I would change Savage Roar to cost 4 Mana or make it give +2 Attack to your minions only.
You made me laugh. Both og you. That's why they won'd change any card soon. You have no club what balance is.
Oh that's funny. Cool that you know so much about my life to say that. It's not like I was an important, contributing Alpha tester to a strategy game and even made a few of own little games. Making up custom cards and rebalancing a lot doesn't count, too, I guess? No. Only you and Blizzard can possibly know how to balance Hearthstone cards. And how dare anyone else make suggestions.
Please, at least behave like a grown up person... At least try to. Can you please stop hindering discussions by claiming stupid shit?
[card]Starving Buzzard[/card] 3 mana 3/2 with new cardtext "when you play a beast minion draw a card" - Making it "played beast minions" and not "summoned" it limits your combo potentials alot so its hard to get more then 2-3 cards in the same turn even tho the card is now alot stronger on its own i think it's still in good balance.
Kidnapper 6 mana 1/4 with new cardtext "Combo: Take a minion from the board and put it in your hand" - It's a super strong ability now that actually is a kidnapping. It requires a combo and the minions stats is a lot weaker now, you also get the card placed in your hand so you have to pay its mana cost to play it so it is not instant value from the stolen card. BUT it is now technically an Assassinate attached to the card so it's hard to balance i think this is OK.
Tinkmaster Overspark 4 mana 1/2 with new cardtext "Battlecry: Transform target minion into a 5/5 Devilsaur or 1/1 squirrel" - It's now at Polymorphs cost with a chance of a huge drawback, and a small minion that survives heropowers and trading with the squirrel, attached to balance it out.
Wisp 0 mana 1/1 with new cardtext "Battlecry: refill one empty mana crystal" - Basically making them an extra coin
Tracking 3 mana with new cardtext "draw as many cards as your opponent did last turn" - Now its like following in their footsteps, they drew 6 cards last turn now you do too and catch up. If they only got their standard draw you only get 1 card as well wich is bad for the cost.
Holy Wrath 5 mana with new cardtext "Deal damage equal to the number of cards in your opponents hand" - So in control matchups it can be a Pyroblast for 5 and against aggro its really bad. Can work in some kind of paladin mill deck.
Far Sight 3 mana with new cardtext "next turn draw an additional card and both cost (3) less" -It can be allowed to discount double since the cards you draw are random and not instantly so your opponent can prepare by dropping "Loatheb" if he is scared
Young Priestess and Master Swordsmith Should be "At the start of you turn give +2" and be able to buff themselves too. - They are still weak 1 turn for your opponent to deal with them but they cant leave them up for too long!
This is a thread about what Cards people would like to change if they could. In other words, it's not a salty thread about blizzard and imbaness. Please stop your childish remarks at people and instead participate in the discussion as a grown-up adult.
Kidnapper should take an enemy minion off the board and into your hand. Nothing else fits the name. Tweak the cost and stats as you see hit, but that should be the combo effect or battlecry.
But for sure everyone agrees, 3.5 mana worth of stats for 6 mana, and a combo effect - not even a battlecry - that emulates what Sap does for 2 mana or what the two Brewmasters get as a battlecry for free? That's absolute garbage, and there's a reason why I've been playing HS since closed beta and have never once seen a Kidnapper played.
I've just recently drawn two Twisting Nethers again and I thought: "Damn, this card is garbage but its animation is beautiful af!" and I wondered what change could be applied to make it playable. Every time this card is discussed there are a few people who suggest it should also silence minions. So for 8 mana it would reset the board completely. While this would definitely make it better you will eventually fall behind again because you're left with two mana and your opponent might put out some threats again the turn after. So how about Twisting Nether would read: "Silence ALL minions then kill all non demon minions." and cost 9 mana instead.
Why silence ALL minions? If this card let the demons live I felt it would be too strong to let Voidcaller or IGB keep their effect. Why 9 mana? Since you can plan for the nether and keep stuff on the board I think you should be prevented from adding another creature on the board.
What do you think? Still garbage, less garbage, too powerful?