I'm not necessarily asking what theme you'd like to see (there are plenty of threads for that already) but more or less what you'd like to see added to each class. Personally, I would like to see the following:
Druids: More Beast synergy, more healing spells to better represent the Restoration Specialization from World of Warcraft, and some Spell Damage/Spell synergy to better represent the Balance specialization from World of Warcraft. Some more Armor cards would be cool too since Druid seems to be primarily focused on the "Feral" Specialization from WoW rather than the other three specs, which are Balance, Restoration, and Guardian.
Hunters: Plz no more smORC. Seriously though, I'd hate to say it, this class is poorly designed. It needs more Beast Synergy and Control Cards, something that affects the hero power so it's not limited to Face Damage, and more cards to represent its Survival specialization from WoW.
Mages: Spell Damage synergy. Secret synergy. Etc. Not quite sure what I want from Mages yet.
Rogues: Anything to save the class from the past expansions. Really needs a boost. Rogues biggest weakness is that it doesn't really have any good cards that are good on their own, almost every good Rogue card requires something else, whether it's another card, a weapon, a minion, a spell, combo, or even a deathrattle. How about some good cards that are good by themselves? More Stealth synergy would be nice too.
Shamans: More consistent, non-RNG cards. More elemental spells and minions.
Priest: More Shadow Priest cards please. Cards that represent the Discipline spec too. They've already got plenty of healing so let's focus on some new designs.
Paladins: Idk the Paladin class in Hearthstone does not seem to accurately depict the class from WoW. If anyone's played WoW they will tell you that when they think of the Paladin class, Murlocs and tricks are not the first things that come to mind. Paladins should have more Healing, maybe some Armor since they are essentially Warriors in WoW after all, and some Divine Shield synergy. They need to better represent their WoW counterparts upon which they were based.
Warlocks: More Demon synergy. Discard synergy that is actually good (if that's possible). Some cards that accurately represent the Affliction spec from WoW.
Warriors: I think Warriors just need something to create a decent deck archetype. Maybe more Taunt synergy? Idk. Weapons or Enrage synergy? Possibly.
What about you guys? What do you want from the next expansion?
Some Loatheb type card with different stats probably.
Some way to cheat out secrets from a neutral minion similar to Mad Scientist.
On top of that I'm hoping they give some attention to Rogue, Hunter, Warrior and Shaman.
- For Rogue they've been pushing coins a lot, so maybe there's more synergy they can add with those and other early game combo cards. I am going to miss Tradeprince just because I feel like it's too bad we never had a good control Rogue utilize him and now he'll be gone in Standard.
- For Hunter hopefully they create a late game legendary that people can actually play.
- For Warrior I'm wondering if there's any way they can actually make the taunt synergies work, Bolster really hasn't done much to create a new archetype but maybe 1 or 2 more cards that help with the synergy might push it along.
- For Shaman, I think that in general the late game does not stack up well against other classes which is why there is only an aggro shaman. Maybe some better late game that benefits from overload.
I must want a new class because I had a dream about one the other night. I can't quite remember it, but I think it was a dragon class or a dragon rider class.
Druids: spells that dont suck that are not ramp. Druids in wow did have spellcasting builds but the moonfire / starfall / starfire effects we got are just freaking terrible. Druid to this day has what.... wrath and swipe as like the only real spells that are not ramp that they play.
Hunter: a playable legend and more means to play in other ways besides face.
Mage: more of a way to play midrange. It seems like the ways to play are very focused on tempo and very grindy control.
Pally: hummmmmmm.... really tough to say what I hope for in pally. Less secrets? Keeping a decent aggro / midrange plan seems good but perhaps go away from secrets temporarily until challenger rotates.
Priest: I would love to see aggro priest ever come together but its probably asking for a lot. I think they have a good niche with the midrange / control style of cards. They have some of the best removal in the game right now so while lightbombs is rotating I hope they do not get another sweeper. I would rather see them focus on some other midrange deck that is not dragon or possibly sprinkle some ok dragons in. Realistically, I hope they do not get super amazing removal as they have so much with Entomb / shadow words / holy nova as is.
Rogue: less gimmicky things. I think the 3/4 raptor for 3 was a good start but they need to carve out some sort of niche yet that works for rogues. It seems like they often get odd gimmick combo based decks but rarely do they seem to come together reliably.
Shaman: how about some playable cards that dont suck. Ohhhh burn. Seriously, what shaman needs is more like 2-4 mana playable creatures and less random / overload.
Warlock: ehhhh whatever. They seem to be doing mostly good things with this class so whatever comes out is probably fine.
Warrior: please make aggro warrior a thing. Control warrior is soooooooo boring.
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Overall, my hopes would be mostly for shaman / rogue to pick up some playability. Those classes seem to hurt something terrible for constructed play. I also have a lot of concerns about where Druid will be after they drop all of their nerfs in place so I really hope druid comes out swinging with some decent cards because honestly most of the cards they have designed for them post beta have kind of sucked.
Ohhhh..... give us a decent neutral silence please. So many of the silences we have access to are really just not very good cards. I would love to see a silence that feels better than mediocre beyond the silence.
Permanent removal of any and all RNG card effects which Casino Blizzard will never allow to happen instead they'll print tons more with even more retarded effects
I'm going to have to down vote more silence ability. I feel the too much silence generally limits fun controlling things. Good silence like the iron beak owl also empowers face decks against taunt etc.
Paladin: something to keep the class going as of now it's gonna crumble since the base of ALL current paladin decks is in GVG.
Hunter: please NO I repeat NO control cards.. just put aggro/midrange ones! I hate that people think (specially here) that hunter needs to be a control class.. keep it as an aggressive class that's HOW IT SUPPOUSED TO BE!! don't listen to whiners who can't build a decent deck or people who don't know how to play agaisnt face hunter. release cool beast cards which can be aggressive or keep good tempo.
Mage: hope for a new archtype really.. something fresh as a spelcaster.
Priest: give them nothing priest is an annoying class.
Rogue: dunno really there needs to be more than making rogue deal 10000 damage in one turn.. they will probably introduce more minions than spells this time around.
Warlock: something to keep zoo fresh and alive, also some demon synergy cards to make the demon tag more worthwhile... make demons with high risk high reward like doomguards...
Warrior: I hope the class gets something to fit a more midrange/aggressive approach.. so far warrior mainly play control.. or patron but patron without death's bite and unstable ghoul.. seems weaker..
Druid: introduce a form of control druid maybe with some powerful board control spells now that the combo will get the nerf hammer.
Shaman: this class... is a mess.. I don't see how you can even fix shaman.. the overload mechanic is flawed by itself..
I just want multiple ways to play the game, not playing/playing against cookie cutter decks all day long. If there are like 3-4 decks for each class that are viable, that would make me a happy camper. But doing that is also a hard task in of itself sadly.
That's a great analysis. I'll share my thoughts for what I want to see in the classes that I enjoy most (or would enjoy with some of the changes)
Druid: Apart from some beast and treant synergy, I'd like to see some claw weapons. Druid's hp would work so well in conjuction with some low attack weapons and since Druid doesn't have good board clears, the weapon could work by dealing damage to adjacent minions (makes sense since you can attack many times with claws). Maybe Savagery will see a comeback.
Hunter: For hunter I'd like to see (like OP said) some changes to the class to make it less aggressive (especially since now Face Hunter is not that strong). I'm not familiar with the Lore but giving Hunter their own keyword theme (e.g. Survival) will give the class it's own identity, instead of it's own emote (SMOrc). I feel that they already have good beast synergy (I feel better than Druids have).
Mages: They can just keep doing what they do all this time (depending on the changes they make/if they make to some class cards).
Rogue: STEALTH AND POISON CARDS/SYNERGY. It's about time they make rogueplay feel like an actual assassin with stealth and poison (the effect of poison is there but I dont understand why they dont implement the keyword and give Rogue some synergy with it) + rewards from killing minions (like warlock has on Mortal Coil and Bane of Doom). Finally, maybe some balanced minions; hopefully Tomb Pillager has taken away their fear of giving rogues good minions (glad that the stupid irrelevant Naxx card is gone)
Shaman: Less RNG and more balance with overload, so that cards aren't overcosted. I'd like to play properly with the Lightning element.
Warrior: As the OP said, I'd like some synergy with the Enrage mechanic. Warriors excel at damaging their minions, so we should get some cool cards/synergy with this mechanic right?
Hunter: please NO I repeat NO control cards.. just put aggro/midrange ones! I hate that people think (specially here) that hunter needs to be a control class.. keep it as an aggressive class that's HOW IT SUPPOUSED TO BE!! don't listen to whiners who can't build a decent deck or people who don't know how to play agaisnt face hunter. release cool beast cards which can be aggressive or keep good tempo.
Priest: give them nothing priest is an annoying class.
I agreed with some of your points but have to disagree with the Hunter and Priest. People don't want more control cards for Hunter because they have trouble facing Face Hunter (which isn't doing great atm so it's not even an issue), they want more control cards because everything Hunter has at the moment essentially limits it to one or two play styles: MidRange and Aggro. It should not be limited to two viable deck archetypes, and *all* classes should have multiple play styles. The only reason Priests seem to be annoying to some people is because they are kind of limited in their play styles too, but instead of being limited to Aggro and MidRange, its more limited to control decks that focus heavily on removal, although I don't really mind Priest. I just would like to see some viable Shadow Priest list but we don't really have enough cards to do that at the moment.
I just want multiple ways to play the game, not playing/playing against cookie cutter decks all day long. If there are like 3-4 decks for each class that are viable, that would make me a happy camper. But doing that is also a hard task in of itself sadly.
I hope for more Cards that fit the flavor of the specific Classes:
Warlock: More cool Demons and demonsynergy. With Voidcaller(!), Malganis and IMplosion gone cool warlock decks are history, you have to utilise mainly neutral cards like Handlock or zoo. Feels bad.
Paladin: More Silverhand action, more Recruits, more "for the justice" feeling.
Rogue: More cool Cards with Combo, more good Comboenabler. (Without Egg and with Lepergnome gladly nerfed, it gets harder for raptor, and oil doesnt even exist any longer)
Warrior: Aggrowarrior sound fine, als long as it uses Brain and not smorc to win. Tauntwarrior sounds even better.
Priest: Actually more shadowsynergy sound good for me. Please no more "use your opponents cards"-Cards
Hunter: Shift to a midrangy controll. Focus on Beasts.
Shaman: I liked the mistcaller and the totemstuff they tried to introduce. More of that.
Druid: Nerf combo to absolut death and give him another nice theme. I'd like a Beast-Version with a lot of Armor and Heroattack involved the most.
Mage: Something not to slow. it's ridicoulos boring to play against most Mage-decks. Spells and Minions that react to spells (like summoning stone or Wyrm)
Your first sentence summarized my wishlist for the new expansion. Needless to say, I completely agree with your list.
That's a great analysis. I'll share my thoughts for what I want to see in the classes that I enjoy most (or would enjoy with some of the changes)
Druid: Apart from some beast and treant synergy, I'd like to see some claw weapons. Druid's hp would work so well in conjuction with some low attack weapons and since Druid doesn't have good board clears, the weapon could work by dealing damage to adjacent minions (makes sense since you can attack many times with claws). Maybe Savagery will see a comeback.
Hunter: For hunter I'd like to see (like OP said) some changes to the class to make it less aggressive (especially since now Face Hunter is not that strong). I'm not familiar with the Lore but giving Hunter their own keyword theme (e.g. Survival) will give the class it's own identity, instead of it's own emote (SMOrc). I feel that they already have good beast synergy (I feel better than Druids have).
Mages: They can just keep doing what they do all this time (depending on the changes they make/if they make to some class cards).
Rogue: STEALTH AND POISON CARDS/SYNERGY. It's about time they make rogueplay feel like an actual assassin with stealth and poison (the effect of poison is there but I dont understand why they dont implement the keyword and give Rogue some synergy with it) + rewards from killing minions (like warlock has on Mortal Coil and Bane of Doom). Finally, maybe some balanced minions; hopefully Tomb Pillager has taken away their fear of giving rogues good minions (glad that the stupid irrelevant Naxx card is gone)
Shaman: Less RNG and more balance with overload, so that cards aren't overcosted. I'd like to play properly with the Lightning element.
Warrior: As the OP said, I'd like some synergy with the Enrage mechanic. Warriors excel at damaging their minions, so we should get some cool cards/synergy with this mechanic right?
Great list, I really agree with just about everything on yours as well.
I would also like a neutral legendary 6 cost 5/5: "At the end of your turn, increase the Cost of cards in your opponent's and by (1)." Lady Vashj maybe?
I must want a new class because I had a dream about one the other night. I can't quite remember it, but I think it was a dragon class or a dragon rider class.
- A 3 mana dragon. Right now this is a blind spot in many dragon decks. Blackwing Tech has good stats but is otherwise bland.
- Dragon and dragon synergy class minions for more classes. I just love dragon decks, and I want them to get continued support, even if BRM is going out of standard in 2017.
- More hunter weapons. Without Glaivezooka there will be only two. That's just not enough variety.
- Weapons for a class that doesn't have them yet. Druid maybe? Not going to happen, but I still have my hopes for some future expansion.
- Secrets for a class that doesn't have them yet, for example Rogue. Again, unlikely to happen this time, but it's definitely something that will add a new dimension to the class.
- A spell damage minion for hunter. Spell hunter should be a thing, right now it's Quick Shot, Kill Command and ... nothing.
- New utility spells for mage, especially a minion buff. Most Mage spells we got lately were just damage. I'd like to see more spells that do other interesting things, like Echo of Medivh that just got rotated out.
- At least 3 new spells for Rogue. Seriously, what did Rogue get recently? Burgle was fun but pretty useless on ladder, Beneath the Grounds just didn't take off.
- New, interesting taunts with effects that haven't been on a taunt minion yet, like Battlecry, Discover, Inspire. Most taunt minions are rather simple designs. With key taunts not making it into standard, there is open design space.
- More creative inspires and discovers. I like these mechanics and I want to see more of them.
- A playable class legendary for all classes, especially Hunter.
- A legendary spell for each class. Probably not this expansion, but again, interesting new design space.
- A powerful but expensive healing minion for at least 6 mana, to replace Healbot.
For Druids, more controllish cards that would have been added had it not been for the Force of Nature and Savage Roar combo. Also, more Beast synergy.
For Hunters, more Beast synergy, and more midrange to control cards.
For Mages, more Spell Damage synergy.
For Paladins, more Control cards (make Control Paladin a thing dammit) and Silver Hand synergy. And maybe a card that adds a Legendary minion to hand. Also, if there were to be Secrets, make them tame Secrets, like "When your opponent plays a minion, add a random minion of the same cost to your hand."
For Priests, more Shadowform synergy would be nice. Also, maybe more Dragon synergy.
For Rogues, a standalone card.
For Shamans, more cards to promote Midrange and/or Control archetypes, as well as more Totem synergy and more Murloc synergy. Also, Therazane.
For Warlocks, more discard (Tiny Knight of Evil and Fist of Jaraxxus was a start) and self-damage synergy, and especially more Demon synergy.
For Warriors, aggro and midrange cards please. I hate P2W Warriors.
Hunter: Eh, idk. Something to make me enjoy playing it.
Mage: I have a dream of a spell damage Malygos/Dragon mage. Needs more tools though.
Paladin: Silver Hand synergy, they’ve lost most of it with GvG going… and as always, early game dragon synergies.
Priest: A strong legendary, on the brink of being auto-include. Velen just doesn’t cut it.
Rogue: Oil, oil, more oil.
Shaman: Totem and overload synergy. More importantly a reason to play overload in midrange or control.
Warlock: The final pieces of the puzzle to make the Discard archetype viable.
Warrior: Unique ways to generate armor. A fresh and interesting replacement for Death’s Bite.
Neutral: Tribal tools; Dragons, Beasts, Demons, new tribes?! (Here's hoping for Undead)
Side note – I don’t want Inspire to be phased out. I feel like it’s a better mechanic than people think, and it just got overshadowed by the extremely OP GvG cards.
I'm not necessarily asking what theme you'd like to see (there are plenty of threads for that already) but more or less what you'd like to see added to each class. Personally, I would like to see the following:
Druids: More Beast synergy, more healing spells to better represent the Restoration Specialization from World of Warcraft, and some Spell Damage/Spell synergy to better represent the Balance specialization from World of Warcraft. Some more Armor cards would be cool too since Druid seems to be primarily focused on the "Feral" Specialization from WoW rather than the other three specs, which are Balance, Restoration, and Guardian.
Hunters: Plz no more smORC. Seriously though, I'd hate to say it, this class is poorly designed. It needs more Beast Synergy and Control Cards, something that affects the hero power so it's not limited to Face Damage, and more cards to represent its Survival specialization from WoW.
Mages: Spell Damage synergy. Secret synergy. Etc. Not quite sure what I want from Mages yet.
Rogues: Anything to save the class from the past expansions. Really needs a boost. Rogues biggest weakness is that it doesn't really have any good cards that are good on their own, almost every good Rogue card requires something else, whether it's another card, a weapon, a minion, a spell, combo, or even a deathrattle. How about some good cards that are good by themselves? More Stealth synergy would be nice too.
Shamans: More consistent, non-RNG cards. More elemental spells and minions.
Priest: More Shadow Priest cards please. Cards that represent the Discipline spec too. They've already got plenty of healing so let's focus on some new designs.
Paladins: Idk the Paladin class in Hearthstone does not seem to accurately depict the class from WoW. If anyone's played WoW they will tell you that when they think of the Paladin class, Murlocs and tricks are not the first things that come to mind. Paladins should have more Healing, maybe some Armor since they are essentially Warriors in WoW after all, and some Divine Shield synergy. They need to better represent their WoW counterparts upon which they were based.
Warlocks: More Demon synergy. Discard synergy that is actually good (if that's possible). Some cards that accurately represent the Affliction spec from WoW.
Warriors: I think Warriors just need something to create a decent deck archetype. Maybe more Taunt synergy? Idk. Weapons or Enrage synergy? Possibly.
What about you guys? What do you want from the next expansion?
A lot of the things I'm hoping to see involve what we're losing in GvG and Naxx
On top of that I'm hoping they give some attention to Rogue, Hunter, Warrior and Shaman.
- For Rogue they've been pushing coins a lot, so maybe there's more synergy they can add with those and other early game combo cards. I am going to miss Tradeprince just because I feel like it's too bad we never had a good control Rogue utilize him and now he'll be gone in Standard.
- For Hunter hopefully they create a late game legendary that people can actually play.
- For Warrior I'm wondering if there's any way they can actually make the taunt synergies work, Bolster really hasn't done much to create a new archetype but maybe 1 or 2 more cards that help with the synergy might push it along.
- For Shaman, I think that in general the late game does not stack up well against other classes which is why there is only an aggro shaman. Maybe some better late game that benefits from overload.
I must want a new class because I had a dream about one the other night. I can't quite remember it, but I think it was a dragon class or a dragon rider class.
I want the tools for rogue to build a good tier 2-1 beneath the ground deck with anubarak! That would be soo sweet....one can dream!
Druids: spells that dont suck that are not ramp. Druids in wow did have spellcasting builds but the moonfire / starfall / starfire effects we got are just freaking terrible. Druid to this day has what.... wrath and swipe as like the only real spells that are not ramp that they play.
Hunter: a playable legend and more means to play in other ways besides face.
Mage: more of a way to play midrange. It seems like the ways to play are very focused on tempo and very grindy control.
Pally: hummmmmmm.... really tough to say what I hope for in pally. Less secrets? Keeping a decent aggro / midrange plan seems good but perhaps go away from secrets temporarily until challenger rotates.
Priest: I would love to see aggro priest ever come together but its probably asking for a lot. I think they have a good niche with the midrange / control style of cards. They have some of the best removal in the game right now so while lightbombs is rotating I hope they do not get another sweeper. I would rather see them focus on some other midrange deck that is not dragon or possibly sprinkle some ok dragons in. Realistically, I hope they do not get super amazing removal as they have so much with Entomb / shadow words / holy nova as is.
Rogue: less gimmicky things. I think the 3/4 raptor for 3 was a good start but they need to carve out some sort of niche yet that works for rogues. It seems like they often get odd gimmick combo based decks but rarely do they seem to come together reliably.
Shaman: how about some playable cards that dont suck. Ohhhh burn. Seriously, what shaman needs is more like 2-4 mana playable creatures and less random / overload.
Warlock: ehhhh whatever. They seem to be doing mostly good things with this class so whatever comes out is probably fine.
Warrior: please make aggro warrior a thing. Control warrior is soooooooo boring.
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Overall, my hopes would be mostly for shaman / rogue to pick up some playability. Those classes seem to hurt something terrible for constructed play. I also have a lot of concerns about where Druid will be after they drop all of their nerfs in place so I really hope druid comes out swinging with some decent cards because honestly most of the cards they have designed for them post beta have kind of sucked.
Ohhhh..... give us a decent neutral silence please. So many of the silences we have access to are really just not very good cards. I would love to see a silence that feels better than mediocre beyond the silence.
Signature by Inkfox Aesthetics by Xen
1 good weapon buff to replace Tinker's Sharpsword Oil for Oil Rogue to exist... Or for me to open Malygos from a pack so I can play Maly Rogue.
Neutral minion that gives your hero taunt. I really liked this week's tavern brawl.
Suddenly Lightwell and Animated Armor became viable for Priest and Mage.
Bad players whine.
Good players adapt.
Paladin: something to keep the class going as of now it's gonna crumble since the base of ALL current paladin decks is in GVG.
Hunter: please NO I repeat NO control cards.. just put aggro/midrange ones! I hate that people think (specially here) that hunter needs to be a control class.. keep it as an aggressive class that's HOW IT SUPPOUSED TO BE!! don't listen to whiners who can't build a decent deck or people who don't know how to play agaisnt face hunter. release cool beast cards which can be aggressive or keep good tempo.
Mage: hope for a new archtype really.. something fresh as a spelcaster.
Priest: give them nothing priest is an annoying class.
Rogue: dunno really there needs to be more than making rogue deal 10000 damage in one turn.. they will probably introduce more minions than spells this time around.
Warlock: something to keep zoo fresh and alive, also some demon synergy cards to make the demon tag more worthwhile... make demons with high risk high reward like doomguards...
Warrior: I hope the class gets something to fit a more midrange/aggressive approach.. so far warrior mainly play control.. or patron but patron without death's bite and unstable ghoul.. seems weaker..
Druid: introduce a form of control druid maybe with some powerful board control spells now that the combo will get the nerf hammer.
Shaman: this class... is a mess.. I don't see how you can even fix shaman.. the overload mechanic is flawed by itself..
I just want multiple ways to play the game, not playing/playing against cookie cutter decks all day long. If there are like 3-4 decks for each class that are viable, that would make me a happy camper. But doing that is also a hard task in of itself sadly.
im just a turtle...on a boat.
That's a great analysis. I'll share my thoughts for what I want to see in the classes that I enjoy most (or would enjoy with some of the changes)
Druid: Apart from some beast and treant synergy, I'd like to see some claw weapons. Druid's hp would work so well in conjuction with some low attack weapons and since Druid doesn't have good board clears, the weapon could work by dealing damage to adjacent minions (makes sense since you can attack many times with claws). Maybe Savagery will see a comeback.
Hunter: For hunter I'd like to see (like OP said) some changes to the class to make it less aggressive (especially since now Face Hunter is not that strong). I'm not familiar with the Lore but giving Hunter their own keyword theme (e.g. Survival) will give the class it's own identity, instead of it's own emote (SMOrc). I feel that they already have good beast synergy (I feel better than Druids have).
Mages: They can just keep doing what they do all this time (depending on the changes they make/if they make to some class cards).
Rogue: STEALTH AND POISON CARDS/SYNERGY. It's about time they make rogueplay feel like an actual assassin with stealth and poison (the effect of poison is there but I dont understand why they dont implement the keyword and give Rogue some synergy with it) + rewards from killing minions (like warlock has on Mortal Coil and Bane of Doom). Finally, maybe some balanced minions; hopefully Tomb Pillager has taken away their fear of giving rogues good minions (glad that the stupid irrelevant Naxx card is gone)
Shaman: Less RNG and more balance with overload, so that cards aren't overcosted. I'd like to play properly with the Lightning element.
Warrior: As the OP said, I'd like some synergy with the Enrage mechanic. Warriors excel at damaging their minions, so we should get some cool cards/synergy with this mechanic right?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
1. Fewer neutral auto-includes. The neutral cards should be techs, or included to provide tribe synergy across multiple classes.
2. More useful class cards. Each class gets only ~9 cards. All of these should be useful in various play styles.
3. New tribes. Elementals, undead, giants, ogres, maybe something new like plants.
4. More discover mechanic cards.
Spoilers already...
I would also like a neutral legendary 6 cost 5/5: "At the end of your turn, increase the Cost of cards in your opponent's and by (1)." Lady Vashj maybe?
Ok, here is my list...
- A 3 mana dragon. Right now this is a blind spot in many dragon decks. Blackwing Tech has good stats but is otherwise bland.
- Dragon and dragon synergy class minions for more classes. I just love dragon decks, and I want them to get continued support, even if BRM is going out of standard in 2017.
- More hunter weapons. Without Glaivezooka there will be only two. That's just not enough variety.
- Weapons for a class that doesn't have them yet. Druid maybe? Not going to happen, but I still have my hopes for some future expansion.
- Secrets for a class that doesn't have them yet, for example Rogue. Again, unlikely to happen this time, but it's definitely something that will add a new dimension to the class.
- A spell damage minion for hunter. Spell hunter should be a thing, right now it's Quick Shot, Kill Command and ... nothing.
- New utility spells for mage, especially a minion buff. Most Mage spells we got lately were just damage. I'd like to see more spells that do other interesting things, like Echo of Medivh that just got rotated out.
- At least 3 new spells for Rogue. Seriously, what did Rogue get recently? Burgle was fun but pretty useless on ladder, Beneath the Grounds just didn't take off.
- New, interesting taunts with effects that haven't been on a taunt minion yet, like Battlecry, Discover, Inspire. Most taunt minions are rather simple designs. With key taunts not making it into standard, there is open design space.
- More creative inspires and discovers. I like these mechanics and I want to see more of them.
- A playable class legendary for all classes, especially Hunter.
- A legendary spell for each class. Probably not this expansion, but again, interesting new design space.
- A powerful but expensive healing minion for at least 6 mana, to replace Healbot.
For Druids, more controllish cards that would have been added had it not been for the Force of Nature and Savage Roar combo. Also, more Beast synergy.
For Hunters, more Beast synergy, and more midrange to control cards.
For Mages, more Spell Damage synergy.
For Paladins, more Control cards (make Control Paladin a thing dammit) and Silver Hand synergy. And maybe a card that adds a Legendary minion to hand. Also, if there were to be Secrets, make them tame Secrets, like "When your opponent plays a minion, add a random minion of the same cost to your hand."
For Priests, more Shadowform synergy would be nice. Also, maybe more Dragon synergy.
For Rogues, a standalone card.
For Shamans, more cards to promote Midrange and/or Control archetypes, as well as more Totem synergy and more Murloc synergy. Also, Therazane.
For Warlocks, more discard (Tiny Knight of Evil and Fist of Jaraxxus was a start) and self-damage synergy, and especially more Demon synergy.
For Warriors, aggro and midrange cards please. I hate P2W Warriors.
For Neutrals, more cheap high-cost cards please, like Captured Jormungar, Force-Tank MAX and North Sea Kraken. Also, please less autoincludes. TGT did a fine job on the latter.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Druid: Tools for NEW ARCHETYPES.
Hunter: Eh, idk. Something to make me enjoy playing it.
Mage: I have a dream of a spell damage Malygos/Dragon mage. Needs more tools though.
Paladin: Silver Hand synergy, they’ve lost most of it with GvG going… and as always, early game dragon synergies.
Priest: A strong legendary, on the brink of being auto-include. Velen just doesn’t cut it.
Rogue: Oil, oil, more oil.
Shaman: Totem and overload synergy. More importantly a reason to play overload in midrange or control.
Warlock: The final pieces of the puzzle to make the Discard archetype viable.
Warrior: Unique ways to generate armor. A fresh and interesting replacement for Death’s Bite.
Neutral: Tribal tools; Dragons, Beasts, Demons, new tribes?! (Here's hoping for Undead)
Side note – I don’t want Inspire to be phased out. I feel like it’s a better mechanic than people think, and it just got overshadowed by the extremely OP GvG cards.