How about change her into 3mana 2/3 Battlecry: Give the next Charge minion you play +2/+2? This might make Korkron Elite useful as a removal and minion.(Note that the charge minion does not necessary have to be played on the same turn with her.) The total stats including battlecry is 4/5 which is more than an average 3 drop but remember playing her as a 3mana 2/3 is a bit of a tempo loss , although the 2 damage increase on the charge minion is quite a lot because it has immediate impact when the charge minion is played ,I think this can be justified by the fact that this is a class card.
How about change her into 3mana 2/3 Battlecry: Give the next Charge minion you play +2/+2? This might make Korkron Elite useful as a removal and minion.(Note that the charge minion does not necessary have to be played on the same turn with her.) The total stats including battlecry is 4/5 which is more than an average 3 drop but remember playing her as a 3mana 2/3 is a bit of a tempo loss , although the 2 damage increase on the charge minion is quite a lot because it has immediate impact when the charge minion is played ,I think this can be justified by the fact that this is a class card.
I like this a lot. Makes it very similar to a hobgoblin and feels playable/ deck defining. This would open up a possible deck that might be viable, while not being over powered in my opinion. All the charge minions have low health anyways, the most they could have after the buff would be 4 or 5 and considering the amount of effort you had to exert to get that buff... it seems fair to me.
3 mana 3/4: Your charge minions have +1 attack 4 mana 3/5: Your charge minions have +1 attack 3 mana 2/3: Give target minion with 3 or less attack charge 3 mana 2/3: Charge - Your other charge minions have +1 attack 3 mana 2/3: Your charge minions cost 1 less 4 mana 2/3: Your charge minions have +1/+1 4 mana 2/4: Put two random charge minions from your deck into your hand 2 mana 2/3: Your charge minions have +1 attack
If they wanted to nerf it but still keep it a part of the combos that used it the most "patron/frothing" they coulda made it a bigger cruel taskmaster IMO.
"Battlecry: Deal 1 damage to your minions and give them +2 Attack"
Nice "board buff" mechanic for warrior, activates enrage mechanics, has a drawback in that it damages ALL your minions (not that warriors play a lot of tokens but still a potential issue). Might have to tweak her stats or cost for this mechanic but I think it strikes a balance of making her playable in her optimal deck (enrage/burst) without making her worthless or OP.
ALTERNATE IDEAS:
"Battlecry: Give your minions +2 Attack this turn"
"Battlecry: Give all damaged friendly minions +2 Attack"
3 mana 2-3 Battlecry: Give a random minion with 3 or less attack charge......Could combo really well with frothing berserker and armorsmith to have some burst and be able to use it defensively
3 mana 3-3 Battlecry: draw a charge minion from your deck.....really nice text for a basic card. What ppl often forget is that new players need to understand these cards and this card is easy to understand and decent in arena, decent stats and sometimes gets a card draw
3 mana 0-3 Whenever you play a minion with 3 or less attack, it has a 50% chance to gain charge.....sucks in arena unfortunately but could still allow a strong burst without being too strong and limiting the design of cards.
3 mana 2-3 Give your taunt minions charge (or +1 attack) this way we have a card that can help with the bolster decks that blizzard tried to push with bolster/kings defender/ sparring partner, which you could use to make the war song itself have taunt so it can buff itself
Sticks to the charge theme, doesn't limit design space, doesn't enable anything crazy. A one mana tempo loss, that makes it easier to play the minions in your deck which have unconditional charge (Alexstrasza'a Champion, Armored Warhorse, Southsea Deckhand and other conditional charge minions are unaffected).
What would be cool is if it did work on conditional charge, so Deckhand and Alexstrasza's Champion cost 1 less as long as their charge conditions are met- Armored Warhorse obviously couldn't work, since you've already played it before it gains charge.
Lets keep this thread going. I like it as kind of a protest against Blizzard's nerf practices. I don't want my cards nerfed into the ground to be "Learn what a good card is" fodder for newer players. That's not conducive to a happy healthy CCG, and frankly its a missed opportunity to re-purpose the card into something that could spawn a different archetype. Every time I am going to see Warsong Commander in casuals, arena, and tavern brawl I'm just going to see something that could have added to the game in a meaningful way, but was never given the chance. I can honestly say that I've seen plenty of balanced, interesting versions of this card that would have been a million times better than the one we were given. It's sad to see the card go, to witness the missed opportunity and the hard work put into the card go to waste. I hope everyone involved with hearthstone at blizzard are the ones who learn from this card, not newer players.
Frankly I believe this is the best change, although a 2/3 and this effect would worth 4 mana if it were a neutral minion, which class-specific minions should be designed to be better than. I believe not changing the cost and stats and grant it this ability still makes the card balanced enough, because charge minions are only a small portion of all minions. If it is to be 4 mana, it could either be a 2/5 with that ability or a 2/3 that grants +1/+2 or +2/+1
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How about change her into 3mana 2/3 Battlecry: Give the next Charge minion you play +2/+2? This might make Korkron Elite useful as a removal and minion.(Note that the charge minion does not necessary have to be played on the same turn with her.) The total stats including battlecry is 4/5 which is more than an average 3 drop but remember playing her as a 3mana 2/3 is a bit of a tempo loss , although the 2 damage increase on the charge minion is quite a lot because it has immediate impact when the charge minion is played ,I think this can be justified by the fact that this is a class card.
I like this a lot. Makes it very similar to a hobgoblin and feels playable/ deck defining. This would open up a possible deck that might be viable, while not being over powered in my opinion. All the charge minions have low health anyways, the most they could have after the buff would be 4 or 5 and considering the amount of effort you had to exert to get that buff... it seems fair to me.
3 mana 3/4: Your charge minions have +1 attack
4 mana 3/5: Your charge minions have +1 attack
3 mana 2/3: Give target minion with 3 or less attack charge
3 mana 2/3: Charge - Your other charge minions have +1 attack
3 mana 2/3: Your charge minions cost 1 less
4 mana 2/3: Your charge minions have +1/+1
4 mana 2/4: Put two random charge minions from your deck into your hand
2 mana 2/3: Your charge minions have +1 attack
If they wanted to nerf it but still keep it a part of the combos that used it the most "patron/frothing" they coulda made it a bigger cruel taskmaster IMO.
"Battlecry: Deal 1 damage to your minions and give them +2 Attack"
Nice "board buff" mechanic for warrior, activates enrage mechanics, has a drawback in that it damages ALL your minions (not that warriors play a lot of tokens but still a potential issue). Might have to tweak her stats or cost for this mechanic but I think it strikes a balance of making her playable in her optimal deck (enrage/burst) without making her worthless or OP.
ALTERNATE IDEAS:
"Battlecry: Give your minions +2 Attack this turn"
"Battlecry: Give all damaged friendly minions +2 Attack"
3 mana 2-3 Battlecry: Give a random minion with 3 or less attack charge......Could combo really well with frothing berserker and armorsmith to have some burst and be able to use it defensively
3 mana 3-3 Battlecry: draw a charge minion from your deck.....really nice text for a basic card. What ppl often forget is that new players need to understand these cards and this card is easy to understand and decent in arena, decent stats and sometimes gets a card draw
3 mana 0-3 Whenever you play a minion with 3 or less attack, it has a 50% chance to gain charge.....sucks in arena unfortunately but could still allow a strong burst without being too strong and limiting the design of cards.
3 mana 2-3 Give your taunt minions charge (or +1 attack) this way we have a card that can help with the bolster decks that blizzard tried to push with bolster/kings defender/ sparring partner, which you could use to make the war song itself have taunt so it can buff itself
What would be cool is if it did work on conditional charge, so Deckhand and Alexstrasza's Champion cost 1 less as long as their charge conditions are met- Armored Warhorse obviously couldn't work, since you've already played it before it gains charge.
Lets keep this thread going. I like it as kind of a protest against Blizzard's nerf practices. I don't want my cards nerfed into the ground to be "Learn what a good card is" fodder for newer players. That's not conducive to a happy healthy CCG, and frankly its a missed opportunity to re-purpose the card into something that could spawn a different archetype. Every time I am going to see Warsong Commander in casuals, arena, and tavern brawl I'm just going to see something that could have added to the game in a meaningful way, but was never given the chance. I can honestly say that I've seen plenty of balanced, interesting versions of this card that would have been a million times better than the one we were given. It's sad to see the card go, to witness the missed opportunity and the hard work put into the card go to waste. I hope everyone involved with hearthstone at blizzard are the ones who learn from this card, not newer players.
I was thinking of it saying "gain that much armor" but that seemed a bit too powerful.
3 mana 2/3 battlecry: the next non-legendary warrior minion you play gain Charge. Magnataur alpha new meta?
Frankly I believe this is the best change, although a 2/3 and this effect would worth 4 mana if it were a neutral minion, which class-specific minions should be designed to be better than. I believe not changing the cost and stats and grant it this ability still makes the card balanced enough, because charge minions are only a small portion of all minions. If it is to be 4 mana, it could either be a 2/5 with that ability or a 2/3 that grants +1/+2 or +2/+1