I want to challenge Hearthpwn users' creativity with something interesting: have you ever thought a card you liked was strong but then never saw play? Would you like some nearly unplayed card to be more common in the meta?
Here's your chance! Take a card you'd like to see more often and buff it. Everything is allowed: stats, mana cost, possible keywords and even effect (obviously a slight change. we don't want to create completely new cards).
Desclaimer: this thread is supposed nor to collect advices for Blizzard's future balance changes neither to answer today's unfair matchups (Rexxar I'm looking at you). Keep in mind that all the changes suggested should lead the card to see some play, not to be absolutely broken.
Here's my suggestions
Temporus - Add Taunt and reduce attack to 5: in this way you'll be able to survive its downside a little easily (you won't have to worry about 2 turn of absolute SMorc from your opponent), but at the same time the lower attack stat will allow your opponent to fairly overcome that obstacle
Arcane Golem - Add Rush - I'm not that sure about this one, but I've always liked the card and wondered how to make it a little better. Well, in this way we can go back before the card was nerfed (it had Charge before if I'm not mistaken) and guarantee it some play (better stats than Rabid Worgen, a card that sees play, but with the battlecry downside)
"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..."
Aviana - 8 mana 5/5, "Your minions that cost (5) or more cost (5)." I've always loved the Scepter of Summoning from the Dungeon Runs, and I want to bring that flavor to Play Mode. Aviana has always been busted making your stuff cost 1; I propose to reduce her cost and change the effect to that of the scepter. Putting her at 8 mana puts her out of double Innervate range to play another big minion the same turn (Kun). Also, I don't think the minions costing 5 is TOO terribly busted, certainly not as bad as 1.
Snowfury Giant - Cost reduced to 10, it has always bothered me, 11 is just dumb if you obtain it from an effect if you're not Shaman (like Astral Rift).
Rollback Post to RevisionRollBack
Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Aviana - 8 mana 5/5, "Your minions that cost (5) or more cost (5)." I've always loved the Scepter of Summoning from the Dungeon Runs, and I want to bring that flavor to Play Mode. Aviana has always been busted making your stuff cost 1; I propose to reduce her cost and change the effect to that of the scepter. Putting her at 8 mana puts her out of double Innervate range to play another big minion the same turn (Kun). Also, I don't think the minions costing 5 is TOO terribly busted, certainly not as bad as 1.
Snowfury Giant - Cost reduced to 10, it has always bothered me, 11 is just dumb if you obtain it from an effect if you're not Shaman (like Astral Rift).
I really appreciate that you like this idea! Hope to see more posts about this
By the way, I agree a lot with your Snowfury Giant buff idea: a while ago I happened to get him as a Mage (Astral Rift) and he stood there in my hand all the game
Rollback Post to RevisionRollBack
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Hi everyone,
I want to challenge Hearthpwn users' creativity with something interesting: have you ever thought a card you liked was strong but then never saw play? Would you like some nearly unplayed card to be more common in the meta?
Here's your chance! Take a card you'd like to see more often and buff it. Everything is allowed: stats, mana cost, possible keywords and even effect (obviously a slight change. we don't want to create completely new cards).
Desclaimer: this thread is supposed nor to collect advices for Blizzard's future balance changes neither to answer today's unfair matchups (Rexxar I'm looking at you). Keep in mind that all the changes suggested should lead the card to see some play, not to be absolutely broken.
Here's my suggestions
Temporus - Add Taunt and reduce attack to 5: in this way you'll be able to survive its downside a little easily (you won't have to worry about 2 turn of absolute SMorc from your opponent), but at the same time the lower attack stat will allow your opponent to fairly overcome that obstacle
Arcane Golem - Add Rush - I'm not that sure about this one, but I've always liked the card and wondered how to make it a little better. Well, in this way we can go back before the card was nerfed (it had Charge before if I'm not mistaken) and guarantee it some play (better stats than Rabid Worgen, a card that sees play, but with the battlecry downside)
Magma Rager- 3 mana 5/2 Elemental
Booty Bay Bodyguard- 4 mana 5/4 Taunt
Frostwolf Grunt- 2 mana 3/2 Taunt
"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..."
Love this thread.
Aviana - 8 mana 5/5, "Your minions that cost (5) or more cost (5)." I've always loved the Scepter of Summoning from the Dungeon Runs, and I want to bring that flavor to Play Mode. Aviana has always been busted making your stuff cost 1; I propose to reduce her cost and change the effect to that of the scepter. Putting her at 8 mana puts her out of double Innervate range to play another big minion the same turn (Kun). Also, I don't think the minions costing 5 is TOO terribly busted, certainly not as bad as 1.
Snowfury Giant - Cost reduced to 10, it has always bothered me, 11 is just dumb if you obtain it from an effect if you're not Shaman (like Astral Rift).
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I really appreciate that you like this idea! Hope to see more posts about this
By the way, I agree a lot with your Snowfury Giant buff idea: a while ago I happened to get him as a Mage (Astral Rift) and he stood there in my hand all the game