They seem like they need a buff. 4 health might have been better. Or make them be dormant for a turn (fits the idea of them having to travel to the battle) and then have their effect proc at the same time as they break out of dormant. Or in that case maybe they would proc at end of turn.
I love the idea of them. They each do something that fits their class. Thematic stuff like that is fun.
Every expansion has trash cards but these really stand out because they're so interesting and thematic for each class. I hope either somehow we're wrong or they fix them because I have a feeling a lot of people in the community want to be playing exactly this kind of card, one that crosses classes but does something fitting and thematic for each particular class.
I guess, there will be neutral epic/legendary card supporting caravans in upcoming mini-set. Maybe they are just trying how good (bad) caravans are naked and after month or two we get that 1-mana Drunken Coachman - your caravans trigger every turn or whatever.
I was going to make a thread about this, but it looks like there already is one...
Do you think they would ever buff these? Because these cards are really interesting, fits the theme of the expansion and could be a lot of fun. They obviously put a lot of thought into these, giving various classes access to them, so why not make them playable?
Realistically, like others have mentioned, they need 1 more health, or be 1 mana 1/3. Or even a 0/4 or something, because the caravan won't fight you. But then again... doesn't make a lot of sense that the watch towers have attack values either. But that's another discussion...
I had a game earlier against a lunacy mage, where I dropped a Soothsayer's Caravan on turn 2, to which they promptly played Deck of Lunacy. Knowing (or not knowing?) full well what the minion on my board does... it led to a very interesting game. I ended up losing, because of a Solarian Prime, of all things... but I digress.
Iksar at least gave lip service to buffs maybe coming after the nerfs. (Not to anything specific.) It's safe to say none of the caravans have been seeing much play. It could change a bit after the nerfs but highly unlikely. They may even work better than people give them credit for but they just appear to be so fragile people won't even try.
Caravans are honestly one of the coolest ideas I've seen yet in Hearthstone. A cheap minion that has an ongoing start of turn effect that varies depending on the class. Each one feels so thematic for their class. It's the kind of thing I want more of. It adds really nice flavor and theme to the game and it's just a cool mechanic. I really hope they'll push the caravans so that they get experimented with more at least.
It's unlikely they'll adjust the mana cost. That might make them too powerful on turn 1. Not sure.
Changing their effect to proc at end of turn seems unlikely as well. That could be OP but maybe not. They're so easy to remove that even then they often would only proc the one time.
The most likely change is to bump their health to 4. That puts them out of range of a lot of early removal and trading. Still likely to only proc once but that's better than zero.
I have put the Paladin one in a Dude Paladin deck and it was an even more underperforming card in a deck that's already underperforming. Not that I really expected something else, but it was depressing still. Such interesting cards, but completely unplayable as they are way too slow. And the comparison to other 2-drops like Sword of the Fallen or Far Watch Post makes you even more sad.
What we need is a neutral 1 mana 1/1 with Battlecry: Draw a caravan from your deck and trigger its effect immediately (or give it +2 health). I doubt that even that would be extremely strong.
I think the idea of these cards is that they work best when you play them early to get the snowbally effect AND you have some way to protect them. Unfortunately this is not great for Prospector's Caravan as that requires you to have many minions in hand to maximise the effect - Conditioning is a straight up better effect.
I think this kind of cards is very hard to balance. Now they suck, because it's pretty hard to make them stay on board long enough, to utilize them at least once. Though it's not too difficult to imagine what would have happened if they were more sticky (at least some of them). I believe that making them battlecry and 1 mana (Shaman and Prieest) or 2 mana (Warlock, Paladin, Hunter) would be the best solution.
Eh, they're not that bad. I think the value ones are a little too low impact, but basically they're a way to expand your board lead. I think the design is fine, but the game is too removal-heavy for them to see play.
0/4 or 0/5 statline would make much more sense flavor wise... they are caravans, they don't attack. And also coming out early will almost always guarantee they trigger at least once, while coming out late, through a battlefield, makes them very vulnerable to damage. I don't know what they were thinking... this effect has been tried and tested before, and it always sucked.