I know this has been done to death, but I thought I'd throw in my cents on how to buff basic and classic cards. Mostly, when this has been done, people tend to overdo it, breaking the cards completely. Instead, I'd like to focus on the shit-tier cards, and make them less so. The intention isn't to make them top tier level, but to bring them in line with many of the other cards in the sets.
Basic
Druid
Healing Touch Healing increased to 10 - So many other druid cards are just so much better, either offering armor or versatility, or, in the case of Branching Paths, both. It's still not a good card, but at least it isn't outshone by every other heal spell.
Hunter
No changes
Mage
No changes
Paladin
Holy Light Healing increased to 7 - Just like Healing Touch, Holy Light belongs on the bottom of heal spells. If you compare it to Flash Heal, which even has added utility in priest when used with cards like Auchenai Soulpriest, it's hard to understand why it only heals for 1 more, while costing 1 more mana.
Priest
No changes
Rogue
No changes
Shaman
Totemic Might Cost increased to 1, text changed to "Give your totems +1/+1". Much more useful now, maybe even playable. Compared to Mark of the Lotus it's still subpar, but at least it's not trash.
Booty Bay Bodyguard Health buffed to 5 - Attributes brought in line with other taunt minions.
Core Hound Health increased to 6 - Attributes brought in line with other vanilla minions.
Lord of the Arena Attack increased to 7 - Attributes brought in line with other taunt minions.
Silverback Patriarch Attack increased to 2 - Attributes brought in line with other taunt minions.
War Golem Attack increased to 8 - Attributes brought in line with other vanilla minions.
Classic
Druid
Ancient of Lore Heal increased to 8 - Back in beta, Ancient of Lore used to heal for 8, but was nerfed to 5 as 8 was deemed too powerful. Today, I have my doubts, especially when the draw has been reduced to 1 card instead of 2.
Savagery Can target players as well - Still not a good card, but upping utility a bit could help a lot. Alternatively, cost could be upped to 4, and damage would be dealt to all enemy minions.
Hunter
No changes
Mage
No changes
Paladin
No changes
Priest
Shadowform Mana reduced to 2 - This will bring it in line with cards like Dinomancy. Still, I don't think this will ever be played over Shadowreaper Anduin, but he'll soon leave standard so... who knows?
They already said they had no plans on EVER buffing bad cards.
No plans of ever != never. It simply means at the time of statement they didn't envision themselves doing it. They can always change their mind. Many people are asking for such questions in the response of that Dev questioning what would bring people back. Change might be upon us.
Plus the guy never said that he expected Blizz to do it, just how he would do it
First of all, I want to say that you shouldn't compare Basic cards to Classic or Expansion cards, cause they're purposely weaker or (as the name says) basic versions of them.
Secondly, most of the changes you made are focused on increasing what a certain card does: for example, you suggested to make Healing Touch restore 10 instead of 8. Well, that's not the best way to buff cards in my opinion: if I were to build a Druid deck, I still wouldn't include your buffed card in my deck.
Cards are used because of 2 major factors: sheer power (e. g. Pyroblast) or flexibility (e.g. Sunkeeper Tarim). Now, let's make an example with real stuff: why has Holy Light never seen play and Flash of Light actually has? Because the latter, despite restoring less health, allows the player to use it in multiple circumstances (healing, healing and looking for an answer, simply cycling through your deck, ecc.)
What you should do, keeping in mind balance issues and all the things I wrote, is something like this: Healing Touch 2.0, now restores 5/6 health and gives you armor for all the healing in excess. Now I do want to play this card in my deck.
Moreover, some reviews: Shadowform is ok at 3 mana because, unlike Dinomancy, it provides you a reason to put two copies of it in your deck; you should watch how broken Savagery was before its nerf; YES JUSTICE TO Silverback Patriarch.
In the end, most of the suggestions you made consist in sheer power creep, while Basic set, as I said, should be the base from which Expansion cards are build: for example, Bwonsamdi the dead is obviously a better version of War Golem, but your buffs would create big vanilla issues, making (supposed) strong cards undestatted and thus not so strong
First of all, I want to say that you shouldn't compare Basic cards to Classic or Expansion cards, cause they're purposely weaker or (as the name says) basic versions of them.
Secondly, most of the changes you made are focused on increasing what a certain card does: for example, you suggested to make Healing Touch restore 10 instead of 8. Well, that's not the best way to buff cards in my opinion: if I were to build a Druid deck, I still wouldn't include your buffed card in my deck.
Cards are used because of 2 major factors: sheer power (e. g. Pyroblast) or flexibility (e.g. Sunkeeper Tarim). Now, let's make an example with real stuff: why has Holy Light never seen play and Flash of Light actually has? Because the latter, despite restoring less health, allows the player to use it in multiple circumstances (healing, healing and looking for an answer, simply cycling through your deck, ecc.)
What you should do, keeping in mind balance issues and all the things I wrote, is something like this: Healing Touch 2.0, now restores 5/6 health and gives you armor for all the healing in excess. Now I do want to play this card in my deck.
Moreover, some reviews: Shadowform is ok at 3 mana because, unlike Dinomancy, it provides you a reason to put two copies of it in your deck; you should watch how broken Savagery was before its nerf; YES JUSTICE TO Silverback Patriarch.
In the end, most of the suggestions you made consist in sheer power creep, while Basic set, as I said, should be the base from which Expansion cards are build: for example, Bwonsamdi the dead is obviously a better version of War Golem, but your buffs would create big vanilla issues, making (supposed) strong cards undestatted and thus not so strong
While I agree with the sentiment that basic cards shouldn't be comparatively powerful as expansion cards, I do think they should at least adhere to basic formula, such as stats on vanilla minions (mana = (attributes*2)+1), and taunt minions (mana = attributes*2).
The point of buffing Healing Touch and Holy Light wasn't to make them powerful, but again bring them closer to basic formula of what can be expected of a healing card compared to its cost. Your suggestion would instead make them more complicated, which was something I tried to avoid. Basic cards should be simple and easy to understand.
And comparing War Golem to Bwonsamdi, the Dead is just... weird. Would that one extra attack on War Golem really make you doubt which of them you'd use in your deck?
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions. They should never (repeat: NEVER) compete power-wise with expansion cards. To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
I know this has been done to death, but I thought I'd throw in my cents on how to buff basic and classic cards. Mostly, when this has been done, people tend to overdo it, breaking the cards completely. Instead, I'd like to focus on the shit-tier cards, and make them less so. The intention isn't to make them top tier level, but to bring them in line with many of the other cards in the sets.
Basic
Druid
Healing Touch Healing increased to 10 - So many other druid cards are just so much better, either offering armor or versatility, or, in the case of Branching Paths, both. It's still not a good card, but at least it isn't outshone by every other heal spell.
Hunter
No changes
Mage
No changes
Paladin
Holy Light Healing increased to 7 - Just like Healing Touch, Holy Light belongs on the bottom of heal spells. If you compare it to Flash Heal, which even has added utility in priest when used with cards like Auchenai Soulpriest, it's hard to understand why it only heals for 1 more, while costing 1 more mana.
Priest
No changes
Rogue
No changes
Shaman
Totemic Might Cost increased to 1, text changed to "Give your totems +1/+1". Much more useful now, maybe even playable. Compared to Mark of the Lotus it's still subpar, but at least it's not trash.
Booty Bay Bodyguard Health buffed to 5 - Attributes brought in line with other taunt minions.
Core Hound Health increased to 6 - Attributes brought in line with other vanilla minions.
Lord of the Arena Attack increased to 7 - Attributes brought in line with other taunt minions.
Silverback Patriarch Attack increased to 2 - Attributes brought in line with other taunt minions.
War Golem Attack increased to 8 - Attributes brought in line with other vanilla minions.
Classic
Druid
Ancient of Lore Heal increased to 8 - Back in beta, Ancient of Lore used to heal for 8, but was nerfed to 5 as 8 was deemed too powerful. Today, I have my doubts, especially when the draw has been reduced to 1 card instead of 2.
Savagery Can target players as well - Still not a good card, but upping utility a bit could help a lot. Alternatively, cost could be upped to 4, and damage would be dealt to all enemy minions.
Hunter
No changes
Mage
No changes
Paladin
No changes
Priest
Shadowform Mana reduced to 2 - This will bring it in line with cards like Dinomancy. Still, I don't think this will ever be played over Shadowreaper Anduin, but he'll soon leave standard so... who knows?
The problem is: these cards are part of the Basic/Classic Set for a reason. Blizzard wants to make money with every expansion, so the cards need to be slightly stronger every time (though the power level of KotFT and K&C was so high that yes, they made money, but they now have troubles with the power level of newer sets, that's why we saw so many nerfs recently)
They are meant for beginners and you can still have a very efficient deck with these cards if you know how to create one.
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions. They should never (repeat: NEVER) compete power-wise with expansion cards. To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
And in what world would an 8-power War Golem be an autoinclude? It would just follow the same stat distribution as Boulderfist Ogre, Bloodfen Raptor and Oasis Snapjaw, none of which has been included in any competitive deck since Naxx.
The problem is: these cards are part of the Basic/Classic Set for a reason. Blizzard wants to make money with every expansion, so the cards need to be slightly stronger every time (though the power level of KotFT and K&C was so high that yes, they made money, but they now have troubles with the power level of newer sets, that's why we saw so many nerfs recently)
They are meant for beginners and you can still have a very efficient deck with these cards if you know how to create one.
I disagree on the idea that they have to create more powerful cards every expansion. Cards don't have to be stronger to be interesting, just different.
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions. They should never (repeat: NEVER) compete power-wise with expansion cards. To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
And in what world would an 8-power War Golem be an autoinclude? It would just follow the same stat distribution as Boulderfist Ogre, Bloodfen Raptor and Oasis Snapjaw, none of which has been included in any competitive deck since Naxx.
Using one of the worst examples to make this point is fairly nonsensical, but I'll use it. You have two possible options following this logic: Does an 8-power War Golem make it playable in any deck? What deck would this fit into? 1) If not, then the buff to it is pointless since it makes no difference to the use of the card. 2) If so, then it would have to replace something else. If it is not replacing an expansion card in a deck, then it must be replacing a classic card. So you just made that other classic card weaker. So you need to buff that one. Which makes War Golem weaker again. So you buff WG again. And so on, and so on. And then, to make sure that expansion cards are preferred over classic, they have to be even more powerful. This is called power creep.
The point is that you are wanting to make the classic cards more powerful. For any buff to be in any way relevant, it would have to be strong enough to make it inclusive to at least one deck. This means they will get included more often than their expansion counterparts unless the expansion cards are much more powerful on top. And so we will end up with the problem we have had for the last few years. Too many classic cards being seen in decks every expansion, making the game boring and repetitive.
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions. They should never (repeat: NEVER) compete power-wise with expansion cards. To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
And in what world would an 8-power War Golem be an autoinclude? It would just follow the same stat distribution as Boulderfist Ogre, Bloodfen Raptor and Oasis Snapjaw, none of which has been included in any competitive deck since Naxx.
Using one of the worst examples to make this point is fairly nonsensical, but I'll use it. You have two possible options following this logic: Does an 8-power War Golem make it playable in any deck? What deck would this fit into? 1) If not, then the buff to it is pointless since it makes no difference to the use of the card. 2) If so, then it would have to replace something else. If it is not replacing an expansion card in a deck, then it must be replacing a classic card. So you just made that other classic card weaker. So you need to buff that one. Which makes War Golem weaker again. So you buff WG again. And so on, and so on. And then, to make sure that expansion cards are preferred over classic, they have to be even more powerful. This is called power creep.
The point is that you are wanting to make the classic cards more powerful. For any buff to be in any way relevant, it would have to be strong enough to make it inclusive to at least one deck. This means they will get included more often than their expansion counterparts unless the expansion cards are much more powerful on top. And so we will end up with the problem we have had for the last few years. Too many classic cards being seen in decks every expansion, making the game boring and repetitive.
Your mistake is that you're only taking competitive decks into account. New players exist, so anything that helps them to a certain extent is welcome.
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions. They should never (repeat: NEVER) compete power-wise with expansion cards. To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
And in what world would an 8-power War Golem be an autoinclude? It would just follow the same stat distribution as Boulderfist Ogre, Bloodfen Raptor and Oasis Snapjaw, none of which has been included in any competitive deck since Naxx.
Using one of the worst examples to make this point is fairly nonsensical, but I'll use it. You have two possible options following this logic: Does an 8-power War Golem make it playable in any deck? What deck would this fit into? 1) If not, then the buff to it is pointless since it makes no difference to the use of the card. 2) If so, then it would have to replace something else. If it is not replacing an expansion card in a deck, then it must be replacing a classic card. So you just made that other classic card weaker. So you need to buff that one. Which makes War Golem weaker again. So you buff WG again. And so on, and so on. And then, to make sure that expansion cards are preferred over classic, they have to be even more powerful. This is called power creep.
The point is that you are wanting to make the classic cards more powerful. For any buff to be in any way relevant, it would have to be strong enough to make it inclusive to at least one deck. This means they will get included more often than their expansion counterparts unless the expansion cards are much more powerful on top. And so we will end up with the problem we have had for the last few years. Too many classic cards being seen in decks every expansion, making the game boring and repetitive.
Your mistake is that you're only taking competitive decks into account. New players exist, so anything that helps them to a certain extent is welcome.
Also, Arena.
Lol-wut?! That's not a mistake. That's basic understanding of the game. New players in the game is completely irrelevant. A player's experience in the game has literally no bearing on the power and usefulness of a card. That's like saying "War Golem is a better card than X because a new player only has this card so plays it more". It's utter bonkers! Lol!
As for Arena, the exact same point I made before applies. If a classic card is now a better, more powerful pick in Arena than it's expansion equivalent, then it's a problem and should never have been made that strong in the first place.
If buffing a bad card won't make it more likely to see play, there is no point in buffing it. None of the buffs you are proposing will move those cards from the unplayable pile into the playable pile. Therefore, they are not really needed.
If buffing a bad card won't make it more likely to see play, there is no point in buffing it. None of the buffs you are proposing will move those cards from the unplayable pile into the playable pile. Therefore, they are not really needed.
If buffing a bad card won't make it more likely to see play, there is no point in buffing it. None of the buffs you are proposing will move those cards from the unplayable pile into the playable pile. Therefore, they are not really needed.
If buffing a bad card doesn't make it good, then why not do it? If it doesn't interfere with constructed worthy cards, but instead makes it more powerful for new players, what's so bad about buffing it? It's not because I break the cards, I just make them follow the basic stat distribution values.
I know this has been done to death, but I thought I'd throw in my cents on how to buff basic and classic cards. Mostly, when this has been done, people tend to overdo it, breaking the cards completely. Instead, I'd like to focus on the shit-tier cards, and make them less so. The intention isn't to make them top tier level, but to bring them in line with many of the other cards in the sets.
Basic
Druid
Healing Touch Healing increased to 10 - So many other druid cards are just so much better, either offering armor or versatility, or, in the case of Branching Paths, both. It's still not a good card, but at least it isn't outshone by every other heal spell.
Hunter
No changes
Mage
No changes
Paladin
Holy Light Healing increased to 7 - Just like Healing Touch, Holy Light belongs on the bottom of heal spells. If you compare it to Flash Heal, which even has added utility in priest when used with cards like Auchenai Soulpriest, it's hard to understand why it only heals for 1 more, while costing 1 more mana.
Priest
No changes
Rogue
No changes
Shaman
Totemic Might Cost increased to 1, text changed to "Give your totems +1/+1". Much more useful now, maybe even playable. Compared to Mark of the Lotus it's still subpar, but at least it's not trash.
Warlock
No changes
Warrior
Warsong Commander Attack increased to 3 - Just slightly less trash.
Neutral
Booty Bay Bodyguard Health buffed to 5 - Attributes brought in line with other taunt minions.
Core Hound Health increased to 6 - Attributes brought in line with other vanilla minions.
Lord of the Arena Attack increased to 7 - Attributes brought in line with other taunt minions.
Silverback Patriarch Attack increased to 2 - Attributes brought in line with other taunt minions.
War Golem Attack increased to 8 - Attributes brought in line with other vanilla minions.
Classic
Druid
Ancient of Lore Heal increased to 8 - Back in beta, Ancient of Lore used to heal for 8, but was nerfed to 5 as 8 was deemed too powerful. Today, I have my doubts, especially when the draw has been reduced to 1 card instead of 2.
Savagery Can target players as well - Still not a good card, but upping utility a bit could help a lot. Alternatively, cost could be upped to 4, and damage would be dealt to all enemy minions.
Hunter
No changes
Mage
No changes
Paladin
No changes
Priest
Shadowform Mana reduced to 2 - This will bring it in line with cards like Dinomancy. Still, I don't think this will ever be played over Shadowreaper Anduin, but he'll soon leave standard so... who knows?
Rogue
Cold Blood Base attack increased to 3 - As it is, it's just a worse Blessing of Might. Now, it's a costlier Blessing of Might with added utility.
Kidnapper Mana reduced to 5 - This one has always been overcosted, and for an epic, simply underwhelming.
Shaman
No changes
Warlock
Felguard Attack increased to 4
Pit Lord Attack increased to 6
Warrior
No changes
Neutral
Fen Creeper Health increased to 7 - Attributes brought in line with other taunt minions.
Illidan Stormrage Health increased to 6 - Better survivability could help one of the iconic characters of Warcraft see play.
Millhouse Manastorm Enemy spells cost 1 next turn - It's still a gamble when played, as the opponent could be sitting with Ultimate Infestation, Free From Amber or Zerek's Cloning Gallery.
Nat Pagle Effect reverted to trigger at end of turn - Good 'ole Nat hasn't really seen play since he was nerfed. Let's make Nat great again!
Priestess of Elune Mana reduced to 5 - Still bad when compared to Antique Healbot, but at least it's more appropriately costed now.
Windfury Harpy Health increased to 6 - Now it's just a double Thrallmar Farseer.
They already said they had no plans on EVER buffing bad cards.
No plans of ever != never. It simply means at the time of statement they didn't envision themselves doing it. They can always change their mind. Many people are asking for such questions in the response of that Dev questioning what would bring people back. Change might be upon us.
Plus the guy never said that he expected Blizz to do it, just how he would do it
First of all, I want to say that you shouldn't compare Basic cards to Classic or Expansion cards, cause they're purposely weaker or (as the name says) basic versions of them.
Secondly, most of the changes you made are focused on increasing what a certain card does: for example, you suggested to make Healing Touch restore 10 instead of 8. Well, that's not the best way to buff cards in my opinion: if I were to build a Druid deck, I still wouldn't include your buffed card in my deck.
Cards are used because of 2 major factors: sheer power (e. g. Pyroblast) or flexibility (e.g. Sunkeeper Tarim). Now, let's make an example with real stuff: why has Holy Light never seen play and Flash of Light actually has? Because the latter, despite restoring less health, allows the player to use it in multiple circumstances (healing, healing and looking for an answer, simply cycling through your deck, ecc.)
What you should do, keeping in mind balance issues and all the things I wrote, is something like this: Healing Touch 2.0, now restores 5/6 health and gives you armor for all the healing in excess. Now I do want to play this card in my deck.
Moreover, some reviews: Shadowform is ok at 3 mana because, unlike Dinomancy, it provides you a reason to put two copies of it in your deck; you should watch how broken Savagery was before its nerf; YES JUSTICE TO Silverback Patriarch.
In the end, most of the suggestions you made consist in sheer power creep, while Basic set, as I said, should be the base from which Expansion cards are build: for example, Bwonsamdi the dead is obviously a better version of War Golem, but your buffs would create big vanilla issues, making (supposed) strong cards undestatted and thus not so strong
I only want to see Nat Pagle back to his Pre Nerf ways. That would make me happy and gooey inside.
I miss Old Nat.. . 😔
4/3/19 RIP Keith Flint. 😔
I'd be even happier if they reverted him to Pre-Pre-nerf status. (They've nerfed him twice, lol)
While I agree with the sentiment that basic cards shouldn't be comparatively powerful as expansion cards, I do think they should at least adhere to basic formula, such as stats on vanilla minions (mana = (attributes*2)+1), and taunt minions (mana = attributes*2).
The point of buffing Healing Touch and Holy Light wasn't to make them powerful, but again bring them closer to basic formula of what can be expected of a healing card compared to its cost. Your suggestion would instead make them more complicated, which was something I tried to avoid. Basic cards should be simple and easy to understand.
And comparing War Golem to Bwonsamdi, the Dead is just... weird. Would that one extra attack on War Golem really make you doubt which of them you'd use in your deck?
The whole point of basic and classic cards is that for the most part, they should be lesser versions of cards that appear in expansions.
They should never (repeat: NEVER) compete power-wise with expansion cards.
To that end, buffing any of them is a seriously bad idea. They become auto-includes in many decks and then you see these same cards every expansion and it leads to the game becoming stale.
This is the whole reason the Hall of Fame exists in the first place and why classic cards have to receive continual nerfs.
U cant just buff cards. That would make random summons insane when there are no bad outcomes.
The problem is: these cards are part of the Basic/Classic Set for a reason. Blizzard wants to make money with every expansion, so the cards need to be slightly stronger every time (though the power level of KotFT and K&C was so high that yes, they made money, but they now have troubles with the power level of newer sets, that's why we saw so many nerfs recently)
They are meant for beginners and you can still have a very efficient deck with these cards if you know how to create one.
And in what world would an 8-power War Golem be an autoinclude? It would just follow the same stat distribution as Boulderfist Ogre, Bloodfen Raptor and Oasis Snapjaw, none of which has been included in any competitive deck since Naxx.
You'd still have cards like Azalina Soulthief, Giggling Inventor and Big-Time Racketeer. Also, how would an extra power on War Golem or Silverback Patriarch tip them from trash to overpowered?
I disagree on the idea that they have to create more powerful cards every expansion. Cards don't have to be stronger to be interesting, just different.
Using one of the worst examples to make this point is fairly nonsensical, but I'll use it.
You have two possible options following this logic:
Does an 8-power War Golem make it playable in any deck? What deck would this fit into?
1) If not, then the buff to it is pointless since it makes no difference to the use of the card.
2) If so, then it would have to replace something else. If it is not replacing an expansion card in a deck, then it must be replacing a classic card. So you just made that other classic card weaker. So you need to buff that one. Which makes War Golem weaker again. So you buff WG again. And so on, and so on.
And then, to make sure that expansion cards are preferred over classic, they have to be even more powerful.
This is called power creep.
The point is that you are wanting to make the classic cards more powerful.
For any buff to be in any way relevant, it would have to be strong enough to make it inclusive to at least one deck.
This means they will get included more often than their expansion counterparts unless the expansion cards are much more powerful on top. And so we will end up with the problem we have had for the last few years. Too many classic cards being seen in decks every expansion, making the game boring and repetitive.
Your mistake is that you're only taking competitive decks into account. New players exist, so anything that helps them to a certain extent is welcome.
Also, Arena.
Lol-wut?!
That's not a mistake. That's basic understanding of the game.
New players in the game is completely irrelevant.
A player's experience in the game has literally no bearing on the power and usefulness of a card.
That's like saying "War Golem is a better card than X because a new player only has this card so plays it more". It's utter bonkers! Lol!
As for Arena, the exact same point I made before applies. If a classic card is now a better, more powerful pick in Arena than it's expansion equivalent, then it's a problem and should never have been made that strong in the first place.
If buffing a bad card won't make it more likely to see play, there is no point in buffing it. None of the buffs you are proposing will move those cards from the unplayable pile into the playable pile. Therefore, they are not really needed.
^^
Yes! This man gets it! :-)
If buffing a bad card doesn't make it good, then why not do it? If it doesn't interfere with constructed worthy cards, but instead makes it more powerful for new players, what's so bad about buffing it? It's not because I break the cards, I just make them follow the basic stat distribution values.
Can we at least agree that the buffs are fair?
Your buffs are reasonable. Nevertheless, it will never happen.
--Alfi--