Having more situational charge minions like the Hogchoppers and Icehowl is a good way to continue the mechanic without it being problematic. Another good one would be "gain charge if opponent has three or more minions" because it encourages you to use it to regain some board control, but you cannot use it to clear entirely on its own. It would be a similar recovery mechanic to Second-Rate Bruiser, which I think is very well-designed.
Spells and weapons only get more powerful in a relative sense if charge to face is removed. The situation right now where the powerful spells and weapons you mentioned are not being used is only evidence of just how much of a problem the cards being used instead are. I don't think anyone needs to worry about Shaman being OP if charge is nerfed, for several reasons. 1) They will shortly lose their TGT and LoE tools, which were the beginning of its rise to prominence. 2) The Rockbiter/Doomhammer combo has been nerfed by Rockbiter's cost increase. And 3) Shaman's basic cards, eg Lava Burst are good, but its pre-TGT state of awfulness is evidence that this isn't enough. It would need some serious help from the next expansion to survive this without returning to trash-tier.
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I really think the third of BRM is pretty bad. Or maybe because it's sandwiched by two amazing wings, which give you imp gang boss and flamewaker respectively.
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I tend to agree. I like the idea of cards that give buffs. I honestly would have given Purify second thoughts if it first silenced, then gave +2 hp or something. There are only 3 cards that interact with HP total in priest, and I feel like that could be a direction worth exploring. For instance, I find using Inner Fire offensively on a low-hp minion makes trading very favourable. Certainly, I'd like to see a card that could lower the base stats on board (it would devastate zoo!), or could perhaps punish low or high toughness minions, like Lightbomb did for the former. Maybe have a mini version that targets single cards? it could be a way to get around the "can't hit 4 powered dudes" problem.
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Just checking in on how you're finding the deck. I've been experimenting with some new cards, and finding the spell-oriented ones do well for the deck. It's still a really cheap build that seems to be holding its own.
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I'd really love to see priest cards that play with HP a lot more. I've been brewing an idea of something that lowers that max stat of your enemies as a battlecry or in a cheap AoE. Definitely need more affordable buffs, though.
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Awesome. It's really important to get a handle on the early game. The taunt really helps. If you have Crazed Alchemist or Sunfury Protector, they may help you out as well. I'm still tryin'. This deck isn't set in stone, so tell me what works. I'm up to 14 with it, from 20. Warrior can be fenangled if you steal the right cards. Zoo is still a problem. trading up for 2 mana is just too efficient for priest.
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Honestly, put a second Squirming Tentacle, removal, or Yogg-Saron, Hope's End.
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Hmm. Seems flavoured, but it should cost 5 mana instead. That way, it's a priest card. :P