So with standard comming, classic and basic cards will always be around and should build a core lvl of cards that are needed always, so no room for weak cards here since for example no healbot/card with good heal will lead to imbalance with aggro dominating while control has nothing to do.
This thread is for rebalance ideas.
Fen Creepe: Should get buffed to Belcher lvl, so maybe plane (5) 4/7 taunt. Role would be a solid midrange taut.
Priestess of elune: needs to get buffed towards a healbot maybe like (5) 3/4 heal 8 face, maybe just 3/3 but theoretically needs slight + because no mech tag. however faceheal will always be needed for balance reasons.
Angry Chicken: Completely useless card, ill say buff it to a (1) 1/3 enrage +1 attack. Role would be solid 1 drop, beast synergie to not just let the tribe die.
Alarm O Bot: Again completely underpowered and useless, change to: (3) 2/4 At the start of your turn reduce the cost of a random minion in your hand by (2). Not sure about this one but should be changed to a solid mech for the tribe without completely loosing its flavour.
Goldshire Footman: Buff to (1) 1/3 taunt. Purpose as chow should be cheap early minion for control decks.
Lorewalker Cho: Change to (2) 1/4 When the enemy plays a spell you draw a card. Role should be anti spell legendary, but obviously to useless the way it is.
Novice engineer: change back to a 1/2.
Crazed Alchemist: (2) 2/2 Battlecry: The next secret you play costs 2 less. With Scientist gone secrets need more interaction, so ill pick useless Crazed to fit that role in a more balanced way.
Ill make a break here but feel free to share your ideas!
So with standard comming, classic and basic cards will always be around and should build a core lvl of cards that are needed always, so no room for weak cards here since for example no healbot/card with good heal will lead to imbalance with aggro dominating while control has nothing to do.
This thread is for rebalance ideas.
Fen Creepe: Should get buffed to Belcher lvl, so maybe plane (5) 4/7 taunt. Role would be a solid midrange taut.
Priestess of elune: needs to get buffed towards a healbot maybe like (5) 3/4 heal 8 face, maybe just 3/3 but theoretically needs slight + because no mech tag. however faceheal will always be needed for balance reasons.
Angry Chicken: Completely useless card, ill say buff it to a (1) 1/3 enrage +1 attack. Role would be solid 1 drop, beast synergie to not just let the tribe die.
Alarm O Bot: Again completely underpowered and useless, change to: (3) 2/4 At the start of your turn reduce the cost of a random minion in your hand by (2). Not sure about this one but should be changed to a solid mech for the tribe without completely loosing its flavour.
Goldshire Footman: Buff to (1) 1/3 taunt. Purpose as chow should be cheap early minion for control decks.
Lorewalker Cho: Change to (2) 1/4 When the enemy plays a spell you draw a card. Role should be anti spell legendary, but obviously to useless the way it is.
Novice engineer: change back to a 1/2.
Crazed Alchemist: (2) 2/2 Battlecry: The next secret you play costs 2 less. With Scientist gone secrets need more interaction, so ill pick useless Crazed to fit that role in a more balanced way.
Ill make a break here but feel free to share your ideas!
Crazed Alchemist is not useless! It has many uses especially for adventure bosses.
Some of the suggested buffs are too op
fen creeper: 5 mana 4/7 taunt? Then it should be no less then epic
angry chicken: it shouldn't be changed at all. That's the point of it, being almost useless without any circumstances
alarmobot: also epic with such effect
goldshire footman: neutral not-demon voidwalker? Too good
I agree only with novice engineer and princess of elune here
Big Game Hunter only killing 8+ attack minions, might remove the need for Dr. Boom level of OP'ness for future big minions to see play.
Knife Juggler: Deals one damage when another minion is played from the hand. So no Mustard/Implosion combos