Hey there Hearthpwn, throughout the release of news about Whispers of the Old Gods, the one thing that really stuck to me from the IGN interview was how the developers were considering future cards that a lot of people liked to become Basic cards. I personally would love Zombie Chow and Antique Healbot to stay as Basic cards. Your guys' opinions?
If they do want to make some cards basic, then I'd suggest Spider Tank and Pit Fighter. Awesome vanilla minions and Spider Tank might be enough to introduce the mech tribe for new people. I do have some ideas about class cards (like Bash) in order to better represent classes cores but there's no point in sharing if Blizzard won't do at least neutrals.
Sounds like aggro whine to me. I agree with spider tank and pit fighter. There aren't any vanilla 3 or 5 drop in the basic set, compared to 2, 4, and 6.
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People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
nah man.. i strongly disagree with you.. assumming people are dumb af... even if they are they will try and fail 1 or 2 games and then figure it out... fk outta here with this baby mode bewl
I hope for Zombie Chow and Deathlord. Both does are the only solution against high-aggro-decks like Face Shaman, that will simply overrun Standard.
Also what i love are Tech-Cards like Lil' Exorcist and Kezan Mystic. Naturally Antique Healbot would be nice too. Maybe then Standard would be playable. But until then i stay in Wild Mode.
I think it's way too early to call any particular cards that should be implemented as part of the basic set. I do however see more purpose in discussing the effects that you'd like to stick around, given that some effects restrict the game and others actually expand the options available.
Effects like on Loatheb for example are things that I'd be very happy to see continue. It's something that hasn't been seen anywhere else, the effect isn't restrictive but it allows options for countering a specific type of deck.
I will be perfectly blunt about this. Promoting any meta card to basic/classic is stupid. That's how power creep happens, and that's what the devs are trying so hard to avoid. The only cards that should possibly be promoted are cards that are too bad to be used currently, but will make the basic set a little more rounded for very new players. Cards like spidertank and pit fighter.
In my opinion if you're considering a card to be promoted to basic simply because it's a good card, then that's the exact wrong reason to consider it.
Basic is there to be, well, basic. It's there so new players can use it, and it's so-so. It's a card that will eventually be phased out by that player for a better card that gets released within the now two year window that new cards stay in Standard.
Giorgioksk has the right idea. Vanilla minions that aren't powerful, but fit the curve, such as pit fighter. It's a solid body that a new player can use, but will probably want to replace soon with one that has an effect.
If you make cards like Antique Healbot standard, then they'll never be phased out, which means either Blizzard will have to power creep on them (like they do on basic cards at the moment), or not power creep on them and they'll stay an auto include forever for a lot of decks.
TLDR; The whole point of Standard is to have new decks arise every year, as the previous sets get taken out. The basic cards that'l stay forever are supposed to be average, and replaceable. Wanting powerful cards to become basic would go against that.
Class legendaries is my vote. Each class has to have a bunch of legendaries that allow for varying play styles. All sets (gvg and tgt) provided a new flavour. I think that should carry over as they're not OP.
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If you're happy and you know it... well that's good :)
I'm looking for cards that aren't really incredibly strong but really pop out as very fun or so unique they are worth returning to a class as they can make very unique decks but don't necessarily excel at anything. Many of these offer options as soft counters or as missing mechanics a class could eternally use. Sometimes a mechanic introduced form a new set should have at least 1 card represent it for the duration of time, such as discover.
my top 10
#1: Charged Hammer this card utterly redefines the shaman class from token spamming board centric to control removal. While not particularly amazing, it's just incredibly fun and a card i'll be sad to see removed next year as it's my favorite card easily.
#2: Gang Up the crux of Mill rogue and other gimmick styles of decks and grinder rogue. I'll be heart broken when this card rotates out as the shenanigans and possible crazy games will be gone :(.
#3: Illuminator While essentially a mage class card that some hunters can use, this guy is a pretty tame 2/4 for 3 but has an amazing continuous healing effect tied to secrets. Not good in the current fast tempo heavy meta this guy brings a ton of options for long games.
#4: Echo of Medivh This super fun mage card makes fatigue combos and crazy 3+ copies for decks and grinder mage a thing. Not as strong as Duplicate and more methodical as you pick when to use it rather than randomly this card I hope makes a return.
#5: Lock and Load I'll be sad to see this card go, it's just so well designed and has tons of options for deck building even if it isn't amazing.
#6: Jeweled Scarab Discover is amazing and this bugger is the main 2 drop into 3 drop curve discover card. Staple in hunter, shaman and paladin this card isn't particularly amazing as it's essentially a grinder version of novice engineer. With more options and choices to make than novice engineer I hope blizzard eventually decides to make this card a classic. Classic could use an eternal discover card.
#7: Hobgoblin While yes he can be insane with some card designs, he opens up a door for weenie decks full of 1/1 creatures. Totally a cool card that's never really been particularly special but will be probably the most missed card from GvG for me.
#8: Recycle One of the most unique removal cards (even if vastly worse than Entomb ) it's the kind of really underwhelming but cool mechanic removal druid could use as a constant base card for control decks. A 6 mana library boomerang is nothing to write home about but it's definately a mechanic I'll miss
#9: Healing Wave While pretty strong, the mechanic of joust attached to it is pretty bad honestly. The reason i'll miss it is that shaman has no base set / classic healing cards and is entirely reliant on newly printed cards to heal itself while the other classic healing classes have base healing spells consisting of Holy Light , Healing Touch and Holy Fire . It's a super fun card to always just have, even a changed version with a less RNG joust but less healing would be a great compromise. Even with Joust it's one of the few joust cards worth keeping.
#10: Spectral Knight This card is the mid range Faerie Dragon. A super cool effect on a decent sized body allows for taunt strategies and counter spell based decks. It never shined in a meta full of sticky minions and aggressive board control but the ultility it offers for a decently balanced card will make it the most missed Naxx card for me.
*Edit* Honorable mentions to Spider Tank and Pit Fighter as classic vanilla minions for the 3 and 5 cost mana slots as the stat line base power curves. Classic could use a 3/4 for 3 and 5/6 for 5 Vanilla, especially for the future Vanilla buffing card.
Hey there Hearthpwn, throughout the release of news about Whispers of the Old Gods, the one thing that really stuck to me from the IGN interview was how the developers were considering future cards that a lot of people liked to become Basic cards. I personally would love Zombie Chow and Antique Healbot to stay as Basic cards. Your guys' opinions?
Thanks for taking a look!
I'm not sure about these 2.
Antique Healbot seems pretty simple but Zombie Chow might not be appropriate for new players.
If they do want to make some cards basic, then I'd suggest Spider Tank and Pit Fighter. Awesome vanilla minions and Spider Tank might be enough to introduce the mech tribe for new people. I do have some ideas about class cards (like Bash) in order to better represent classes cores but there's no point in sharing if Blizzard won't do at least neutrals.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Sounds like aggro whine to me. I agree with spider tank and pit fighter. There aren't any vanilla 3 or 5 drop in the basic set, compared to 2, 4, and 6.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
nah man.. i strongly disagree with you.. assumming people are dumb af... even if they are they will try and fail 1 or 2 games and then figure it out... fk outta here with this baby mode bewl
I'd love to have Elise Starseeker as a part of Basic set when she is rotated out. Though it isn't very likely to happen.
And Museum Curator as well.
I hope for Zombie Chow and Deathlord. Both does are the only solution against high-aggro-decks like Face Shaman, that will simply overrun Standard.
Also what i love are Tech-Cards like Lil' Exorcist and Kezan Mystic. Naturally Antique Healbot would be nice too. Maybe then Standard would be playable. But until then i stay in Wild Mode.
Voidcaller. I just believe its a great card for warlock to keep that demon synergy in the decks, which warlock is supposed to have.
I think it's way too early to call any particular cards that should be implemented as part of the basic set. I do however see more purpose in discussing the effects that you'd like to stick around, given that some effects restrict the game and others actually expand the options available.
Effects like on Loatheb for example are things that I'd be very happy to see continue. It's something that hasn't been seen anywhere else, the effect isn't restrictive but it allows options for countering a specific type of deck.
With the rise of Year of the Kraken cards like Deathlord and Zombie Chow for Naxxramas, Kezan Mystic and Mechwarper for GvG (strongly divided with Annoy-o-Tron and Antique Healbot) has great potencial.
In future a year :
BRM : Lava Shock, for fix a "broken" mechanic and Blackwing Corruptor for dragons archetype, and maybe Emperor Thaurissan, if legendaries minions can be cited.
TGT: Garrison Commander, Twilight Guardian and Refreshment Vendor, maybe Fist of Jaraxxus
LoE is too recent to me but Sir Finley Mrrgglton, Curse of Rafaam and Jeweled Scarab are goods cards to be considered.
Resuming, cards that supports tribals and archetypes, but don't are too annoying or limiting the rise of new decks.
I will be perfectly blunt about this. Promoting any meta card to basic/classic is stupid. That's how power creep happens, and that's what the devs are trying so hard to avoid. The only cards that should possibly be promoted are cards that are too bad to be used currently, but will make the basic set a little more rounded for very new players. Cards like spidertank and pit fighter.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
Dr boom, piloted shredder, mad scientist, obviously.
In my opinion if you're considering a card to be promoted to basic simply because it's a good card, then that's the exact wrong reason to consider it.
Basic is there to be, well, basic. It's there so new players can use it, and it's so-so. It's a card that will eventually be phased out by that player for a better card that gets released within the now two year window that new cards stay in Standard.
Giorgioksk has the right idea. Vanilla minions that aren't powerful, but fit the curve, such as pit fighter. It's a solid body that a new player can use, but will probably want to replace soon with one that has an effect.
If you make cards like Antique Healbot standard, then they'll never be phased out, which means either Blizzard will have to power creep on them (like they do on basic cards at the moment), or not power creep on them and they'll stay an auto include forever for a lot of decks.
TLDR; The whole point of Standard is to have new decks arise every year, as the previous sets get taken out. The basic cards that'l stay forever are supposed to be average, and replaceable. Wanting powerful cards to become basic would go against that.
I need Velen's Chosen back in my life Blizz, do it for Anduin pls, and the Clerics...
Anduin needs his Lightbomb back :(
Class legendaries is my vote. Each class has to have a bunch of legendaries that allow for varying play styles. All sets (gvg and tgt) provided a new flavour. I think that should carry over as they're not OP.
If you're happy and you know it... well that's good :)
I'm looking for cards that aren't really incredibly strong but really pop out as very fun or so unique they are worth returning to a class as they can make very unique decks but don't necessarily excel at anything. Many of these offer options as soft counters or as missing mechanics a class could eternally use. Sometimes a mechanic introduced form a new set should have at least 1 card represent it for the duration of time, such as discover.
my top 10
#1: Charged Hammer this card utterly redefines the shaman class from token spamming board centric to control removal. While not particularly amazing, it's just incredibly fun and a card i'll be sad to see removed next year as it's my favorite card easily.
#2: Gang Up the crux of Mill rogue and other gimmick styles of decks and grinder rogue. I'll be heart broken when this card rotates out as the shenanigans and possible crazy games will be gone :(.
#3: Illuminator While essentially a mage class card that some hunters can use, this guy is a pretty tame 2/4 for 3 but has an amazing continuous healing effect tied to secrets. Not good in the current fast tempo heavy meta this guy brings a ton of options for long games.
#4: Echo of Medivh This super fun mage card makes fatigue combos and crazy 3+ copies for decks and grinder mage a thing. Not as strong as Duplicate and more methodical as you pick when to use it rather than randomly this card I hope makes a return.
#5: Lock and Load I'll be sad to see this card go, it's just so well designed and has tons of options for deck building even if it isn't amazing.
#6: Jeweled Scarab Discover is amazing and this bugger is the main 2 drop into 3 drop curve discover card. Staple in hunter, shaman and paladin this card isn't particularly amazing as it's essentially a grinder version of novice engineer. With more options and choices to make than novice engineer I hope blizzard eventually decides to make this card a classic. Classic could use an eternal discover card.
#7: Hobgoblin While yes he can be insane with some card designs, he opens up a door for weenie decks full of 1/1 creatures. Totally a cool card that's never really been particularly special but will be probably the most missed card from GvG for me.
#8: Recycle One of the most unique removal cards (even if vastly worse than Entomb ) it's the kind of really underwhelming but cool mechanic removal druid could use as a constant base card for control decks. A 6 mana library boomerang is nothing to write home about but it's definately a mechanic I'll miss
#9: Healing Wave While pretty strong, the mechanic of joust attached to it is pretty bad honestly. The reason i'll miss it is that shaman has no base set / classic healing cards and is entirely reliant on newly printed cards to heal itself while the other classic healing classes have base healing spells consisting of Holy Light , Healing Touch and Holy Fire . It's a super fun card to always just have, even a changed version with a less RNG joust but less healing would be a great compromise. Even with Joust it's one of the few joust cards worth keeping.
#10: Spectral Knight This card is the mid range Faerie Dragon. A super cool effect on a decent sized body allows for taunt strategies and counter spell based decks. It never shined in a meta full of sticky minions and aggressive board control but the ultility it offers for a decently balanced card will make it the most missed Naxx card for me.
*Edit* Honorable mentions to Spider Tank and Pit Fighter as classic vanilla minions for the 3 and 5 cost mana slots as the stat line base power curves. Classic could use a 3/4 for 3 and 5/6 for 5 Vanilla, especially for the future Vanilla buffing card.
VS
Moved to Card Discussion Forum.
If you're happy and you know it... well that's good :)