Did we forget what druid looked like before they nerfed several of their evergreen cards? Druid use to literally be the same 24 or so cards, because their evergreen cards were THAT good. Having great evergreen cards is bad, because then the meta will hardly ever really shake up
1. (Most incentive for them) It's less money for them. Why buy new packs when good cards are evergreen.
2. We will always see the same old cards every meta regardless of rotation. Meta will get stale pretty quickly.
While I find it unlikely as well, these reasons don't really make any sense.
1. Why buy new cards? Because new cards most certainly will still be better, and provide synergies with other cards whereas almost all basic cards don't, and because even if a few basic cards were more useful, they wouldn't be sufficient for playable decks. And that's before we consider buying new cards for the sake of variety, or because advertisement is not without effect. It's unrealistic to assume that people wouldn't want to buy new cards, and even more unrealistic to assume that they wouldn't need them (at least in constructed beyond the new player experience).
2. The complaint of the meta being "stale" is not even an argument anymore, because some people get this impression within a week. This expansion, we got the rage train and nerf announcements in less than a week. Before the expansion, people were incessantly complaining about the Wild cards (especially Evolve) even knowing that these cards would leave again in just a few weeks. To some people, Hearthstone is everything, the only game they ever play, and there is no practical way to satisfy those. Unless you make changes once or twice a month, drastic enough to provoke change, but not drastic enough for people to be upset about balance issues again (good luck with that), the meta will always be "stale" to some.
That being said, it's not 2016 anymore. The complaint about "the same old cards" has become a bit outdated, since every class changes and adapts frequently, and no class can exclusively rely on old tricks. Savannah Highmane, the oh so overpowered champion of old, was barely played across the entirety of the last the year, and isn't even good enough to be included in a Highlander deck. Zoolock, the supposedly indestructible deck that will "always" be relevant, was quite terrible for a while, and is just doing fine again with the Galakrond build and several new cards that push it. Heck, people have been complaining about Warlock's hero power being so good that the class will "always" be strong, and Warlock was about the worst class lately.
Of course, old cards CAN be relevant in a new meta again, if they get supported. Quest Druid is, in my opinion, a cool way to give old (and dead) cards like Cenarius or Starfall new life. Divine Spirit and Inner Fire used to be laughed at as a terrible combo, and it's only thanks to continuous support that this combo is even a thing, and can be used consistently enough for people to complain about it being "always" good. If that alone, the chance for old cards to be good, is problematic to you, you make an argument why there should be no evergreen set in Standard whatsoever.
While I find some of the suggested changes a bit too much, I think it wouldn't hurt to make some basic cards a little more interesting, and it's a bit silly in my opinion to be like "oh no, if War Golem is not complete shit, NOBODY will EVER buy and play new cards again".
Did we forget what druid looked like before they nerfed several of their evergreen cards? Druid use to literally be the same 24 or so cards, because their evergreen cards were THAT good. Having great evergreen cards is bad, because then the meta will hardly ever really shake up
The developers concluded that Druid was too fixated on Ramp strategies, which I argue was because no other strategies worked and a lot of cards happened to benefit from ramp, and for those who say "look at all those Basic/Classic cards", while there are a few in there, it was (and is) no different for Control Warrior, where every deck will include Brawl, Shield Slam, Shield Block and sometimes Slam, or for Rogue, where nearly every single deck uses Backstab, Preparation, SI:7 Agent, etc.
Using Basic or Classic cards isn't inherently wrong (for some people at least), and Druid's core set wasn't "way too good", it just worked well with what they were playing at the time. And in cases like Swipe, the class simply lacks alternatives to ever give up on that spell.
Did we forget what druid looked like before they nerfed several of their evergreen cards? Druid use to literally be the same 24 or so cards, because their evergreen cards were THAT good. Having great evergreen cards is bad, because then the meta will hardly ever really shake up
The developers concluded that Druid was too fixated on Ramp strategies, which I argue was because no other strategies worked and a lot of cards happened to benefit from ramp, and for those who say "look at all those Basic/Classic cards", while there are a few in there, it was (and is) no different for Control Warrior, where every deck will include Brawl, Shield Slam, Shield Block and sometimes Slam, or for Rogue, where nearly every single deck uses Backstab, Preparation, SI:7 Agent, etc.
Using Basic or Classic cards isn't inherently wrong (for some people at least), and Druid's core set wasn't "way too good", it just worked well with what they were playing at the time. And in cases like Swipe, the class simply lacks alternatives to ever give up on that spell.
You're thinking the *second* time they nerfed druid evergreen cards.
1. Why buy new cards? Because new cards most certainly will still be better, and provide synergies with other cards whereas almost all basic cards don't, and because even if a few basic cards were more useful, they wouldn't be sufficient for playable decks. And that's before we consider buying new cards for the sake of variety, or because advertisement is not without effect. It's unrealistic to assume that people wouldn't want to buy new cards, and even more unrealistic to assume that they wouldn't need them (at least in constructed beyond the new player experience).
My point was, if they raise the power level of basic cards to be good enough to be a substitute of a potential new card, people like me would be less inclined to buy new packs in the hope of getting lucky (or getting enough dust to craft) to get the new card. I'll still buy the expansion but just not as much.
2. The complaint of the meta being "stale" is not even an argument anymore, because some people get this impression within a week. This expansion, we got the rage train and nerf announcements in less than a week. Before the expansion, people were incessantly complaining about the Wild cards (especially Evolve) even knowing that these cards would leave again in just a few weeks. To some people, Hearthstone is everything, the only game they ever play, and there is no practical way to satisfy those. Unless you make changes once or twice a month, drastic enough to provoke change, but not drastic enough for people to be upset about balance issues again (good luck with that), the meta will always be "stale" to some.
I guess "stale" is relative. Stale for me isn't when the meta gets figured out within an expansion. Rather, if a deck (or at least the core cards) from one meta carries over across another expansion's meta because the cards are too good. For example, the classic Rogue Prep + Sprint (or another power creeped version of sprint). Which was probably why Prep was HOF'ed.
I think it wouldn't hurt to make some basic cards a little more interesting, and it's a bit silly in my opinion to be like "oh no, if War Golem is not complete shit, NOBODY will EVER buy and play new cards again".
Yes, it wouldn't hurt. But, IMO it's not worth their time and effort especially if they need to consider the balance of their buffs in future expansions. On the other end, if the buffs are negligible, why buff something if will unlikely be played anyway?
I guess that if I were to try to do this again or Blizzard did decide to it (however unlikely that is), it would have to be a lot tamer and only buff cards that are absolute trash that never saw play instead of every card that's below the curve of the new sets.
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Ninjas play Fortnite, Uberninjas play Hearthstone.
In my eyes, the basic set is for introductory purposes mainly and to help keep class identity in tact. It looks like you're trying to change the entire power curve of the game. Every good minion has stats equal to 2 X (mana cost) + 1. (Nightmare Amalgam has 7 total stats for 3 mana) (Boulderfist Ogre has 13 stats for 6 mana)
Now I only skimmed through the first few Neutral cards you suggested changes to and I have to disagree on many of the changes I saw.
One is Bloodfen Raptor that you'd like to make a 3/3 for 2 mana. With the Beast tribe tag. This would be playable in even some of the most broken of metas. This takes Booty Bay Bookie (2 mana 3/3 give opponent a coin) and buffs her twice!
The other one that stuck out was making the Grizzly "evasive" (can't be targeted . . .) In what world does a Grizzly have a Magic shield? It sure as heck isn't small enough to dodge a Fireball!
On the other hand, I did like a couple changes. One is Silverback getting 5 Health. Another is . . . Well I can't find one at a glance. I'm on mobile and tight on time. Hopefully what I said makes sense!
In my eyes, the basic set is for introductory purposes mainly and to help keep class identity in tact. It looks like you're trying to change the entire power curve of the game. Every good minion has stats equal to 2 X (mana cost) + 1. (Nightmare Amalgam has 7 total stats for 3 mana) (Boulderfist Ogre has 13 stats for 6 mana)
Now I only skimmed through the first few Neutral cards you suggested changes to and I have to disagree on many of the changes I saw.
One is Bloodfen Raptor that you'd like to make a 3/3 for 2 mana. With the Beast tribe tag. This would be playable in even some of the most broken of metas. This takes Booty Bay Bookie (2 mana 3/3 give opponent a coin) and buffs her twice!
The other one that stuck out was making the Grizzly "evasive" (can't be targeted . . .) In what world does a Grizzly have a Magic shield? It sure as heck isn't small enough to dodge a Fireball!
On the other hand, I did like a couple changes. One is Silverback getting 5 Health. Another is . . . Well I can't find one at a glance. I'm on mobile and tight on time. Hopefully what I said makes sense!
I agree with you that most of my buffs were bad, and I guess in general keeping them around the traditional curve at least in stats is a good idea.
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Ninjas play Fortnite, Uberninjas play Hearthstone.
So I wrote up a whole post, with ideas and commentary and the forum ate it without saving my post. I'll try to summarize what I said.
1) Classic & Basic set has bad cards, but it also has average cards. Silverback Patriarch and Booty Bay Bodyguard are bad cards, Bloodfen Raptor is an average card.
2) Priest & Paladin have a really bad basic & classic set with a lot of holes in it. Paladin and Priest also lack a strong class identity because of this.
3) The Legendary pool sucks. And some classic class legendaries are so much better than other classic class legendaries (compare Van Cleef & Antonidas to Cenarius or Velen). I think they should add a second class legendary to every class, while removing a lot of the junk legendaries from the set. (like Cho, Nat Pagle, Milhouse Manastorm).
4) Warlock's discard mechanic and Shaman's overload mechanic are really badly designed in the classic & basic set. I honestly wouldn't mind if they just took a lot of the cards that are rotating out next rotation and added them to the classic set (Thunderhead and Zap for example).
5) There're a lot of cool new Evergreen mechanics (Rush, Discover) that I think would add a lot to the classic & basic set if they were added.
I did do a write-up for how they could fix a lot of these issues, I'll just post what I think are the highlights here, though.
Nourish 4 mana Choose One: gain 1 mana crystal OR draw 2 cards.
Force of Nature 5 mana Summon three 2/2 treants with Rush that die at the end of this turn. Druid of the Claw 5 mana Choose One - Transform into a 6/4 beast with Rush or a 4/6 beast with Taunt. Keeper of the Grove 6 mana 3/6 Choose One: Deal 3 damage to a minion; or Silence a minion. Ancient of Lore 5/5 7 mana Choose One - Restore 5 health; or Discover a Druid Spell. Ancient of War 5/5 7 mana Choose One - Gain 5 health and Taunt; or Discover a Druid Minion.
Cenarius (Legendary) 9 cost 5/7 Choose One - Summon four 2/2 treants with rush that die at the end of this turn OR add +2/+2 to all friendly minions.
Houndmaster 2 mana 3/2 Give a friendly beast +2 attack and rush this turn. Animal Companion 3 mana Discover and summon an animal companion. (Huffer: 4/2 Rush, Misha 3/4 Taunt, Leokk 3/3 give all other minions +1 Attack)
Scavenging Hyena 2 mana (Beast) 2/3 Whenever a friendly beast dies, gain 2 attack.
Unleash the Hounds 2 mana For each enemy minion, summon a 1/1 hound with rush.
Starving Buzzard 5 mana (Beast) 5/3 Battlecry: Draw a card. If your hand has 0 cards, draw 2 cards. Gladiator’s Longbow 5/2 5 mana Immune while attacking. Can’t attack heroes
Hammer of Wrath 4 mana Reduce the attack of an enemy minion and two adjacent enemy minions to 1. Draw a card.
Consecration 5 mana Deal 2 damage to all enemy minions, repeat this at the start of your next turn.
Divine Spirit 3 mana Increase the health of your minions by 3, draw a card.
Holy Nova 5 mana Deal 2 damage to all enemies. Restore 5 health to all friendly characters.
Holy Smite 1 mana Deal 2 damage to a minion. Deal 4 damage instead if a character was healed this turn.
Prophet Velen 6 mana (Legendary) 4/7 The healing and damage of your spells and hero power is doubled.
Ambush 2 mana This turn only: give your weapon +1 damage and your hero is immune. Combo: Add a copy of this card to your hand at the end of your turn.
(Replacement for Headcrack)
Kidnapper 5 mana 4/3 Combo: Return a minion to its owner’s hand.
Doomhammer 7 mana (Legendary) 2/8 Windfury Has +3 attack while you have overloaded mana crystals
Drain Life 3 mana Deal 3 damage to a minion. If that kills it, restore 3 health to your hero.
Corruption 2 mana Apply corruption to a minion. When it takes damage, destroy it.
Felstalker 2 mana (Demon) 4/3 Discard your lowest cost card.
Bane of Doom 3 mana Deal 3 damage to a minion, if that kills it, add a random demon to your hand
Warsong Commander 2 mana 2/3 Battlecry: Give a friendly minion Rush
Gorehowl 8 mana (Legendary) 8/2 Your hero takes double damage while this is equipped.
If people are interested, I have some original cards I think they could add to the basic & classic set, and some ways I think they could improve tribal synergy and some of the more staple neutral cards. (Spellbreaker, Gadgetzan Auctioneer, Wild Pyromancer, etc.)
Basic and Classic cards exist for the sole reason to introduce new players to the game mechanics. Buffing them would not only complicate the tutorial cards for new players but also create competition for new cards, eventually making them obsolete. So no, I don‘t think they should and will change any of the basic & classic cards.
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Did we forget what druid looked like before they nerfed several of their evergreen cards? Druid use to literally be the same 24 or so cards, because their evergreen cards were THAT good. Having great evergreen cards is bad, because then the meta will hardly ever really shake up
While I find it unlikely as well, these reasons don't really make any sense.
1. Why buy new cards? Because new cards most certainly will still be better, and provide synergies with other cards whereas almost all basic cards don't, and because even if a few basic cards were more useful, they wouldn't be sufficient for playable decks. And that's before we consider buying new cards for the sake of variety, or because advertisement is not without effect. It's unrealistic to assume that people wouldn't want to buy new cards, and even more unrealistic to assume that they wouldn't need them (at least in constructed beyond the new player experience).
2. The complaint of the meta being "stale" is not even an argument anymore, because some people get this impression within a week. This expansion, we got the rage train and nerf announcements in less than a week. Before the expansion, people were incessantly complaining about the Wild cards (especially Evolve) even knowing that these cards would leave again in just a few weeks. To some people, Hearthstone is everything, the only game they ever play, and there is no practical way to satisfy those. Unless you make changes once or twice a month, drastic enough to provoke change, but not drastic enough for people to be upset about balance issues again (good luck with that), the meta will always be "stale" to some.
That being said, it's not 2016 anymore. The complaint about "the same old cards" has become a bit outdated, since every class changes and adapts frequently, and no class can exclusively rely on old tricks. Savannah Highmane, the oh so overpowered champion of old, was barely played across the entirety of the last the year, and isn't even good enough to be included in a Highlander deck. Zoolock, the supposedly indestructible deck that will "always" be relevant, was quite terrible for a while, and is just doing fine again with the Galakrond build and several new cards that push it. Heck, people have been complaining about Warlock's hero power being so good that the class will "always" be strong, and Warlock was about the worst class lately.
Of course, old cards CAN be relevant in a new meta again, if they get supported. Quest Druid is, in my opinion, a cool way to give old (and dead) cards like Cenarius or Starfall new life. Divine Spirit and Inner Fire used to be laughed at as a terrible combo, and it's only thanks to continuous support that this combo is even a thing, and can be used consistently enough for people to complain about it being "always" good. If that alone, the chance for old cards to be good, is problematic to you, you make an argument why there should be no evergreen set in Standard whatsoever.
While I find some of the suggested changes a bit too much, I think it wouldn't hurt to make some basic cards a little more interesting, and it's a bit silly in my opinion to be like "oh no, if War Golem is not complete shit, NOBODY will EVER buy and play new cards again".
I think that the only neutral cards that needs to be buffed are the ones that has never seen any competitive play. These would be:
- Flesheating Ghoul: +1 Health
- Scarlet Crusader: +1 Attack
- Tauren Warrior: +1 Health
- Silvermoon Guardian: +1 Attack
- Priestess of Elune: Reduce mana cost from 6 to 5
- Ancient Mage: Change battlecry from adjacent to one minion and increase spell damage from 1 to 3
- Silverbark Patriach: +1 Health
- War Golem: +1/+1 or reduce mana cost by 1
- Booty Bay Bodyguard: +1 Health
- Stormpike Commando: Reduce mana cost from 5 to 4
- Lord of the Arena: Switch stats from 6/5 to 5/6
- Core Hound: +1 Health
Nope, that's not what it was.
The class used "the same cards" for 3 decks at the time, because the entire framework was that good, but Evergreen cards were only a small part of that. Specifically, Togwaggle Druid, Malygos Druid, and Token Druid all used 2 of each Spreading Plague, Ferocious Howl, Lesser Jasper Spellstone, Arcane Tyrant, Ultimate Infestation, Wild Growth, Branching Paths, Swipe, Nourish and Naturalize, and maybe Wrath.
The developers concluded that Druid was too fixated on Ramp strategies, which I argue was because no other strategies worked and a lot of cards happened to benefit from ramp, and for those who say "look at all those Basic/Classic cards", while there are a few in there, it was (and is) no different for Control Warrior, where every deck will include Brawl, Shield Slam, Shield Block and sometimes Slam, or for Rogue, where nearly every single deck uses Backstab, Preparation, SI:7 Agent, etc.
Using Basic or Classic cards isn't inherently wrong (for some people at least), and Druid's core set wasn't "way too good", it just worked well with what they were playing at the time. And in cases like Swipe, the class simply lacks alternatives to ever give up on that spell.
You're thinking the *second* time they nerfed druid evergreen cards.
The first time was when they gutted Force of Nature, Ancient of Lore, and Keeper of the Grove.
Back then it literally was a 24 card evergreen shell that made up 99% of druid decks.
My point was, if they raise the power level of basic cards to be good enough to be a substitute of a potential new card, people like me would be less inclined to buy new packs in the hope of getting lucky (or getting enough dust to craft) to get the new card. I'll still buy the expansion but just not as much.
I guess "stale" is relative. Stale for me isn't when the meta gets figured out within an expansion. Rather, if a deck (or at least the core cards) from one meta carries over across another expansion's meta because the cards are too good. For example, the classic Rogue Prep + Sprint (or another power creeped version of sprint). Which was probably why Prep was HOF'ed.
Yes, it wouldn't hurt. But, IMO it's not worth their time and effort especially if they need to consider the balance of their buffs in future expansions. On the other end, if the buffs are negligible, why buff something if will unlikely be played anyway?
I guess that if I were to try to do this again or Blizzard did decide to it (however unlikely that is), it would have to be a lot tamer and only buff cards that are absolute trash that never saw play instead of every card that's below the curve of the new sets.
Ninjas play Fortnite, Uberninjas play Hearthstone.
In my eyes, the basic set is for introductory purposes mainly and to help keep class identity in tact. It looks like you're trying to change the entire power curve of the game. Every good minion has stats equal to 2 X (mana cost) + 1. (Nightmare Amalgam has 7 total stats for 3 mana) (Boulderfist Ogre has 13 stats for 6 mana)
Now I only skimmed through the first few Neutral cards you suggested changes to and I have to disagree on many of the changes I saw.
One is Bloodfen Raptor that you'd like to make a 3/3 for 2 mana. With the Beast tribe tag. This would be playable in even some of the most broken of metas. This takes Booty Bay Bookie (2 mana 3/3 give opponent a coin) and buffs her twice!
The other one that stuck out was making the Grizzly "evasive" (can't be targeted . . .) In what world does a Grizzly have a Magic shield? It sure as heck isn't small enough to dodge a Fireball!
On the other hand, I did like a couple changes. One is Silverback getting 5 Health. Another is . . . Well I can't find one at a glance. I'm on mobile and tight on time. Hopefully what I said makes sense!
This space is intentionally blank.
i do agree that some cards should be buffed lets go over them:
voodo doctor restores 4 health to your hero. but its 1/1
ironforge riffleman. deal 1 dmg to minion and enemy hero
dragonling mechanic can summon 2/2
stormpike commando 3/3 deal 3 to minion
starwing buzzard 4 mana.
kirin tor mage 2 mana 2/2
archmage antonidas: at the end of your turn add fireball to your hand for each spell you have casted this turn.
rogue: praise galakrond : +1 attack and rush. invoke
warsong commander 3 mana 2/3 charge. your other minions have +1 attack
fiery war axe 3 mana. if you have armor you are immune when attacking
I agree with you that most of my buffs were bad, and I guess in general keeping them around the traditional curve at least in stats is a good idea.
Ninjas play Fortnite, Uberninjas play Hearthstone.
So I wrote up a whole post, with ideas and commentary and the forum ate it without saving my post. I'll try to summarize what I said.
1) Classic & Basic set has bad cards, but it also has average cards. Silverback Patriarch and Booty Bay Bodyguard are bad cards, Bloodfen Raptor is an average card.
2) Priest & Paladin have a really bad basic & classic set with a lot of holes in it. Paladin and Priest also lack a strong class identity because of this.
3) The Legendary pool sucks. And some classic class legendaries are so much better than other classic class legendaries (compare Van Cleef & Antonidas to Cenarius or Velen). I think they should add a second class legendary to every class, while removing a lot of the junk legendaries from the set. (like Cho, Nat Pagle, Milhouse Manastorm).
4) Warlock's discard mechanic and Shaman's overload mechanic are really badly designed in the classic & basic set. I honestly wouldn't mind if they just took a lot of the cards that are rotating out next rotation and added them to the classic set (Thunderhead and Zap for example).
5) There're a lot of cool new Evergreen mechanics (Rush, Discover) that I think would add a lot to the classic & basic set if they were added.
I did do a write-up for how they could fix a lot of these issues, I'll just post what I think are the highlights here, though.
Nourish
4 mana
Choose One: gain 1 mana crystal OR draw 2 cards.
Force of Nature
5 mana
Summon three 2/2 treants with Rush that die at the end of this turn.
Druid of the Claw
5 mana
Choose One - Transform into a 6/4 beast with Rush or a 4/6 beast with Taunt.
Keeper of the Grove
6 mana
3/6
Choose One: Deal 3 damage to a minion; or Silence a minion.
Ancient of Lore
5/5
7 mana
Choose One - Restore 5 health; or Discover a Druid Spell.
Ancient of War
5/5
7 mana
Choose One - Gain 5 health and Taunt; or Discover a Druid Minion.
Cenarius (Legendary)
9 cost
5/7
Choose One - Summon four 2/2 treants with rush that die at the end of this turn OR add +2/+2 to all friendly minions.
Houndmaster
2 mana
3/2
Give a friendly beast +2 attack and rush this turn.
Animal Companion
3 mana
Discover and summon an animal companion.
(Huffer: 4/2 Rush, Misha 3/4 Taunt, Leokk 3/3 give all other minions +1 Attack)
Scavenging Hyena
2 mana (Beast)
2/3
Whenever a friendly beast dies, gain 2 attack.
Unleash the Hounds
2 mana
For each enemy minion, summon a 1/1 hound with rush.
Starving Buzzard
5 mana (Beast)
5/3
Battlecry: Draw a card. If your hand has 0 cards, draw 2 cards.
Gladiator’s Longbow
5/2
5 mana
Immune while attacking.
Can’t attack heroes
Hammer of Wrath
4 mana
Reduce the attack of an enemy minion and two adjacent enemy minions to 1. Draw a card.
Consecration
5 mana
Deal 2 damage to all enemy minions, repeat this at the start of your next turn.
Divine Spirit
3 mana
Increase the health of your minions by 3, draw a card.
Holy Nova
5 mana
Deal 2 damage to all enemies. Restore 5 health to all friendly characters.
Holy Smite
1 mana
Deal 2 damage to a minion. Deal 4 damage instead if a character was healed this turn.
Prophet Velen
6 mana (Legendary)
4/7
The healing and damage of your spells and hero power is doubled.
Ambush
2 mana
This turn only: give your weapon +1 damage and your hero is immune.
Combo: Add a copy of this card to your hand at the end of your turn.
(Replacement for Headcrack)
Kidnapper
5 mana
4/3
Combo: Return a minion to its owner’s hand.
Doomhammer
7 mana (Legendary)
2/8
Windfury
Has +3 attack while you have overloaded mana crystals
Drain Life
3 mana
Deal 3 damage to a minion. If that kills it, restore 3 health to your hero.
Corruption
2 mana
Apply corruption to a minion. When it takes damage, destroy it.
Felstalker
2 mana (Demon)
4/3
Discard your lowest cost card.
Bane of Doom
3 mana
Deal 3 damage to a minion, if that kills it, add a random demon to your hand
Warsong Commander
2 mana
2/3
Battlecry: Give a friendly minion Rush
Gorehowl
8 mana (Legendary)
8/2
Your hero takes double damage while this is equipped.
If people are interested, I have some original cards I think they could add to the basic & classic set, and some ways I think they could improve tribal synergy and some of the more staple neutral cards. (Spellbreaker, Gadgetzan Auctioneer, Wild Pyromancer, etc.)
This is one massive meme post, you're an idiot.
Basic and Classic cards exist for the sole reason to introduce new players to the game mechanics. Buffing them would not only complicate the tutorial cards for new players but also create competition for new cards, eventually making them obsolete. So no, I don‘t think they should and will change any of the basic & classic cards.