I'd be very surprised if we even get more buffs for any set.
I hope I am wrong, but my guess is that the Mech-event was something they wanted to try out once and only because they had a "story" for it. I don't think they see it as a balancing tool, and certainly not one they want to use regularly. Again, I hope I am wrong.
And thinking that any Classic or Basic card ever gets buffed is naive. The developers make it pretty obvious that they simply don't want you to use Basic and Classic cards in Standard, at least outside of things like Zephrys. At the end of all the talk about "deck diversity" and "design space" always stands that Classic and Basic cards should not be a part of Standard. It is almost certain that some more cards of those sets will get nerfed this year, if not within the next two months, just as likely as it is that next year, somehow, more cards "need" to go to the Hall of Shame that were still fine this year. Warsong Commander is probably the best card in the entire game for the developers, because it is the single most useless card of all time. It has a terrible statline, a lousy effect, and interacts with a keyword that is no longer supported. They never have to worry that anybody could ever be tempted to intentionally use it in any conceivable event, and they are happy about it. That is how they see Classic and Basic.
Some good suggestions in this thread. For me, I'd like to see buffs for the cards they've printed that operate as the foundation of arch-types they previously tried to create. Specifically Heal Druid, what used to be Odd Mage, Gonk Druid and Dragon Warrior.
Lucentbark: Add can't be targeted by spells
Jana'ali: This is a really fun effect that got nerfed has soon as Baku was hof'd. Pretty much unplayable now. Maybe change it to if your hero power has dealt 4 damage this game?
Gonk: Not sure how to buff this, maybe reduce cost and/or improve stats
War Master Voone: Reduce the cost of all dragons in your hand by 1
They've created several support cards for all of these arche-types and no one plays or uses any of them (with maybe the exception of Heal Druid, but it sucks). If the legendaries that these decks are built on were to become playable it would add some variety to the meta.
Supreme Archaeology: Draw 15 cards (instead of 20). If you're not fortunate enough to find Plot Twist, drawing 20 cards takes a really long time. This buff would mean you're not completely relying on Plot Twist to achieve the quest in a relatively quick manor.
Flame Ward: When a minion attack your hero (instead of After). Very similar to Explosive Trap, however, this one doesn't protect your hero. Buffing this would prevent your opponent from dealing a little extra damage to you.
Hack the System: Attack 4 times with your hero (instead of 5). The quest isn't good enough, so Warriors just decided to stick with their Control deck instead. If Blizzard is not going to nerf something from Control Warrior, at least give them a reason to try a new deck.
Psychopomp: Discover a friendly minion that died this game. Summon it with Reborn. (instead of Summon a random friendly minion). This card has the potential to be amazing for Priest, but you can't control what you summon. Allowing you to Discover what you bring back could be the extra push that Quest Priest needs to become a Tier 1 deck.
I like all these suggestions except Psychopomp, because Eternal Servitude sees quite a lot of play in wild. The only disadvantage to your suggestion of Psychopomp over Eternal Servitude is that it puts a bad card in your rez pool. Mainly i think your suggestion is undercosted, if it cost like 5 mana i'd totally be on board.
That downside is fucking huge. Aggro is insane in wild, one bad draw and you just die against them, imagine resurrecting Psychopomp instead of Lich King or Statue against Odd Rogue or Odd Paladin, you will lose the game on the spot. Barnes is already a big enough liability for rez pool past turn 4, no way BP is going to put another horrible minion in the deck.
i dont think anyone will feel bad for a big priest player in this universe, maybe try another one. I think it should be discover, would be nice in midrange priest or something that abuses deathrattles. Imagine you hit Cairne with it, similar to warriors bloodsworn mercenary.
Please buff anything other than zoo for warlock... I keep getting all the drawlock legends in packs and I desperately want it to be a valid archetype. I think Betrug should be 7 mana, or maybe even 6 and nerf his other stats. Quest should be a little easier too, maybe 15?
Some good suggestions in this thread. For me, I'd like to see buffs for the cards they've printed that operate as the foundation of arch-types they previously tried to create. Specifically Heal Druid, what used to be Odd Mage, Gonk Druid and Dragon Warrior.
Lucentbark: Add can't be targeted by spells
Jana'ali: This is a really fun effect that got nerfed has soon as Baku was hof'd. Pretty much unplayable now. Maybe change it to if your hero power has dealt 4 damage this game?
Gonk: Not sure how to buff this, maybe reduce cost and/or improve stats
War Master Voone: Reduce the cost of all dragons in your hand by 1
They've created several support cards for all of these arche-types and no one plays or uses any of them (with maybe the exception of Heal Druid, but it sucks). If the legendaries that these decks are built on were to become playable it would add some variety to the meta.
NOOOOOOOOOOOO WAY SHOULD LUCENTBARK HAVE CAN'T BE TARGETED!!! If you want to support that archetype buff the cards that synergise with it.
I think aggro in general still needs a buff. Control Warrior, Control Warlock, Priest, and now even MAGE with their new Secret that can deal 3 to everything all have way too many tools to deal with aggro. Been trying to climb with aggro Shaman variants and aggro Zoolock and these decks just all laugh at me. You just can't beat them down. Control has too many ways to defend against aggro and its ruining the game.
I think aggro in general still needs a buff. Control Warrior, Control Warlock, Priest, and now even MAGE with their new Secret that can deal 3 to everything all have way too many tools to deal with aggro. Been trying to climb with aggro Shaman variants and aggro Zoolock and these decks just all laugh at me. You just can't beat them down. Control has too many ways to defend against aggro and its ruining the game.
Oh look how the tides have turned. Imagine if someone said this 3 years ago lol.
I have a feeling that the dev team is going to be VERY VERY unlikely because of their obvious mistake with Pocket Galaxy. I hope they don't though. I hope they push the limits and try things out and if they make a mistake, that's ok. It's digital and it can be reverted.
If they were to buff anything, its going to be 1 mana discount or 1 health buff and that's it. The idea is to make the buffed cards enticing to try out, but not an auto include in EVERY single deck. Like Galaxy.
The Paladin Hand minion Buff was good. It was fair, and it made people take a look at the card again for 1 mana cheaper. That's what I want to see. Cards that NEVER see any play to get a small boost in power.
I would love to see support for decks and archetypes that are on the fringe. This also makes money for Blizzard. People will craft these newly buffed cards and spend dust and so forth. or buy packs to get more dust, so they can craft more cards.
Specifically the cards I would like to see buffed from Rise of Shadows are the following:
1. Arcane Fletcher - Hunter. 4 cost 3/3. Make it a 3/4 or 3/5. Or drop the cost to 3 mana.
2. Dragon Speaker - Paladin. 5 cost 3/5. Change it to 5/5 stats so that it's not a dead card if you dont have dragons in hand. Or drop the cost to 4 mana 3/5 instead.
3. Jumbo Imp. 10 mana 8/8. Costs 1 less for each Demon that died this game (not while in hand.)
4. Sweeping Strikes. 2 mana. Also gives the minion Rush.
5. Violet Spellsword. 4 mana 1/6. Battlecry should now read: Draw a card. Gain +1 Attack for each spell in your hand.
6. Recurring Villain. 5 mana 3/6. Change it to have an ongoing effect, then the deathrattle text is still the same though. Ongoing effect: While your opponent has 3 or more minions, gain +1 Attack.
I’m new. After discovering Wild, and playing it with my budget Hunter which was built for Standard I got a Ball of Spiders from my Shimmerfly. It is basically a spell version of Desert Hare IMO, but it costs 6 mana and not 3. Both of these cards summons 3 1/1 beasts. I think it should cost 3 mana too. This got me wondering if Blizzard updates Wild, and the answer I found by searching around is that they have said that they will be keeping their eyes on it.
TLDR: Ball of Spiders should be reduced to 3 mana, this would make sense considering Desert Hare is 3 mana and they both summon 3 1/1 beasts.
I'd be very surprised if we even get more buffs for any set.
I hope I am wrong, but my guess is that the Mech-event was something they wanted to try out once and only because they had a "story" for it. I don't think they see it as a balancing tool, and certainly not one they want to use regularly. Again, I hope I am wrong.
And thinking that any Classic or Basic card ever gets buffed is naive. The developers make it pretty obvious that they simply don't want you to use Basic and Classic cards in Standard, at least outside of things like Zephrys. At the end of all the talk about "deck diversity" and "design space" always stands that Classic and Basic cards should not be a part of Standard. It is almost certain that some more cards of those sets will get nerfed this year, if not within the next two months, just as likely as it is that next year, somehow, more cards "need" to go to the Hall of Shame that were still fine this year. Warsong Commander is probably the best card in the entire game for the developers, because it is the single most useless card of all time. It has a terrible statline, a lousy effect, and interacts with a keyword that is no longer supported. They never have to worry that anybody could ever be tempted to intentionally use it in any conceivable event, and they are happy about it. That is how they see Classic and Basic.
Some good suggestions in this thread. For me, I'd like to see buffs for the cards they've printed that operate as the foundation of arch-types they previously tried to create. Specifically Heal Druid, what used to be Odd Mage, Gonk Druid and Dragon Warrior.
Lucentbark: Add can't be targeted by spells
Jana'ali: This is a really fun effect that got nerfed has soon as Baku was hof'd. Pretty much unplayable now. Maybe change it to if your hero power has dealt 4 damage this game?
Gonk: Not sure how to buff this, maybe reduce cost and/or improve stats
War Master Voone: Reduce the cost of all dragons in your hand by 1
They've created several support cards for all of these arche-types and no one plays or uses any of them (with maybe the exception of Heal Druid, but it sucks). If the legendaries that these decks are built on were to become playable it would add some variety to the meta.
unnerf Yogg
i dont think anyone will feel bad for a big priest player in this universe, maybe try another one. I think it should be discover, would be nice in midrange priest or something that abuses deathrattles. Imagine you hit Cairne with it, similar to warriors bloodsworn mercenary.
Please buff anything other than zoo for warlock... I keep getting all the drawlock legends in packs and I desperately want it to be a valid archetype. I think Betrug should be 7 mana, or maybe even 6 and nerf his other stats. Quest should be a little easier too, maybe 15?
Dr. Boom just to see the cry babies on Hearthpwn lose their shit.
this is completly untrue a card that can swign the game completly in one turn or the turn after in such a huge way shouldnt exist
Are you kidding? psychopomp is the by far best priest card now. It's played in virtually every single priest deck. Why would you buff it?
Also, Hack the System buff wouldn't change anything, dr boom is too strong.
Also, Mage is tier 1 right now. I wouldn't want them to receive another strong tool if Flame Ward gets buffed.
The Supreme archeology buff would be fun tho. That seems like a good change.
P.S. We're going to get nerfs anyway, aren't we?
Agreed
Nearly all of the Spirit cards from Rastakhan's Rumble could use a buff.
NOOOOOOOOOOOO WAY SHOULD LUCENTBARK HAVE CAN'T BE TARGETED!!! If you want to support that archetype buff the cards that synergise with it.
I think aggro in general still needs a buff. Control Warrior, Control Warlock, Priest, and now even MAGE with their new Secret that can deal 3 to everything all have way too many tools to deal with aggro. Been trying to climb with aggro Shaman variants and aggro Zoolock and these decks just all laugh at me. You just can't beat them down. Control has too many ways to defend against aggro and its ruining the game.
Oh look how the tides have turned. Imagine if someone said this 3 years ago lol.
Jumbo Imp needs something creative. As it stands, it's a completely worse version of Mountain Giant.
Luna's Pocket Galaxy from 7 to 5.
Donais strongly implied that there will be no more buffs this year, so don't get your hopes up on any of these ideas.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Buff Control Warrior.... HAHAHAHAHAHAHAHAHAHAHA
I have a feeling that the dev team is going to be VERY VERY unlikely because of their obvious mistake with Pocket Galaxy. I hope they don't though. I hope they push the limits and try things out and if they make a mistake, that's ok. It's digital and it can be reverted.
If they were to buff anything, its going to be 1 mana discount or 1 health buff and that's it. The idea is to make the buffed cards enticing to try out, but not an auto include in EVERY single deck. Like Galaxy.
The Paladin Hand minion Buff was good. It was fair, and it made people take a look at the card again for 1 mana cheaper. That's what I want to see. Cards that NEVER see any play to get a small boost in power.
I would love to see support for decks and archetypes that are on the fringe. This also makes money for Blizzard. People will craft these newly buffed cards and spend dust and so forth. or buy packs to get more dust, so they can craft more cards.
Specifically the cards I would like to see buffed from Rise of Shadows are the following:
1. Arcane Fletcher - Hunter. 4 cost 3/3. Make it a 3/4 or 3/5. Or drop the cost to 3 mana.
2. Dragon Speaker - Paladin. 5 cost 3/5. Change it to 5/5 stats so that it's not a dead card if you dont have dragons in hand. Or drop the cost to 4 mana 3/5 instead.
3. Jumbo Imp. 10 mana 8/8. Costs 1 less for each Demon that died this game (not while in hand.)
4. Sweeping Strikes. 2 mana. Also gives the minion Rush.
5. Violet Spellsword. 4 mana 1/6. Battlecry should now read: Draw a card. Gain +1 Attack for each spell in your hand.
6. Recurring Villain. 5 mana 3/6. Change it to have an ongoing effect, then the deathrattle text is still the same though. Ongoing effect: While your opponent has 3 or more minions, gain +1 Attack.
Not a card buff, but an option to cut out or minimize animation time would be great. It would speed the game up a bit.
Several cards could stand to have some buffs. Most Rogue spells come to mind following the Prep nerf.
Otherwise I'd like to see under-utilized archetypes get a small buff to bring them to viability;
So on and so forth. I'd focus a lot more on archetypes than specific cards. It's too easy to overshoot when only looking at specific cards.
I’m new. After discovering Wild, and playing it with my budget Hunter which was built for Standard I got a Ball of Spiders from my Shimmerfly. It is basically a spell version of Desert Hare IMO, but it costs 6 mana and not 3. Both of these cards summons 3 1/1 beasts. I think it should cost 3 mana too. This got me wondering if Blizzard updates Wild, and the answer I found by searching around is that they have said that they will be keeping their eyes on it.
TLDR: Ball of Spiders should be reduced to 3 mana, this would make sense considering Desert Hare is 3 mana and they both summon 3 1/1 beasts.