During my long span of playing this game since pre-TGT, I've can't help it but to notice that with every new expansion, the older cards get to see everyday less play in comparison to the new ones, due to the immense power level of the newer cards. Of course, I'm not saying that Blizz should buff every card to the point of meta-defining, but it would be considerate of them of doing some selective few, which in terms, helps to freshen the meta a bit more. Since Blizz isn't doing that, I might as well do some costume made and let all you to opinion, judge and criticize any of this fan-made buffs. Without further to do, I'll start with a small patch of Legendaries from GvG.
Let's be honest here, when you initially think of making a Flame Leviathan card into Hearthstone, you gotta give it's big guns and make it rain across the whole board, making small, but rapid damage. The good thing is that, at least it does damage to the whole board with the element of "surprise factor" by drawing it, but the damaging is to low for the card. At first, I wanted to do something similar as the Iron Juggernaut, but that would be boring and uninspired. Then I thought of doing it as Defile, but it didn't fit perfectly with the card's theme. That's when I've remembered it's drawing voice line, and Boom! The card will fire as every missile as it needs to shoot at least one for every character. The only problem I can see is that the card can theoretically wipe out everyone, as long as both heroes have a full board.
I like the idea of making a legendary minion that is constantly making mechs from pure 1-Cost spells, but, have I seen a lack of 1-Cost spells and a destroyer of them. Yes and Yes, I have seen it. That's why, I've decided to imitate Summoning Stone, but with better stats and a better pool of minions to summon from, after all, this card is better for a reason.
The idea behind of making some voodoo magic and suddenly stealing the Health of your opponent's best minion is good and all, but how about stealing all of the good stuff from you're opponent's Ragnaros the Firelord and dumping it with a 3/3 worthless minion? It's like Silence, but even better! The only thing keeping him from being beyond broken are the mana Cost and the amount of stats that he gives back.
When I first look at this card, I always wander, why didn't Blizz give the "wherever it is" effect. That would've made the card skyrocket the amount of deck utilizing it. Some things that I've nerfed from this card are the mana Cost and the initial Attack, because why would you want a card of a over-powered card of the old version of Mana Wyvern in a Odd Paladin deck? That would be insane!
Look, I don't know why would Blizz give this card a merlon themed ability when it's a elemental. Of course, that in those times, the elemental tribe didn't existed yet, but WHY A MURLOC THEME, it doesn't make sense (for me). The only other things that I knew about this card is that it's element is "cold water" and that it desperately need's a change. What I did, was basically a (not so helpful) additional support for the "Freeze Shaman" archetype.
For some reason, I've never got to like this card since it feels a bit to clunky for Rouge, but not for some other classes. Still, I've based myself from Academic Espionage, but with a body and getting reasonable cards rather than some underwhelming spells. I've wanted to include Stealth into this minion in order to make it better, but that would just steal some of the identity of the character.
Here what I've expanded in is that Druid should really need to play something else, rather than the common archetype from nowadays. That's why I've decided to give the class a powerful card that works wonders in Token/Aggro Druid. Besides, it would be interesting to see decks that run Beast-themed buffs in order to create a powerful board.
Let me know any thoughts about this, if you think that a card is a bit to over or under power, just let me know!
Weapons!, Weapons!, and Weapons! Although they're not much, today I've modified 2 of the many weapons available on Hearthstone. Please make sure to check them out.
I know what your thinking right now, "Dude, why do you want to buff a useless card like this one?" and to that, I answer that if Blizz were going to print cards with immense drawbacks, there should be at least a considerable Tempo reward. In this case, one could argue that the Mana Cost is the upside of this card, but that won't be enough, since this card will still be pretty bad for like, the whole game. That's why, I've decided to raise it by +1 Attack and give the ability to also double the damage that your hero deals. That way, the card starts to feel like a real Tempo swing, while having the essence of power and being cursed with it for three turns.
Although I currently own one copy and like the current effect, I can't help it feel that The Runespear is one of the most unreliable legendary weapons of the whole expansion, since its harder to include it in a deck and it involves a bigger level of RNG in comparison to other weapons like Aluneth. So what I did is to rework the weapon in order to make it feel as if you were to build a deck around it, giving it the theme of Overload and Spell Damage. Although there isn't much synergy in Standard, It would be welcomed in some crazy OTK wild decks.
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
that cured blade is broken, you can deal 18 demage to face for 1 mana (and you can olso increase the demage with heroic strike)
Thanks for the comment there! I'm sorry if I haven't realized how broken it could be Cursed Blade on that context. Not sure if it's ideal, but a possible change that I would be this;
Not sure if this makes it underwhelming again, but it's actually useful for a pseudo-damage Control Warrior that could possibly work if there were more supporting cards ,e.g. : Hooked Reaver for Warrior. Still, one could dream.
while you're at it make icehowl have charge and nothing else as its effect. srsly these cards are beyond broken.
These aren't buffs, these are new cards.
Ok, I get you, these are potentially broken cards, but why and how are these 'Custom made' broken? I accept the fact that there explicitly way to broken for any meta and I should improve on those things, but I would appreciate to at least give an example.
As for Icehowl, you shouldn't really be that aggressive of a criticism, since most of the cards that I'm Re-working on, are on cards that aren't being used almost at all, and I should've mention that they were close to useless. Of course, you could say that Icehowl is almost useless, but theoretically, it is much more useful than cards like Neptulon, which pales in comparison to The Shaman Quest, which isn't even good. I also limit to which and how much should I Re-work these cards, since not everyone should be 'buffed' (Specially Magma Rager, that card will never be touched), but rather serve as a passive guide to the players to know that there are 'bad' cards and 'good' cards.
As for your third point, you can say that these cards aren't buffs, but actually Re-works of the cards, since there basically different cards, but I could argue that I'm (mostly) basing upon the core o essence of the cards and modifying a little bit of it which implies to power it up, while keeping most of the original mechanic intact. One concrete example of this would be one of the nerfs that Warsong Commander had in the past, implying that it was a nerf rather than a complete re-work on it. Still, I think that it's inappropriate for me to disinform any person about the actual point of this thread, so I will take your advise on that and change the wordings and the title to "Re-works".
Still, thank you two both of you in helping me out on reflecting a little on the creation of these custom-made re-works, I will promise to get better on designing cards.
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During my long span of playing this game since pre-TGT, I've can't help it but to notice that with every new expansion, the older cards get to see everyday less play in comparison to the new ones, due to the immense power level of the newer cards. Of course, I'm not saying that Blizz should buff every card to the point of meta-defining, but it would be considerate of them of doing some selective few, which in terms, helps to freshen the meta a bit more. Since Blizz isn't doing that, I might as well do some costume made and let all you to opinion, judge and criticize any of this fan-made buffs. Without further to do, I'll start with a small patch of Legendaries from GvG.
Flame Leviathan Explanation:
Let's be honest here, when you initially think of making a Flame Leviathan card into Hearthstone, you gotta give it's big guns and make it rain across the whole board, making small, but rapid damage. The good thing is that, at least it does damage to the whole board with the element of "surprise factor" by drawing it, but the damaging is to low for the card. At first, I wanted to do something similar as the Iron Juggernaut, but that would be boring and uninspired. Then I thought of doing it as Defile, but it didn't fit perfectly with the card's theme. That's when I've remembered it's drawing voice line, and Boom! The card will fire as every missile as it needs to shoot at least one for every character. The only problem I can see is that the card can theoretically wipe out everyone, as long as both heroes have a full board.
Gazlowe Explanation:
I like the idea of making a legendary minion that is constantly making mechs from pure 1-Cost spells, but, have I seen a lack of 1-Cost spells and a destroyer of them. Yes and Yes, I have seen it. That's why, I've decided to imitate Summoning Stone, but with better stats and a better pool of minions to summon from, after all, this card is better for a reason.
Vol'jin Explanation:
The idea behind of making some voodoo magic and suddenly stealing the Health of your opponent's best minion is good and all, but how about stealing all of the good stuff from you're opponent's Ragnaros the Firelord and dumping it with a 3/3 worthless minion? It's like Silence, but even better! The only thing keeping him from being beyond broken are the mana Cost and the amount of stats that he gives back.
Bolvar Fordragon Explanation:
When I first look at this card, I always wander, why didn't Blizz give the "wherever it is" effect. That would've made the card skyrocket the amount of deck utilizing it. Some things that I've nerfed from this card are the mana Cost and the initial Attack, because why would you want a card of a over-powered card of the old version of Mana Wyvern in a Odd Paladin deck? That would be insane!
Neptulon Explanation:
Look, I don't know why would Blizz give this card a merlon themed ability when it's a elemental. Of course, that in those times, the elemental tribe didn't existed yet, but WHY A MURLOC THEME, it doesn't make sense (for me). The only other things that I knew about this card is that it's element is "cold water" and that it desperately need's a change. What I did, was basically a (not so helpful) additional support for the "Freeze Shaman" archetype.
Trade Prince Gallywix Explanation:
For some reason, I've never got to like this card since it feels a bit to clunky for Rouge, but not for some other classes. Still, I've based myself from Academic Espionage, but with a body and getting reasonable cards rather than some underwhelming spells. I've wanted to include Stealth into this minion in order to make it better, but that would just steal some of the identity of the character.
Malorne Explanation:
Here what I've expanded in is that Druid should really need to play something else, rather than the common archetype from nowadays. That's why I've decided to give the class a powerful card that works wonders in Token/Aggro Druid. Besides, it would be interesting to see decks that run Beast-themed buffs in order to create a powerful board.
Let me know any thoughts about this, if you think that a card is a bit to over or under power, just let me know!
27 of November of 2018:
Weapons!, Weapons!, and Weapons! Although they're not much, today I've modified 2 of the many weapons available on Hearthstone. Please make sure to check them out.
Cursed Blade Explanation:
I know what your thinking right now, "Dude, why do you want to buff a useless card like this one?" and to that, I answer that if Blizz were going to print cards with immense drawbacks, there should be at least a considerable Tempo reward. In this case, one could argue that the Mana Cost is the upside of this card, but that won't be enough, since this card will still be pretty bad for like, the whole game. That's why, I've decided to raise it by +1 Attack and give the ability to also double the damage that your hero deals. That way, the card starts to feel like a real Tempo swing, while having the essence of power and being cursed with it for three turns.
The Runespear Explanation:
Although I currently own one copy and like the current effect, I can't help it feel that The Runespear is one of the most unreliable legendary weapons of the whole expansion, since its harder to include it in a deck and it involves a bigger level of RNG in comparison to other weapons like Aluneth. So what I did is to rework the weapon in order to make it feel as if you were to build a deck around it, giving it the theme of Overload and Spell Damage. Although there isn't much synergy in Standard, It would be welcomed in some crazy OTK wild decks.
Magma Rager
2 mana 30/1 Charge
Overload (3)
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
that cured blade is broken, you can deal 18 demage to face for 1 mana (and you can olso increase the demage with heroic strike)
*cursed
while you're at it make icehowl have charge and nothing else as its effect. srsly these cards are beyond broken.
These aren't buffs, these are new cards.
Why u hav to be mad? is only card gaem.
Thanks for the comment there! I'm sorry if I haven't realized how broken it could be Cursed Blade on that context. Not sure if it's ideal, but a possible change that I would be this;
Not sure if this makes it underwhelming again, but it's actually useful for a pseudo-damage Control Warrior that could possibly work if there were more supporting cards ,e.g. : Hooked Reaver for Warrior. Still, one could dream.
Ok, I get you, these are potentially broken cards, but why and how are these 'Custom made' broken? I accept the fact that there explicitly way to broken for any meta and I should improve on those things, but I would appreciate to at least give an example.
As for Icehowl, you shouldn't really be that aggressive of a criticism, since most of the cards that I'm Re-working on, are on cards that aren't being used almost at all, and I should've mention that they were close to useless. Of course, you could say that Icehowl is almost useless, but theoretically, it is much more useful than cards like Neptulon, which pales in comparison to The Shaman Quest, which isn't even good. I also limit to which and how much should I Re-work these cards, since not everyone should be 'buffed' (Specially Magma Rager, that card will never be touched), but rather serve as a passive guide to the players to know that there are 'bad' cards and 'good' cards.
As for your third point, you can say that these cards aren't buffs, but actually Re-works of the cards, since there basically different cards, but I could argue that I'm (mostly) basing upon the core o essence of the cards and modifying a little bit of it which implies to power it up, while keeping most of the original mechanic intact. One concrete example of this would be one of the nerfs that Warsong Commander had in the past, implying that it was a nerf rather than a complete re-work on it. Still, I think that it's inappropriate for me to disinform any person about the actual point of this thread, so I will take your advise on that and change the wordings and the title to "Re-works".
Still, thank you two both of you in helping me out on reflecting a little on the creation of these custom-made re-works, I will promise to get better on designing cards.