I wondered if it was possible fix each class and to make more deck types viable/balanced in the current meta with a single card; I've come to the conclusion you can get pretty close. Below are what I would change if I was limited to one card for each class, and the logic behind it.
Reasoning: Druid is in a great place in the meta; by allowing Innervate to affect minions only, it brings them in line with the weaker classes. It might be replaced altogether in Yogg decks, making them more interesting.
Reasoning: Removes the randomness of Animal Companion, while also allowing the hunter player to make more strategic choices about which companion to choose, at the cost of weaker summons. Also tones down the power level of Call of the Wild.
Reasoning: Like Druid, Mage is in a good spot in the meta. In fact, 3 attack on Sorcerer's Apprentice can feel extra punishing when a temp mage gets rolling with Flamewaker and zero mana spells. Like the Knife Juggler nerf, this will keep the card useful.
Paladin
Add Shielded Knight as a basic/classic card:
Reasoning: Paladin's weakness is the two-drop slot, and this will give control a solid two drop other just playing Doomsayer. Aggro paladin becomes a middle tier deck, and midrange paladin is a thing again.
Priest
Add Spiteful Priestess as a basic/classic card:
Reasoning: Priest needs a bridge to mid-game in the form of a two-drop. Priestess does this by providing a solid minion while minimizing a potential snowball effect.
Rogue
Add SI: 7 Medic as a basic/classic card
Reasoning: Too strong? Maybe. But Rogue is arguably as weak as priest right now. And while there was consideration for a buff to Blade Flurry, this allows rogue a great tool against aggro while allowing some sustain in mid-late game.
Reasoning: The problem with a 4 mana 7/7 is not the just stats, but the lack of removal that early. This tones down the oppressiveness of aggro shaman, but still allows a decent minion which can trade effectively or deal 7 damage (not more) to face.
Warlock
Add Cambion Pyromancer as a basic/classic card:
Reasoning: Zoo doesn't need help, but control/handlock does. While you could arguably play this in zoo, there would be better cards than a 3 mana 3/2.
Animal Companion nurf is pretty bad. Call of the Wild will be a garbage, so the hunter class will be garbage as well, also Flamewreathed faceless doesn't need the following changes, i think of changing Totem golem, making it 2-3 for 1 mana.
Animal Companion nurf is pretty bad. Call of the Wild will be a garbage, so the hunter class will be garbage as well, also Flamewreathed faceless doesn't need the following changes, i think of changing Totem golem, making it 2-3 for 1 mana.
I disagree about Animal Companion; after this change, CotW still puts 9/10 worth of stats (before Leokk's buff - 11/10 with it) on the board AND you can swing for 4 damage immediately. So it'll still be an extremely strong card, though hopefully not the "auto include in every single hunter deck" status it currently is - all while making AC more consistent at the same time. I also disagree that Flamewreathed Faceless is "fine" and I honestly think that OP's change is one of the more interesting nerfs to it I've seen. However, I do agree that Totem Golem could use a looking at; it has historically been a strong card, and now with so much totem and overload synergy in the shaman class it has only grown more powerful (and that's even before considering Tuskarr Totemic).
As to the rest of OPs suggestions. I'd personally rather see changes to existing cards than introducing a series of new cards - and you somewhat address this point while discussing Blade Flurry - but I thought almost all of these suggestions (both new cards and changes to existing cards) were good ideas. The only card I dislike of the bunch is Shielded Knight since it honestly doesn't add much over Argent Squire and is, quite frankly, kind of boring IMHO. I do agree the Paladin class could use a reliable class 2-drop in Standard since Shielded Minibot has rotated out, though.
This is a big one. This card was originally meant to be used in situations where you need to gain back tempo, but now it's mostly used to hit face. There's no design reason why it shouldn't only work on minions.
This is a big one. This card was originally meant to be used in situations where you need to gain back tempo, but now it's mostly used to hit face. There's no design reason why it shouldn't only work on minions.
I think that is pretty bad. In my opinion a 3 damage spell which can hit either face or a minion is worth at least two mana like Darkbomb and Frostbolt and the point of overload is to be able to play a card one mana cheaper at a cost of its overload cost next turn. If you only want lightning bolt to target minions than it should just be a reverse sinister strike which only hits minions and not even have overload. Personally I am more in favour of introducing Banlists and new formats rather than nerfing cards because Blizzard always nerf cards to oblivion. Some nerfs are so severe a card that was considered broken becomes complete trash which is why I am not in favour of nerfs.
Unlike many fan creations designed to 'fix' the classes, I really like most of these, though there's a few comments I have- first, Sorcerer's Apprentice isn't really in need of a nerf. But if you want to nerf the 'hurt' of tempo mage, changing it to a 2/3 should be sufficient. Also, as to Shielded Knight... I assume you're aware of Shielded Minibot? Yeah, that's GvG (and it was OP), but still...
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Im not sure how Spiteful Priestess could help Priest be more viable...
I think it just helps the early game - makes it a solid early drop to contest annoying things like Fiery Bat, totems, even paladin tokens. That it causes more expensive minions is the tradeoff, which works ok since priest doesn't really play 3-drops (except Blademaster in Res priest).
Im not sure how Spiteful Priestess could help Priest be more viable...
I think it just helps the early game - makes it a solid early drop to contest annoying things like Fiery Bat, totems, even paladin tokens. That it causes more expensive minions is the tradeoff, which works ok since priest doesn't really play 3-drops (except Blademaster in Res priest).
I think that the problem is that additionaly of beign a class card (wich are fairly a bit better), its just too big the difference of paying 1 more permanently for 1 extra stats, compared to the never played Venture. Co Mercenary, I think a 3/4 would work perfectly.
Rollback Post to RevisionRollBack
The joke is you.
To post a comment, please login or register a new account.
I wondered if it was possible fix each class and to make more deck types viable/balanced in the current meta with a single card; I've come to the conclusion you can get pretty close. Below are what I would change if I was limited to one card for each class, and the logic behind it.
Let me know what you think!
Druid
Change Innervate as follows:
Reasoning: Druid is in a great place in the meta; by allowing Innervate to affect minions only, it brings them in line with the weaker classes. It might be replaced altogether in Yogg decks, making them more interesting.
Hunter
Change Animal Companion and the 3 companions as follows:
Reasoning: Removes the randomness of Animal Companion, while also allowing the hunter player to make more strategic choices about which companion to choose, at the cost of weaker summons. Also tones down the power level of Call of the Wild.
Mage
Reduce the attack of Sorcerer's Apprentice:
Reasoning: Like Druid, Mage is in a good spot in the meta. In fact, 3 attack on Sorcerer's Apprentice can feel extra punishing when a temp mage gets rolling with Flamewaker and zero mana spells. Like the Knife Juggler nerf, this will keep the card useful.
Paladin
Add Shielded Knight as a basic/classic card:
Reasoning: Paladin's weakness is the two-drop slot, and this will give control a solid two drop other just playing Doomsayer. Aggro paladin becomes a middle tier deck, and midrange paladin is a thing again.
Priest
Add Spiteful Priestess as a basic/classic card:
Reasoning: Priest needs a bridge to mid-game in the form of a two-drop. Priestess does this by providing a solid minion while minimizing a potential snowball effect.
Rogue
Add SI: 7 Medic as a basic/classic card
Reasoning: Too strong? Maybe. But Rogue is arguably as weak as priest right now. And while there was consideration for a buff to Blade Flurry, this allows rogue a great tool against aggro while allowing some sustain in mid-late game.
Shaman
Change Flamewreathed Faceless as follows:
Reasoning: The problem with a 4 mana 7/7 is not the just stats, but the lack of removal that early. This tones down the oppressiveness of aggro shaman, but still allows a decent minion which can trade effectively or deal 7 damage (not more) to face.
Warlock
Add Cambion Pyromancer as a basic/classic card:
Reasoning: Zoo doesn't need help, but control/handlock does. While you could arguably play this in zoo, there would be better cards than a 3 mana 3/2.
Warrior
Increase the cost of Execute:
Reasoning: Control warriors barely get affected by this, but the oppressive warrior decks shouldn't have access to such cheap removal.
So there you have it! Thoughts?
Animal Companion nurf is pretty bad. Call of the Wild will be a garbage, so the hunter class will be garbage as well, also Flamewreathed faceless doesn't need the following changes, i think of changing Totem golem, making it 2-3 for 1 mana.
\(-_-)/
Interesting ideas and nice designs! Food for thought, thanks
I agree with all.
(>'o')>
(^'0'^)
<('o'<)
This is a big one. This card was originally meant to be used in situations where you need to gain back tempo, but now it's mostly used to hit face. There's no design reason why it shouldn't only work on minions.
I only disagree with the Huffer's nerf... It's more simple play a Wolfrider, I mean, you can DISCOVER the Companions, but still meh
I don't know hot to nerf him... maybe 3/2 Charge?
Legendaries Opened: Tirion Fordring * Ysera * Dreadscale * Malorne * Cenarius * Captain Greenskin * Two fucking Nat, the Darkfisher * The Lich King * Deathwing * Hemet, Jungle Hunter * Malfurion The Pestlent (adv)
Legendaries Crafted: Deathwing, Dragonlord * Alexstrasza * Chillmaw * Kel'Thuzad
Unlike many fan creations designed to 'fix' the classes, I really like most of these, though there's a few comments I have- first, Sorcerer's Apprentice isn't really in need of a nerf. But if you want to nerf the 'hurt' of tempo mage, changing it to a 2/3 should be sufficient. Also, as to Shielded Knight... I assume you're aware of Shielded Minibot? Yeah, that's GvG (and it was OP), but still...
#gNOmeferatu
Im not sure how Spiteful Priestess could help Priest be more viable...
The joke is you.