I didn't see a thread like this anywhere, so here it is.
So as the title implies, I was thinking about some absurd buffs that could be made to existing cards that would completely break the game. And I thought it was kinda funny to consider those things, so I made this thread just for fun: How would you buff an existing card, in a way that it would become completely insane?
The only rule is: Nothing silly allowed. It would be easy to just say "buff lightning bolt to 30 damage" or "change Shadowstep to: Your opponent immediately concedes". But where would be the fun in that? Let's at least try to make it sound plausible.
I'll start slow:
Mana Wyrm - "Whenever you cast a spell, gain +1/+1."
Ice Block - "Whenever your hero suffers fatal damage, prevent that damage and become immune until the end of the turn. At the beginning of your next turn, restore 10 health."
Tracking - "Discover 3 cards from your deck. Choose one to discard. Draw the others."
Far Sight - "Draw a card. That card costs 0 until the end of turn."
Eviscerate - "Combo: Deal 5 damage to a minion and the enemy hero."
Acolyte of Pain - "When this card is dealt damage, draw cards equal to the damage dealt, up to a maximum of 3."
Far Sight - "Draw a card. That card costs 0 until the end of turn."
To be honest, I don't think this is much of a buff. Most of the time you want to hold on to the card for a certain situation (i.e. Lightning Storm). And Eviscerate is definitely overboard.
Icehowl: "Can only attack heroes and ignores Taunt."
Majordomo Executus: "Battlecry: Replace your hero with Majordomo Executus" [Majordomo in hero form has 7 health, his hero power summons 2/2 Ragnaros' Sparks that cannot attack and deal 2 damage to a random enemy at the end of your turn. He has "Deathrattle: replace your hero with Ragnaros the Firelord", who is still the same.]
Far Sight - "Draw a card. That card costs 0 until the end of turn."
To be honest, I don't think this is much of a buff. Most of the time you want to hold on to the card for a certain situation (i.e. Lightning Storm). And Eviscerate is definitely overboard.
Well, you could tune your deck around it and play it alongside Ancestral Call (or whatever the name of that card). Boom, ramp shaman plays Boom on turn 2 with coin.
Well, you could tune your deck around it and play it alongside Ancestral Call (or whatever the name of that card). Boom, ramp shaman plays Boom on turn 2 with coin.
True. It would definitely give the card a different use.
Savage roar - 3 mana. Give your characters +2 attack this turn.
Then make a card for 6 mana that summons 3 2/2 treants. That would be OP
Yep.
How can i forget? Lets give the treants charge!
Then let's leave it in the game for 2+ years yet suddenly pretend it's a huge game breaking combo?
Nerf away for all I care, it'll be better for standard and future druid cards, but I don't understand the sudden witch hunt of a combo that's been around longer than 2 mana Buzzard or 4 mana Leeroy.
I didn't see a thread like this anywhere, so here it is.
So as the title implies, I was thinking about some absurd buffs that could be made to existing cards that would completely break the game. And I thought it was kinda funny to consider those things, so I made this thread just for fun: How would you buff an existing card, in a way that it would become completely insane?
The only rule is: Nothing silly allowed. It would be easy to just say "buff lightning bolt to 30 damage" or "change Shadowstep to: Your opponent immediately concedes". But where would be the fun in that? Let's at least try to make it sound plausible.
I'll start slow:
Mana Wyrm - "Whenever you cast a spell, gain +1/+1."
Ice Block - "Whenever your hero suffers fatal damage, prevent that damage and become immune until the end of the turn. At the beginning of your next turn, restore 10 health."
Tracking - "Discover 3 cards from your deck. Choose one to discard. Draw the others."
Far Sight - "Draw a card. That card costs 0 until the end of turn."
Eviscerate - "Combo: Deal 5 damage to a minion and the enemy hero."
Acolyte of Pain - "When this card is dealt damage, draw cards equal to the damage dealt, up to a maximum of 3."
Angry Chicken - Change its stats to a 1/3.
Flame Leviathian 7 mana 6/9 - When you draw this deal 4 damage to all enemy characters. Did I do it right?
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I posted this in the corrupt card contest, but it works here too.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Flame Imp - 2/3 instead of 3/2
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None of these change the mana cost or stats of the card.
Mysterious Challenger: "Battlecry: Put one of each secret from your and your opponent's decks into your battlefield."
Knife Juggler/Flamewaker: "Whenever you summon a minion/play a spell, deal 1 damage to a random enemy minion."
Deathwing: Battlecry: "Destroy all of your minions and discard your opponent's hand."
Alexstrasza: "Choose One - Set a hero's health to 10 or 20" (yes I know that's a Druid thing, but oh well that would be insanely good).
Shadowflame: "Destroy a minion and deal it's attack to all minions on the board."
Naga Sea Witch: "Both players' cards cost (5)."
Icehowl: "Can only attack heroes and ignores Taunt."
Majordomo Executus: "Battlecry: Replace your hero with Majordomo Executus" [Majordomo in hero form has 7 health, his hero power summons 2/2 Ragnaros' Sparks that cannot attack and deal 2 damage to a random enemy at the end of your turn. He has "Deathrattle: replace your hero with Ragnaros the Firelord", who is still the same.]
Malorne: deathrattle: summon malorne
Troggzore the Earthenator: if your opponent casts a spell, fill your board with trogs (not exact wording but you know what i meant)
Savage roar: all allied characters gain +X attack, where X is the number of friendly characters.
Mysterious challenger: put 1 of each secret into play (not pulled from deck, not just pally secrets)
Whirling zapomatic: windfury and stealth
Übertaker:
1/2 - 1 mana
Whenever you summon a minion, gain +1/+1.
Micro machine: At the end of every turn give this card +2 attack.
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
These are more gimmicky and annoying than flat out OP, but I thought it would be more interesting this way.
Ancient Mage: battlecry: Give ALL your minions spell power +1
Grim Patron: whenever this minion takes damage, summon a Grim Patron
Lorewalker Cho: whenever a spell is played, but a copy of it in your hand
Coldlight Oracle: battlecry: the opponent draws 10 cards
Totemic Might: Give your totems +4 attack this turn
Drain Life: swap your hero's health with your opponent's
Mind Control Tech: battlecry: if your opponent has 6 minions, take control of them
Mana Wraith: battlecry: all spells now cost 10 mana
Far Sight: look at your opponent's deck; you have five minutes to take your turn
"The man who knows himself but does not know his enemy, never breaks 50% win rate."
-Sun Tzu
Dr Nuke(super charged Dr boom):9 mana 7/7; Fill your board with 1/1 Nuke Bots (warning: they may explode)
Nuke bot: 1/1; charge; Destroy Nuke Bot at the end of your turn; Deathrattle: Deal 1-4 damage to a random enemy
Wants to play Captain Cookie Druid because why not?
For those times when you want to play another Wisp, but your opponent put out a Mana Wraith.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
If your gonna do it. Do it right.
Savage roar - 3 mana. Give your characters +2 attack this turn.
Then make a card for 6 mana that summons 3 2/2 treants. That would be OP
Yep.
Easy just buff already broken cards like Grim Patron - 5 mana 5/5 - Flame Waker 3 mana 4/4 Savage Roar 3 mana your characters gain 4 attack