So I've been thinking a lot about how to spice up the game a little bit, as well as boost wild's creativity and help new players, and it occurred to me that to do all those things, Blizzard could buff certain Basic and Classic cards (and maybe after that go through set by set and every year buff old cards that are useless). Well, here are my proposed buffs for the Basic set. I'm going to post my proposed buffs for classic and maybe others sets as well later.Please tell me if you guys think is a good idea, if there were any I missed, and if any of the changes I made should or shouldn't happen, thanks.
If they buff classic and basic cards they could be playable -> players wouldnt have to buy packs to get playable cards -> less profits, so they probably wont do it ¯\_(ツ)_/¯
If they buff classic and basic cards they could be playable -> players wouldnt have to buy packs to get playable cards -> less profits, so they probably wont do it ¯\_(ツ)_/¯
True, but they're also good for growing the community and the gltter of new cards always makes a profit so... eh.
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Ninjas play Fortnite, Uberninjas play Hearthstone.
And they should do this instead of printing new cards with these characteristics because...?
The more strong evergreen cards the less the game will change with new expansions. If they print them as commons, it won't even be that expensive to get them.
And they should do this instead of printing new cards with these characteristics because...?
The more strong evergreen cards the less the game will change with new expansions. If they print them as commons, it won't even be that expensive to get them.
I'd day the reason to do this is so we all look at these cards again, and they still wouldn't really have a place except as good basic units anyway because they lack a lot of synergies. Another reason to do this instead of printing new cards is because then the cards they print would be really boring.
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Ninjas play Fortnite, Uberninjas play Hearthstone.
Over half of these are either overpowered as all get out, go against the fundamentals of the basic set, or are actually secret nerfs...
Footman: so you want a neutral version of one of the strongest zoo cards to exist?
Raptor and crocolisk: both are already really good options right now - in WILD as build-a-beast options. They are already efficient stats, when stapled onto another minion, why would you add more to that?
Grizzly: breaks the intended design of basic cards -nothing has both a card text ability AND a keyword ability. Plus, this is also a stealth nerf because it would get instapunted out of build a beast, just like king of beasts, so you have less taunts available.
Razorfen hunter: card text and keyword, again.
Ogre magi: neutral version of cosmic anomaly? No thanks. There's such a thing as a critical mass of cards, and secret mage is already running hog wild in wild format, dont need to make it EVEN BETTER.
Stormwind knight: secretly a nerf because the whole point of the card is for OTKs.
Charge: the entire POINT of that nerf was to prevent degenerate charge combos.
Warsong commander: this would be cancer. Period. I don't think I should need to explain why, considering we went through 8 months of that card being in 80% of decks in the metagame.
In case you missed it though... even *without* grim patron, this card was utilized in a variety of degenerate combo strategies utilizing frothing berserker to generate spontaneous OTK lethals.
And a lot of the rest of these just sort of fall into the trap of being overtuned, and powercreeping on previously existing expansion cards, thereby invalidating many peoples previous purchases.
Warsong Commander: When you summon a minion with 3 or less attack, give it Charge.
Sorry but NO. There's a reason why charge was nerfed and no longer played: We learned this mistake with Grim Patron and Frothing Berserker. I know that some people lover to have an otk-combo with an 30 attack charge frothing, but no, this was nerfed not without reason.
I personally would change it to following: "Your minions with 3 attack or less have Rush". Still better than Warsong Commander now, but still not as overpowered as the old one. Instead of giving it rush when you summon something, it only has rush when your minion has 3 attack or less When you buff for example your frothing above 3 attack, it loses rush. This would still allow some shenanigans with Grim Patron in Wild, but no longer be as overpowered as it was with the old Warsong Commander. Even if we keep the summoned part, it should only give rush.
But the old Warsong Commander is too overpowered and no, you won't get it back, no matter how loud you cry about it.
Over half of these are either overpowered as all get out, go against the fundamentals of the basic set, or are actually secret nerfs...
Footman: so you want a neutral version of one of the strongest zoo cards to exist?
Raptor and crocolisk: both are already really good options right now - in WILD as build-a-beast options. They are already efficient stats, when stapled onto another minion, why would you add more to that?
Grizzly: breaks the intended design of basic cards -nothing has both a card text ability AND a keyword ability. Plus, this is also a stealth nerf because it would get instapunted out of build a beast, just like king of beasts, so you have less taunts available.
Razorfen hunter: card text and keyword, again.
Ogre magi: neutral version of cosmic anomaly? No thanks. There's such a thing as a critical mass of cards, and secret mage is already running hog wild in wild format, dont need to make it EVEN BETTER.
Stormwind knight: secretly a nerf because the whole point of the card is for OTKs.
Charge: the entire POINT of that nerf was to prevent degenerate charge combos.
Warsong commander: this would be cancer. Period. I don't think I should need to explain why, considering we went through 8 months of that card being in 80% of decks in the metagame.
In case you missed it though... even *without* grim patron, this card was utilized in a variety of degenerate combo strategies utilizing frothing berserker to generate spontaneous OTK lethals.
And a lot of the rest of these just sort of fall into the trap of being overtuned, and powercreeping on previously existing expansion cards, thereby invalidating many peoples previous purchases.
I agree with some of what you said on some of these but others I'd defend.
Goldshire footman: It's still worse that Voidwalker because its missing the tag so i don't see how it's a problem.
Bloodfen Raptor, River Croc, and Iron Fur Grizzly: I think you're right, they should stay the way they are and I was wrong to change them.
Razorfin Leader: I would agree in most cases but this is extremely simple still, so I think they could.
Ogre Magi: you're right it's fine anyway, and if there were more synergy cards with it it'd played.
Stormwind Knight: those are fairly irrelevant OTK
Charge: I understand that, but the card is highly confusing trash for new palyers rn and it would be hard to combo with with this restriction.
Warsong Commander: I think it would probably be to strong the way I did it but what if if was only 2 attack minions? And if they changed it and it went crazy, just change it back i guess.
Lastly: I don't think the others are not power creeping because rn they are so low below the curve that this is simply bringing them up to speed with the other sets.
Any way that's just my opinion, and thanks for your opinion.
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Ninjas play Fortnite, Uberninjas play Hearthstone.
Warsong Commander: I think it would probably be to strong the way I did it but what if if was only 2 attack minions? And if they changed it and it went crazy, just change it back i guess.
No, 2 attack would still allow 20-30 attack frothing-shenanigans, and we don't ever need this back. Just change the charge to rush, and it's fixed.
Warsong Commander: When you summon a minion with 3 or less attack, give it Charge.
Sorry but NO. There's a reason why charge was nerfed and no longer played: We learned this mistake with Grim Patron and Frothing Berserker. I know that some people lover to have an otk-combo with an 30 attack charge frothing, but no, this was nerfed not without reason.
I personally would change it to following: "Your minions with 3 attack or less have Rush". Still better than Warsong Commander now, but still not as overpowered as the old one. Instead of giving it rush when you summon something, it only has rush when your minion has 3 attack or less When you buff for example your frothing above 3 attack, it loses rush. This would still allow some shenanigans with Grim Patron in Wild, but no longer be as overpowered as it was with the old Warsong Commander. Even if we keep the summoned part, it should only give rush.
But the old Warsong Commander is too overpowered and no, you won't get it back, no matter how loud you cry about it.
I actually didn't even play it and I agree that those decks were cancer back then, but I was just wondering how it would do in the current wild meta, but you're probably right. And yeah actually I like you're change.
Goldshire footman: It's still worse that Voidwalker because its missing the tag so i don't see how it's a problem..
So my refutation for this would be that unlike, say, beast, or pirate, having the demon tag doesn't really *do* much overall, and can actually be a negative.
For wild, having a 1/3 with taunt be a demon means warlocks intending to run Gul'dan death knight will have to contend with a lower tempo set of demons being summoned. By contrast, having a 1/3 taunt WITHOUT the demon tag means it doesn't clog their demon death pool while still providing a 1/3 with taunt at the start.
Furthermore, you aren't just giving it to warlock. Now odd paladin has a 1/3 taunt for 1 to hide important minions behind. Now taunt warrior has a better option 1 drop since it can still be impactful late game from armegadillo. Now combo priest has a critical mass of 1 mana 3 health minions with which to secure the early game. Etc.
It's a knock on effect, giving such a minion to everybody.
If they buff classic and basic cards they could be playable -> players wouldnt have to buy packs to get playable cards -> less profits, so they probably wont do it ¯\_(ツ)_/¯
Literally answers the question completely, still depressing as hell.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
While I agree that basic and classic need some buff, but not these kind of buff. And do not suggest buff if you are new to this game, because to be honest you list suck
While I agree that basic and classic need some buff, but not these kind of buff. And do not suggest buff if you are new to this game, because to be honest you list suck
Actually I've been playing Hearthstone since I right after beta. This was only one Idea I had for buffing, another was adding cards that synergies specifically with the basic or classic set. What would you do?
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Ninjas play Fortnite, Uberninjas play Hearthstone.
Raid leader with +1 attack is actually stupid. The card already sees some play in odd pally and +2 attack would make it a staple in every zoo related deck. A lot of these cards don't need buffs.
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So I've been thinking a lot about how to spice up the game a little bit, as well as boost wild's creativity and help new players, and it occurred to me that to do all those things, Blizzard could buff certain Basic and Classic cards (and maybe after that go through set by set and every year buff old cards that are useless). Well, here are my proposed buffs for the Basic set. I'm going to post my proposed buffs for classic and maybe others sets as well later.Please tell me if you guys think is a good idea, if there were any I missed, and if any of the changes I made should or shouldn't happen, thanks.
Basic Set Buffs
Ninjas play Fortnite, Uberninjas play Hearthstone.
If they buff classic and basic cards they could be playable -> players wouldnt have to buy packs to get playable cards -> less profits, so they probably wont do it ¯\_(ツ)_/¯
just hof the whole thing, we dont need classic/basic
True, but they're also good for growing the community and the gltter of new cards always makes a profit so... eh.
Ninjas play Fortnite, Uberninjas play Hearthstone.
And they should do this instead of printing new cards with these characteristics because...?
The more strong evergreen cards the less the game will change with new expansions. If they print them as commons, it won't even be that expensive to get them.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I'd day the reason to do this is so we all look at these cards again, and they still wouldn't really have a place except as good basic units anyway because they lack a lot of synergies. Another reason to do this instead of printing new cards is because then the cards they print would be really boring.
Ninjas play Fortnite, Uberninjas play Hearthstone.
Over half of these are either overpowered as all get out, go against the fundamentals of the basic set, or are actually secret nerfs...
Footman: so you want a neutral version of one of the strongest zoo cards to exist?
Raptor and crocolisk: both are already really good options right now - in WILD as build-a-beast options. They are already efficient stats, when stapled onto another minion, why would you add more to that?
Grizzly: breaks the intended design of basic cards -nothing has both a card text ability AND a keyword ability. Plus, this is also a stealth nerf because it would get instapunted out of build a beast, just like king of beasts, so you have less taunts available.
Razorfen hunter: card text and keyword, again.
Ogre magi: neutral version of cosmic anomaly? No thanks. There's such a thing as a critical mass of cards, and secret mage is already running hog wild in wild format, dont need to make it EVEN BETTER.
Stormwind knight: secretly a nerf because the whole point of the card is for OTKs.
Charge: the entire POINT of that nerf was to prevent degenerate charge combos.
Warsong commander: this would be cancer. Period. I don't think I should need to explain why, considering we went through 8 months of that card being in 80% of decks in the metagame.
In case you missed it though... even *without* grim patron, this card was utilized in a variety of degenerate combo strategies utilizing frothing berserker to generate spontaneous OTK lethals.
And a lot of the rest of these just sort of fall into the trap of being overtuned, and powercreeping on previously existing expansion cards, thereby invalidating many peoples previous purchases.
Sorry but NO. There's a reason why charge was nerfed and no longer played: We learned this mistake with Grim Patron and Frothing Berserker. I know that some people lover to have an otk-combo with an 30 attack charge frothing, but no, this was nerfed not without reason.
I personally would change it to following: "Your minions with 3 attack or less have Rush". Still better than Warsong Commander now, but still not as overpowered as the old one. Instead of giving it rush when you summon something, it only has rush when your minion has 3 attack or less When you buff for example your frothing above 3 attack, it loses rush. This would still allow some shenanigans with Grim Patron in Wild, but no longer be as overpowered as it was with the old Warsong Commander. Even if we keep the summoned part, it should only give rush.
But the old Warsong Commander is too overpowered and no, you won't get it back, no matter how loud you cry about it.
I agree with some of what you said on some of these but others I'd defend.
Goldshire footman: It's still worse that Voidwalker because its missing the tag so i don't see how it's a problem.
Bloodfen Raptor, River Croc, and Iron Fur Grizzly: I think you're right, they should stay the way they are and I was wrong to change them.
Razorfin Leader: I would agree in most cases but this is extremely simple still, so I think they could.
Ogre Magi: you're right it's fine anyway, and if there were more synergy cards with it it'd played.
Stormwind Knight: those are fairly irrelevant OTK
Charge: I understand that, but the card is highly confusing trash for new palyers rn and it would be hard to combo with with this restriction.
Warsong Commander: I think it would probably be to strong the way I did it but what if if was only 2 attack minions? And if they changed it and it went crazy, just change it back i guess.
Lastly: I don't think the others are not power creeping because rn they are so low below the curve that this is simply bringing them up to speed with the other sets.
Any way that's just my opinion, and thanks for your opinion.
Ninjas play Fortnite, Uberninjas play Hearthstone.
No, 2 attack would still allow 20-30 attack frothing-shenanigans, and we don't ever need this back. Just change the charge to rush, and it's fixed.
I actually didn't even play it and I agree that those decks were cancer back then, but I was just wondering how it would do in the current wild meta, but you're probably right. And yeah actually I like you're change.
Ninjas play Fortnite, Uberninjas play Hearthstone.
No, that's moronic. And thankfully they never will.
Why? And I mean why is it moronic; I also think they never will.
Ninjas play Fortnite, Uberninjas play Hearthstone.
I find it unlikely they'll buff evergreen sets.
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.
So my refutation for this would be that unlike, say, beast, or pirate, having the demon tag doesn't really *do* much overall, and can actually be a negative.
For wild, having a 1/3 with taunt be a demon means warlocks intending to run Gul'dan death knight will have to contend with a lower tempo set of demons being summoned. By contrast, having a 1/3 taunt WITHOUT the demon tag means it doesn't clog their demon death pool while still providing a 1/3 with taunt at the start.
Furthermore, you aren't just giving it to warlock. Now odd paladin has a 1/3 taunt for 1 to hide important minions behind. Now taunt warrior has a better option 1 drop since it can still be impactful late game from armegadillo. Now combo priest has a critical mass of 1 mana 3 health minions with which to secure the early game. Etc.
It's a knock on effect, giving such a minion to everybody.
Agree with OP but since Blizz has unwaivering prioritie$ in their product$ they will simply stick to the formula they have.
Eternal is a great card game that has done this with core sets/basic cards. Highly recommend over HS.
Literally answers the question completely, still depressing as hell.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
While I agree that basic and classic need some buff, but not these kind of buff. And do not suggest buff if you are new to this game, because to be honest you list suck
Actually I've been playing Hearthstone since I right after beta. This was only one Idea I had for buffing, another was adding cards that synergies specifically with the basic or classic set. What would you do?
Ninjas play Fortnite, Uberninjas play Hearthstone.
Raid leader with +1 attack is actually stupid. The card already sees some play in odd pally and +2 attack would make it a staple in every zoo related deck. A lot of these cards don't need buffs.