worth it. So let’s lower the health by one (making it a 5/4) and make a simple adjustment to the Battlecry: “Summon a 1/1 copy of three minions that died this game.” This means that Volazj can be played on an empty board and still becomes a viable threat. It fits in with the Priest’s resurrection theme, and is fantastic in a Deathrattle/N’Zoth deck, which looks to be the new go-to Priest deck once Un’goro comes out. My only concern is that it could be a little overpowered, but two minions just didn’t seem worth it. Sure, it’s 7/7 stats for 6 mana, but it’s spread too thinly. Plus, you need to have played some minions with powerful effects or Deathrattles and have them killed in order for the minion to be really good. Three 1/1s seems right to me.
Millhouse Manastorm: Nobody plays this because, even though it’s a big tempo lead, the downside is too powerful. Let’s lower the downside and perhaps make it even more interesting, shall we? Instead of “Battlecry: Enemy spells cost 0 next turn,” let’s make it “Enemy spells cost 2 less.” This is an ongoing effect, unlike the original Battlecry, but it’s far, far less likely to just win your opponent the game. A 4/4 can cost 4 mana, so by playing it for two, you’re essentially giving your opponent those two mana you didn’t spend, assuming they cast one spell. However, because it’s such a big tempo lead, simply having your opponent’s next card cost 2 less wouldn’t be fair, as they likely mulliganed away all their 4 and 5-drops. Granting it this passive effect makes play Millhouse a risky move; it can definitely backfire in the long run, but its stats might be enough to be worth it. At least, your opponent can’t destroy you in one turn anymore. Also, let’s bump it up to a 4/5, because why the heck not?
Princess Huhuran: If we want Deathrattle Hunter to become a thing and/or this card to see play, we have to buff the effect. Probably. Let’s change it to “Battlecry: Trigger all minions’ Deathrattle effects.” So, essentially a Feign Death on a 5 mana 6/5 minion, with the slight adjustment that it also triggers your opponent’s Deathrattles. This makes it slightly more fair and will give you pause sometimes when debating whether or not to play her. This may seem a bit overpowered, and perhaps it is, but I’ve seen Princess Huhuran exactly 0 times in every game I’ve ever played. If we want her to be used, maybe a little overpowered-ness is called for. Just a little.
Hogger, Doom of Elwynn: Make it a 6 Mana 5/5. It’s now still likely to take two hits before being killed and is able to come out a turn faster, which is a big deal in an aggressive meta. If we’re still worried, let’s give it Taunt, which makes it an incredible tool against aggro and able to keep up with a control deck. That might be a little overpowered, though. Just lowering the stats and mana by one could be enough.
Captain Greenskin: The main problem with this legendary is that you don’t always have a weapon to use with it. A simple adjustment does the trick: let’s change the Battlecry to read: “Battlecry: Give your weapon +1/+1. If you don’t have a weapon equipped, equip a 3/1 Shoddy Cutlass.” This also solves the problem it has of not being aggressive enough. If you have no weapon, boom, you have three damage to do with as you please.
The Beast: Making it a 9/9 would be far more fair. If a normal 6-cost minion is a 6/6 (Drakonid Crusher, Leatherclod Hogleader, Kabal Trafficker) then it makes sense that a 6-cost minion that summons a 3/3 for your opponent upon death with have an extra 3/3 of stats. True, 6-mana 6/6s typically have a neat upside, but you’re the one gaining tempo here, which is a good enough upside, even with the bad deathrattle. Alternatively, we could change the minion itself slightly to make it more interesting; How about giving it the Cleave ability (also damages minions next to what it attacks), representing the two heads and how it deal with multiple invaders at once? To balance it, let’s also give Finkle Einhorn either Divine Shield, representing it surviving for months in The Beast’s stomach, or Deathrattle: Add two Spare Parts to your hand, to represent him being a gnomish adventurer/inventor.
Wilfred Fizzlebang: More often than not, you’ll just draw something cheap and the mana reduction won’t be worth it. Plus, it dies fairly quickly, so it’s unlikely to last more than one turn, and the turn you do use it, you need eight mana to get a free card and a 4/4. We can easily make this card far better, though, if we apply the mana reduction elsewhere. Wilfred’s fix is, simply, to make it a 5/5 and change the ongoing effect text to “Your Hero Power costs 0.” You play him, you draw a card for free. Azure Drake is more powerful of course, as it also draws a card and has Spell Damage on top of it, but the potential for Wilfred to draw more cards in future turns is well worth a single point of Spell Damage.
Rend Blackhand: Change the Battlecry to “If you’re holding a Dragon, destroy a minion with 5 or more Attack.” This basically makes it a bigger, more versatile version of BGH, but only if you’re holding a Dragon. If we removed the Dragon requirement from the picture, then it’s a Shadow Word: Death with an 8/4 body. The average cost for an 8/4 body would be 6 mana, and paying one more for a Shadow Word: Death would be too overpowered. However, being able to cast this if you’re holding a Dragon ensures both that it won’t always be able to activate and that it will still activate enough times to be good in the majority of Dragon decks.
DOUBLE-FIX: FrozenMaelstrom suggested slightly fine-tuning this change to destroy a minion with 6 or more attack rather than 5, making it a little more balanced.
Gruul: Giving it +2/+2 is too overpowered, even if it’s exclusively at the end of your turn, instead of every turn. Honestly, it already seems pretty balanced, even though it’s considered terrible and is never played. There are only two real buffs I can think to give it without making it overpowered, which would be to give it +2/+1 at the end of every turn, or to give it +1/+1 every time your opponent plays a card. So, if your opponent doesn't have seven damage on the board, then, in his scramble to get seven damage, he could very well empower it quite a bit and maybe kill it after wasting a few cards or taking heavy face damage. Or he could just have seven damage on the board, which isn’t all that hard. Eh.
Madam Goya: I see two potential changes that could make her playable. The first is to add “That minion activates its Battlecry” to her Battlecry. So, if you were to play this and trade out a Silverhand Recruit for Eadric the Pure, all enemy minions’ Attack would be changed to one, as if you had played him from your hand. And yes, you do select targets. This minimizes the damage than can be done from Madam Goya selecting a poor target. The second is to alter the text to say “Choose a friendly minion. Swap it with a minion from your hand.” This allows you way more control over what minion is sent into the battlefield. It’s basically an instant Alarm-O-Bot effect that comes with a body. Considering that Alarm-O-Bot is 3 mana and a 4/3 body is generally 3 mana, this goes together rather well.
Nat Pagle: It was once nerfed. It’s time to undo that nerf. Sure, it was a little too powerful at the time, but these days the meta is completely different, and there are constant expansions and adventures that guarantee it’s unlikely to be that powerful again, and there are even better card draws these days. Mana Tide Totem, Nourish, and Divine Favor are all card draws that are just as good, if not better. Besides, with the grand stats of 0/4, it’s unlikely to last long enough to be very helpful anyway. At least, however, it could be played.
Prince Malchezaar: Actually, this isn’t terrible. I mean, it never should see serious play on the ladder, but it’s fun to put in your deck and experiment with random legendaries. However, if we do want it to see some play on the ladder, then we have to remove some of the randomness from the equation. My first solution is that Malchezaar shows you the cards he’s going to shuffle in before he shuffles them. Then you can play your game with the knowledge of what new cards are in your deck and act accordingly. My second is a little different; let’s change Malchezaar’s text to read “When the game starts, Discover 2 classes. 5 extra Legendary minions will be shuffled into your deck from them.” This allows you a little control over what goes into your deck and some idea of what it might be. Though if Paladin showed, up, everybody would always choose it. The chances of Tirion Fordring or Ragnaros, Lightlord being in your deck is just too good to pass up.
Lorewalker Cho: It’s always been kind of a joke card, and I see no reason to change it. Still, if you insist it make a presence on ladder, I suppose a suitable buff would be to change the effect text to “Whenever your opponent casts a spell, add a copy to your hand.” Played right after a big taunt or a powerful minion, it can easily make them think twice before using a spell to get rid of it. Still not incredible - actually, I’d probably make it a 4 Mana 3/4 or a 5 Mana 4/5. Maybe.
The Boogeymonster: This is heralded as one of the worst legendaries in the game. I mean, first it has to attack and kill a minion before it even has average stats for its cost, and you couldn’t even deal 8 damage the first time around. It’s unlikely to survive longer than maybe two turns, and will never grow enough to be worth the effort unless you’re playing Priest and your opponent keeps throwing down 1-drops. I’ve actually heard the theory that this is on purpose: That Blizzard made the card so terrible in order to instill fear upon you when opening WotOG packs. Every time you get a legendary, you’re praying “Please, don’t let it be The Boogeymonster!” So the Boogeymonster, the embodiment of fear, causes you to fear when opening packs. It’s a doubtful, but interesting, theory. Surely, though, we can make the minion good while still instilling this sense of fear? Well, to do that, we can’t keep the original spirit and effect of the card. It’s going to have to be completely altered.
How about this: 8 Mana 10/10 with Stealth. Effect text: “At the start of your turn, destroy a random enemy minion and deal its stats as damage to your hero.” Incredible stats paired with stealth and a powerful effect, but at a huge risk to yourself. Killing an Icehowl alone will deal twenty damage to your hero, but then again, killing Thaurissan will only deal ten damage and will get rid of one of the best 6-drops in the game. Also notice how it kills a minion on the start of your turn, rather than the end. This gives your opponent a turn to prepare. They could trade around, making sure it kills something like a Magma Rager or maybe something that would do lethal damage to you on your turn. Playing it against a Priest could potentially end the game, as they play Lightspawn, Divine Spirit, Divine Spirit, or any number of other health-buffing plays. Against Paladins, Blessing of Kings could be used on a Silver Hand Recruit to attack for five, then hit you for ten, among other combos. The thing is, you play The Boogeymonster, and then you live in fear while your opponent takes their next turn, not knowing if your opponent can do something that will kill you, right then and there. On the other hand, if your opponent can do nothing, then they themselves live in fear, as The Boogeymonster is killing off their board and can hit for an incredible amount of damage. In either situation, one of the players always has a knotted stomach.
Or, if you don’t care about that whole fear thing and want something to do with what the minion used to be, then we could just give it Stealth and make it 7 Mana.
DOUBLE-FIX: In keeping with the card’s original spirit, there are two suggested changes I really like, the first being TrevoRaven8’s change of making it a 8 Mana 7/7 Taunt with “Whenever this kills a minion, gain +2/+2.” The second was FrozenMaelstrom’s change of giving it Stealth in addition to the +2/+2. Of the two, I honestly like TrevoRaven8’s a little more. I’m not sure giving it Stealth in addition to the current effect would change a whole lot, and the added bonus of gaining +2/+2 even when a minion trades into it could make it viable.
THE BIG ONE:
Majordomo Executus: A 9/7 with Deathrattle: Lose the Game for 9 Mana is horrendous. Let’s fix that. I’ve come up with five ways of doing this, and here they are, ordered from my least favorite to my favorite.
1. Make Majordomo 8 Mana. His stats will be only one point off average, and making a card playable a turn earlier than usual can turn everything on its head. It’s doubtful this would do too much about you losing the game, but at least the stats now line up correctly.
2. Turn the Deathrattle into a Battlecry. Having Ragnaros as your Hero instantly will make an enormous difference. Through Emperor Thaurissan or Aviana/Kun you can use Alexstrasza to raise your health instantly, or you can coin out a hero power that could win you the game or remove the immediate threats to your measly 8 Life.
3. Give Ragnaros 15 Life. Really, the main problem with the Ragnaros hero is that, at 8 Life, he can be killed quite easily by all classes. Yes, it might initially seem overpowered to give him Jaraxxus-like health on top of a 9/7 minion, but Ragnaros’ Hero Power is notably weaker than Jaraxxus’ and he has no weapon, making this a somewhat fair exchange. Perhaps Majordomo could be an 8/7, if we’re really worried.
4. Let you control Ragnaros’ Hero Power. This alone makes the Ragnaros Hero way more viable. You can eliminate threats to your low health, or do 8 direct face damage when he’s only got a couple 1/1s or minions with powerful Deathrattles, like Sylvannas. It can also be used as a win condition - get your opponent to low health, kill Majordomo, 8 damage to the face. This minor change makes the Hero far more versatile, and giving him such an overpowered Hero Power would be a nice balance to his very low life total.
5. Replace Majordomo’s Deathrattle with “Battlecry: When your hero takes fatal damage, replace it with Ragnaros the Firelord.” Much like Dragon Consort’s effect, this takes place even if Majordomo dies. There are a couple reasons this is far better than turning you into Ragnaros upon Majordomo’s death. The first is that your opponent has to kill you before you turn into Ragnaros, which, at worst, gives you a guaranteed 8 extra life, while normally if you had, say, 20 life left, your opponent could kill Majordomo with a single removal spell and then use his minions and other spells to kill you easily. The second is that, if your opponent can’t do that extra 8 damage, you suddenly are still alive and you have one of the most powerful hero powers in the game, giving you one more chance to win the game right there. While it’s not quite as powerful as Ice Block, as you can’t Reno and it just takes eight more damage to really kill you, you do get a 9/7 on top of the effect. A minion that trades out three stat points to give you Ice Block would be pretty overpowered, but in this case, it would be pretty fair, and would see way more play than it ever has before.
So, what do you think about the changes? Are they great? Horrible? Should I be banned? Is this even the right place for this topic? Why are they called Hot Dogs if they aren't made out of dogs? I'd really like to know!
could you make hearth card mock ups?
playing wild
~nomad
A lot of the cards you mention are rotating soon, who cares about those?
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
My idea for fixing The Boogeymonster was making it an 8 mana 7/7 Taunt with "Whenever this kills a minion, give this +2/+2." How does that sound?
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
@nomad_ninja: I could, but it would take quite a while. As I hope the changes are very clearly explained, I don't believe it's necessary.
@scout1515: The Wild players do. :P Actually, though, if you'll read the beginning of the post again, you'll find that I mentioned I was "fixing" only the legendaries mentioned in the article I brought up. If I hadn't followed the article, I would not have included Knuckles or King Mukla. However, I did. The article talks about those cards, so I "fixed" them, regardless of when they're leaving Standard.
@TrevoRaven8: That's a very good idea! At least, it's likely better than my second Boogeymonster idea (7 Mana, Stealth). The only reason the Stealth one could be a little better if because Stealth kind of fits the idea of it being the Boogeymonster. But, unlike mine, yours could very see play, so yeah, good job!
I gave up reading after "Acidmaw should be 4 mana in a class that also has UTH" and "Rafaam should give a spell supremely better than the new Dinosize and it should cost 1 less."
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Better keep the legendaries bad but flavourful.. don't make them good, except sally which should cost 2 mana with same effect.. you can't make all cards good specially those costing 1,60 dust or good pack rng.
Too bad they will never fix most of these cards thanks to wild. Biggest example Dr boom
@Havefun31: Again, I only did cards that were featured in the article I mentioned. Maybe they don't qualify as terrible legendaries, or maybe they do. Regardless, they were in the article, so I did them. I do completely understand what you mean about having those legendaries in fun decks - if you'll notice, I complained about having to change Lorewalker Cho and Noggenfogger for the same reason. The point of the list, however, wasn't to make them incredibly fun to play, but rather slightly more interesting and/or viable in ranked play. Love your name, by the way; there are too many players out there who forget to just have fun with this game.
@CrovaxTheCursed: That's exactly why I need feedback on this; I'm not exactly an expert in card design, and I was positive I made plenty of mistakes. Thank you very much for pointing out two of them! And, yes, it might be painful to read something so poorly written, but it would be a tremendous help if you, or anyone, could find more things that are wrong with the so-called "fixes." I would genuinely appreciate it. :)
@DoubleSummon: Well, if you say so. :) I'd be happy to keep some of these the way they are, but others are just so awful that they don't see play in any decks, fun or otherwise. I doubt there are that many people out there who make use of Acidmaw in its current state. And while the change I proposed might be incredibly stupid, I certainly wouldn't object if Blizzard were to change it. Well, actually, considering it's leaving Standard so soon, it wouldn't matter, but you get the idea. :P
Thank you, everyone, for your feedback!
Most of this cards aren't terrible. They're just not being played in the meta. Some could see some fixing and some don't need it, but the legendary that should get a rework to make it playable is Illidan Stormrage. Such an iconic character is just being dusted by thousands.
Hope to someday see a meta where he is being played.
Wow, thats a LOT of words. Good read though, thx :D
Rebrand name to: Make Legendaries OP as fuck and get a massive paywall to new players and f2p players.
Two cents on stuff I played and can tell.
King Krush:
You proposed something that can hit 8 dmg to the face or more if buffed by other cards while killing through a Belcher and a Deathlord.
Not cool bro.
Tinkmaster: Targeted neutral Polymorph minion is broken.
Krul the Unshackled: He's perfectly balanced and in Wild format he's really strong coupled with Mal'Ganis or dropped from Voidcaller
Prince Malchezaar: He's a perfect fun card as he is, you made him bananas broken and made unfun changes. I do like Malchezaar dropping neutral legendaries and create what the fuck with surprising synergies. Made Wild rank 5 playing him in a Renolock.
+ all the other changes to other legendaries would make him busted.
You are proposing to make one of the most entertaining cards in Hearthstone into a Yogg-Saron horror.
Lorewalker Cho: Changes you proposed would make him staple in Buffadin and beyond broken.
Wilfred Fizzlebang: change would make him more viable but insanely generic and boring. In a Renolock summoned with Malchezaar he can provide busted value.
Madam Goya: She just needs better stats and she's fine as she is. The change you propose is horror made manifest as she could pull something like Mysterious Challenger or Dr Boom.
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
@TheGnegno: I totally get where you're coming from, and I really do appreciate your feedback!
King Krush: Yes, that very well could be overpowered. How would you change it to be played more? Maybe we could give it "Can attack twice per turn"? Or would that still be too powerful?
Tinkmaster: True, but I can't seem to find many ways of buffing him while keeping him not-OP and keeping the spirit of the card. I suppose someone else has a brilliant idea about it, but I certainly don't.
Krul: he's great in Wild - no doubt about that. But I've seen far too many complaints to say that he's incredible in Standard. At least, I don't find the effect to be as great as any of the others. Maybe that's just me, and I'm totally wrong. Sorry.
Malchezaar: I actually completely agree here. I love playing Malchezaar, and the surprise is a big part of the fun. This is an idea to make him viable in Ranked, at the risk of him being broken. I don't think the change should ever be implemented, but it's still a change that would work.
Lorewalker Cho: I don't see him as broken, but then, I didn't see Patches as broken initially, so I'm extremely likely wrong. Would you, or anyone else, have a better change? I'd be very happy to hear it.
Wilfred: I'm not sure I would find that generic and boring, but different strokes for different folks. You may very well be right.
Madam Goya: This is the one I kind of have to disagree with. It's pretty well-established the Madam Goya, as she is now, isn't good. The only class she's even made much of an appearance in is Paladin, where she can replace a Silver Hand Recruit with something would potentially be better. However, even then, you're left with a dead draw somewhere in your deck. She can't simply be put into a normal deck or she'll never find value. Building a deck around her weakens the deck as a whole, as you need both cheap minions, to be worth replacing, and giant ones, that you'll hope will get out - and you can only use her once. What I've basically done is have her Battlecry turn another friendly minion into an Alarm-O-Bot, which makes her way more viable and able to be used strategically. I suppose I could have her make the minion wait a turn, so the opponent has the opportunity to kill the minion before it switches, but I don't think this is terrible. Then again, I could be totally, completely wrong, and if this actually happens all Hearthstone players will curse my name for years to come.
Blizzard doesn't fix bad cards, they just make more.
Yo guys, NOT EVERY LEGENDARY MUST BE INSANELY BROKEN
So...I guess its time to see what I think of this post, it gave me entertainment through my Drama Theory class, its time to give it the feedback it deserves. Lets Begin!
Moroes: Moroes is a peculiar cards, and changing him into too powerful of a way could be quite the problem. He isnt great, he's a 2/2 on stats for 3, that will grow over time IF you can protect him, so that isn't exactly good, but making him a two two is both a little bit meaningless, and also a little less fair for the opponent. Moroes should have a window where he can be answered, especially by the classes that have very limited board clear options that deal with him. Look at Druid, that dreaded beast that is throwing 10/10 jades at me whenever I try to play, how would they deal with a 2/2 stealth minion thats just pumping out persistant value in something like Priest or go wide paladin? Honestly, i dont know, right now the answer is swipe, and...thats it. I think Moroes is teetering on a line, and id rather him stay on the worse side of it rather than give a whole load of decks this tool that is just unfun to fight against because you physically cant answer it.
Acidmaw: This card is a Kappa-fest, and it always will be. Making it four mana makes it hilariously broken, and however much id love to try that, I know full well it wouldnt be good for the game. Acidmaw really cant be made good while keeping any of the flavour of the card, and, given the fact that its also rotating into wild, buffing Acidmaw seems like both a misuse of resourses for the HS team, and a bit laughable in how much he'd have to be balanced as to not break hunter.
Arch-thief Rafaam: This card really doesnt need any changes, maybe giving him +1 attack would be fine, but the Artifacts he gives you are all powerful in their own right. The Mirror is good, but only when you're behind, and it gets worse the more your winning. The inverse could be said about the Lantern, because if you have a board, you're suddenly slamming in for at least 10 damage off of 1 card, and probably winning the game, or coming close. And while the timepiece seems hilariously underpowered in comparison (It is) Decreasing its mana cost wont help that, nothing will, at least nothing that keeps the flavour and doesnt make its swing potential idiotic. Rafaam is fine as is though, and I dont think he needs a change.
Darkfisher: This card is bad. Giving it +1 attack may or may not change that. Stormcrack will still kill it. It will still probably trade even with the +1 attack, because it will soak up ~2 minions, but also possibly draw the opponent a card. I think its fine, Totem Golem wasnt busted (sorta), and it had overload synergy as well as a less meaningful downside.
Skeleton Knight: I like this card, its funny, its occasionally useful, but I think that giving it +2 in stats is going a little overboard, and I think that a 7/5 would be perfectly fine. making it a 7/6 makes it very hard to remove, and, considering you may be able to play it over and over if your deck is heavy enough, i would be worried about the balance. But not to far off the mark, and either change could be the right one for a card like this.
Knuckles: Agreed, its a good card, hunter simply doesnt need it in most decks. Ive tried him, he's pretty okay, its he like, broken? In either direction? Not really. I like 'im, and im gonna keep trying to make huntard a controlling master.
Bolf Ramshield: I feel bad for Bolf. Fixing Bolf is hard, because its hard to see what a card like him actually needs to be objectively good. I honestly like your idea, about making him give you attack, but giving you a war axe in return for it, thats...weird, I think it should only be during your opponents turn, because that makes it so that you cant swing in for 3 at face very turn if you so desired. I think that Hexproof (Your spellshield, HS "Cant be targeted") Would be going a little overkill, given the fact htat the original 'point' of Bolf was to keep you safe from face spells. I think that your concept overall is good, just maybe a little too good, and reeling it back could bring an interesting tool into Wild for people to play with in control.
Krul the Unshackled: This is going to be the first of many card which I will say this, but Krul isnt bad, his buildaround tools simply arent there. We dont need a different Krul, we need better demons for him to pull, and, in Wild, and hopefully the future as well, we will get those demons, and it will be hilarious.
Anub'arak: God I love this card, and I personally feel the issue is that yeah, your opponents just ignore your 9 mana of valuetown to just hit the face. I think the card is really close to playable, and I dont think that giving him taunt is a good idea, the face has to be the place sometimes after all. However, i'd personally put forward the idea of giving the 4/4 Nerubian he spawns taunt, allowing you to effectively trade him off, and get an unavoidable body that they have to deal with. I dont quite like changing his stats though, him only surviving one hit makes sense when, unless transformed or silenced, he is in fact infinite value.
Mayor Noggenfogger: (Insert Kappa) No changes, but iz 2 gud, need nerf. (Insert Kappa)
Chromaggus: This card is...a special snowflake. His value is immense if you start rolling with him, the issue is, that he's just a tiny bit understated, and a tiny bit too slow. I think Chromaggus is a wonderful budget option. As well, being part of an adventure, we can afford to say "He is a budget option", especially when moving him into wild, he will not be able to see play against the other dragons in the same decks, and he isnt really a dragon card, more of a value one. I think he's fine, and if he had some more time in the sun i bet he could prove that. But for now, off to wild with you!
Genzo, the Shark: Swapping his states makes sense, but making the effect only affect you is a little bit...bullshit. One sided draw effects like that which you can have happen again and again is absolutely bonkers, and its why Jeeves was a mirrored effect, and, more importantly, why killing him was a difficult choice. Genzo should have that same kind of difficult choice if you and your opponent are both running low, do you attack and get some cards, but give them cards as well, or do you hold back the damage and the cards in hope that you can out value them with what you have? Thats interesting, and Genzo could become a mainstay if he finds the right kind of rush deck to be put in.
Dreadscale: Sees (very limited) play, mostly because the deck he goes in, once again, fails to have build-around. Control hunter isnt a thing, therefore, Dreadscale is awful. I bet that one day he may not be so bad in wild, and he wasnt even bad at his time in standard, and I dont think he needs a change.
King Krush: This is (i think) the only card that really made me throw up a little at how obscenely broken the fixed version is. Just, letting him effectively bypass taunts, and kill them, and then go face is absurd, and with no opponent interaction, its even worse. I hate this design, and while King Krush needs a change (Probably just make him an 9/7 and see if that flys as a midrange finisher) giving him this wacky ability to absolutely demolish a board is not what I want to see in an evergreen card. Not for hunter at least.
Illidan Stormrage: This illidan you've made is playable. I like it. Its really fucking powerful in tempo decks, but holy crap would it be a nice 6 drop considering the areas generally weak competition. I like it, its a little pushed, but a little pushed is good every now and then.
Gormok the impailer: This card is seriously powerful as is. I know, its hard to see, but trust me, I have been killed multiple times by a Zoo-lock in the past who just kills off my only taunt with a pop four damage and an even harder to handle board. Giving him a perpetually usable effect, that can do the exact amount of damage you need in a zoo deck is just too much, and it makes him broken, even with the reduction in stats.
Nozdormu: Nozdormu is a meme. The good kind. The kind that doesnt need changes. The kind where I play this in the background and have usually won by the time that its over: https://www.youtube.com/watch?v=eXBqf4Gfuo0
Tinkmaster Overspark: Tinkmaster is...oddly fine right now, he is a decent body, good effect on your own 1/1's or your opponents massive single minion tempo swing. Is he perfect? No, but targeted polymorph is dumb, and always will be, because neutral cards should not be more powerful than a classes primary removal.
Icehowl: I think that the effect you're giving it is really cool, interesting, and honestly something that another legendary concept could use. But Icehowl isnt that legendary. Icehowl should be this massive charger, and you can silence it on your own terms for the massive pyroblast of damage he could give you. Besides, your text is confusing, because would silencing him also negate the loss in -1/-1? I dont know, and thats an issue within the clarity of cards (Not that blizzard minds a lack of clarity)
Eadric the Pure: Nope. I refuse to put a one sided equality into this game. Its broken and gives control paladin even MORE options. Eadric is fine, maybe not great, but certainly okay.
The Mistcaller: Give control shaman tools? Yes. Will +1/+1 make it playable? Id hope so, the Mistcaller is really cool, its just...way too weak.
Eydis and Fjora: Eh...these two cards are...meh. Let them gain +1/+1, sure, make them win more when they go off, the issue is the lack of actual impact with them, but eventually the risk of them not sticking loses to the reward, and them gaining +1/+1 may be the perfect way to do that.
Cho'Gall: Nope. Again, short and sweet, Cho'Gall lacks the spells youd want to play off of him, NOT the card itself. Cho'Gall is fine, enough said.
Auctionmaster Beardo: Yeah...making it minions wont change it. Its not a flashy, stellar legendary, but its pretty good as is, honestly, and it works in Reno-priest, among a select few other fringe strategies, and I like it that way.
Seargent Sally: Oh god, this card, its a card that honestly shouldnt exist, because its trying to be a fixed GvG Sheep, but it simply isnt. I think Sally is 'Fine', but only in the loosest turn and id personally replace her design entirely rather then try to balance her.
Shifter Zerus: Nope. Objectively better Forbidden Shaping isnt the Shifters job. The Shifter should be a little bit of a random roulette, something where you have to strike the iron while its hot or miss the opportunity. When you can consistantly bank on having an on curve (and predictable) play, thats too powerful. Zerus is fine, and fun, and kinda goofy.
Anomalos: Nah, Mage is fine with having this big bloke, he will never be good with his current design, giving it to hunter wont fix it either, but honestly, maybe Elemental synergy will make him playable *Brode Laugh*
The Mukla Brothers: Both of these cards are fine, while regular Mukla hasnt seen play in a while, he has his spot, and his niche will likely come again, and Mukla of the Veil? He gives spells to fuel synergies, he's a decent body with decent buffs, overall he's fine, not stellar, but again, thats simply not what every legend should be.
Yogg: Yogg is fine. He needs to be 'bad' in order not to fuck up tournaments like an asshole.
The Hoggers: This is a case of weighing potential vs given values. Giving either of them changes is risky, because either can spiral out of control in the right deck, and making that easier wont exactly be a good thing. the OG Hogger is fine, because he gives you 6/6 of stats for 6 no matter what, and can give you more. Doom of Elwynn, while he is slower and certainly weeker, can be easily healed, is a good trading target, and isnt too far off of the average expected stats, 1 hit actually giving you an 8/8, which is above average. Neither need changes, even if they arent currently seeing play.
Herald Volazj: I think that your design is exactly what priest not only needs, but could seriously use to push the new quest that theyve gotten. making him guaranteed value in a deck is good, and the little bodies make it so he isnt overpowered (Along with the fact that you can always rez zomething shitty) I like it, and its actually really fucking cool, but its sad to think this really unique design may not see the light of day in game.
Millhouse: Millhouse manastorm would be much worse giving any sort of ongoing effect. The key thing about his effect is two fold, number one, your opponent needs spells worth playing, and number two, they probably want to kill him. Wanting to keep him around for the effect, and worse yet, being able to, would be a huge detriment against many decks (Jade Druid, Miracle Rogue, Pirate warrior) And in his current form, he's fine. not wonderful, not stellar, not the two drop legend everyone wants, but fine none the less.
Princess Huhuran: No build-around, doesnt need to be a better card, needs a good t4 deathrattle play that Hunters enjoy, or something that gives heafty, guaranteed value, which we currently dont have.
Captain Greenskin: One more time, say it with me, no buildaround. However, this time, your changes are stellar, and a nice little 3 attack weapon would be glorious if you're running out of steam, or need to get rid of something vital while having a little flexability at the top end of a pirate deck. I like it.
The Beast: I think this is a tough call, partially because the beast is fairly pushed as is, being a massive minion for 'cheap' that requires immediate attention given its massive attack value. The reason the beast doesnt see play is because giving your opponent a 3/3 is a very risky endeavor, because not only do they kill your tempo, they gain even more themselves. I think the beast should give the opponent a 3/2 instead of a 3/3, and see if that is a balance idea, because the difference between a 3/3 and a 3/2 are quite frankly huge, just like the beast.
Wilfred Fizzlebang: BEHOLD THE ABSOLUTE POWER OF AN ACTUALLY GOOD WILFRED FIZZLEBANG! The current wilfred has no place, and no deck that is anywhere near good can be built around him. Giving yourself free draw off of him is actually really good, even if its only temporary, and gives you a load of card advantage even with his poor body. It would push him from unplayable to maybe playable, and thats more than enough for a card like this.
Rend Blackhand: I love your design, but I think that it should be 6+ attack, because in the 5+ form, its just insane. I think giving it more of a general use would be nice, especially because not all cards that need destroying will be legendary, and you wont always have rend in hand when it is.
Gruul: Any 8 drop currently holds to see if it can replace Ragnaros. I think Gruul may be fine as is, even if he isnt bonkers. Making him reliant on your opponent playing things is risky, and possibly worse, while giving him mad attack doesnt exactly make him better so much as more of a win condition, which I dont believe neutral, non build around cards should be. Again, not a stellar card, but not a bad one either.
Madam Goya: I think making her a 4/4 with your "replace with a minion from your hand" Is the best solution. It encourages cheating out something big, like a good deathrattle in a deathrattle deck, but doesnt trigger battlecrys, but lets you repeat them if you insist. This could be an interesting card, and a lot of fun too.
Nat Pagle: This card could be un-nerfed, and still probably be fine. We have a card for shaman (0/3 totem, draws card, cant remember the name) And it currently see's play solely due to the one guaranteed card, and so, giving it a neutral and unreliable cousin, I think thats fine.
Prince Malchezar: Nope. No changes. If all legends were passable, Prince would need exactly 0 changes, because he would almost never give you dead cards. That is all, no changes needed to this fun card.
Lorewalker Cho: N...no. No touching the NoxiousGLHF Memes. He gets to keep this hilarious card. also there is no way to fairly buff him without making him dumb.
The Boogeymonster: Uhhhhhhhh wat? Your new guy is a little bit...painful. Literally and metaphorically, I dont think your new version is particularly good, better surely, but it also just abandons the fairly unique concept that the Boogeymonster had, which was growing as it kills. Killing things for value can obviously work (See finja) But i dont think it can just be stats. I think it would be interesting if the Boogeymonster also gained stealth ontop of its +2/+2 abilities, but just making it a massive both with a big upside but an unplayable worth downside is a little too far off the mark for me personally.
Majordomo Executus: Oh god, there would be a lot to go through if i agreed with even one of these, but here's the two things about Majordomo which i've taken note to. #1, he's an adventure legendary. He should be a little bit below playable if he's not one of the centerpiece legendaries, and in this case, he is, maybe he is a little bit too weak, but he's not replacing a legend in any pack, and that makes it fine. #2, he's hilarious, fun, and super duper cool, and I think that him being the way he is, even if its unplayable competetively is fine.
So...that was a lot, but TL;DR Thanks for burning my college time away when I shouldve been working on a paper, I loved every moment of it!
EDIT: Something messed up with this reply. Pretend it doesn't exist.
Well, it's been a while, but I did finally get around to double fixing several legendaries. See my original post for details. I'm sorry if a change you really liked or thought was necessary wasn't put in - this is all based off my opinion and judgement, which, more often than not, is wrong. Thank you everyone who reviewed these changes, and especially FrozenMaelstrom, who took out a lot of time to review every change (except Wrathion, for some reason)! I appreciate that quite a bit, and hope you enjoyed reading it through, as bad as it may be.
Also, just because they're "double-fixed" doesn't mean they can't be triple-fixed or quadruple-fixed. Suggestions and reviews are taken seriously and wholeheartedly appreciated!