Are there any instances of them actually buffing cards? Not just to previous levels, but past original levels?
Unleash the Hounds when the card was reworked it got reworked to what it does now but for 4 mana, then it got buffed to 2 mana, then blizzard realized 2 mana UTH was broken so they settled it in for 3 mana.
Edit: originally Unleash the hounds was a 1 mana card that gave +1attack and charge to all your friendly beasts.
well, i think we're lacking a tutor for the Jade Swarmer, since the strategy heavily revolves around him but other than that, it seems that with teron, necrium blade and this card it'll finally hit critical mass
but the point of twig has never been ramping to 10, the point of twig has always been having those 20 mana turns where you combo off with Aviana when you already have 10 mana
i'm with the guys that say this would be something you do with lady Liadrin since when you play libram paladin if you do it right you play so many librams that laidrin just recovers them back to your hand.
no, it wouldn't in order for a card to count as having any particular keyword it has to be printed in the card, cards that gain the keyword through a battecry don't count as them having the keyword originally, prime exapmple being N'Zoth, the Corruptor doesn't revive Da Undatakah because the later is not a deathrattle card.
Clearly you weren't playing during the Un'goro meta, the most healthiest and most fun that we've ever had it and probably will ever have.
Ungoro is waaaay overrated it was when the, "turn 10? hearthstone doesn't know what it is" meme was at its peak it was jsut 15 aggro decks ith a different coat of pian consisting on going wide, Aoe buffinf your board and trying to kill your opponent on turn 5, yeas discover mage, quest warrior and arguably quest rogue had a different paly style but theyw ere the exception rather than the rule.
Tibia , not what the official game has become nowadays which is a cash shop cashgrab since you can buy runes (core element of the game, that'sbasically ammunition that you used to have to make and could sell to other players for profit or use yourself, but now you just buy them in bulk from the cash shop) , but i still load and play some OTservers that keep the charm of older less cashgrabby versions of Tibia, Deathzot, Archlight online and Ascalon legends being my favorite OTS.
Someone already said it, but the fact that you can't target the effect and it's divided in specific numbers, making the high roll of "lol all 7 missiles to one target" impossible makes it balanced, besides the difference between pre-nerf priestess and this thing is that DH has a 4 mana 4/4 innervate on a stick for Demons that reduces priestess' cost and makes dh able to play her as early as turn 5 when dealing with 7 health isn't exactly easy. Also there's a 1 mana difference, and 1 mana differences in Hs are day and night basically.
@twisted cardmaster, Warlock is a Wild class though, the class can't get singlehandedly "i win cards" because the hp will break them,, specially in standard where there are lower card pools, in fact due to how the hp works with balance, warlock will always be at its worst when the card pool is low and at its best when the card pool is wide, however all of the class cards it's been getting lately have heavy sinergy with the archetypes even when they aren't great standalone, the new warlock demon deathratle demon that summons a lifesteal, goes straight into Reno and cube warlock because it's arguably as strong as void lord, the prime? yeah, every single warlock deck but Zoo and Mechathun or malylock wants it because it's a second N'zoth/Gul'dan DK, unstable felbolt?, every control deck wants it, kel'idan the breaker, yes, it migt not be anything to write home about but an early twisting nether in a stick is a godsend in wild, so yeah, they are doing a good job, since malylock is still a viable and legendworthy deck in standard and all of their remined wild decks are fun and powerful.
I'll do this in descending order from the classes that i care the most about to the classes i care the least about
Mage: More unconditional AoE, i said this when Yogg was played in every competititve deck regardlesss of class back in 2016 and i'll keep saying it, whenever a class feels the NEED to use yogg-like cards it's because the class doesn't have enough defensive tools that are good, nor decent AoE, and no, flamestrike doesn't cut it, it may have been good in Arena but it's always been a mediocre card in constructed that you run because there's nothing better.
Rogue: reprint/retrain Vilespine Slayer, or have more class specific tutors for rogue cards, wit Galakrond nerfed rogue has to go back to a pure tempo deck, and since blizzard, wants rogue's class identity to be weak to wide boards and not have access to AoE but it hardly has anything worth mentioning when it comes to giant slayers now that Walk the Plank and vilespine are out of standard
Priest: I'm satisfied with Priest atm, can't really think about something other than stronger mid-range minions, i've always wanted a Mad Scientist like priest card that could play Shadowform i from your deck instead of secrets, but Blizzard doesn't like shadowform and they dont like cards mentioning other specific cards, mmaybe a 2 mana deathrattle that casts a 3 cost spell from your deck when it dies?
Hunter; i'm in a love/hate relationship with hunter, WIld hunter has probably the most interesting decks in the game imho, Even hunter, Deathrattle hunter either the Big beast or egg Variant, Secret hunter, all variants of spell hunter, Malygos hunter, Unseal the Vault hunter, and the wacky Otk decks you can pull off with Knuckles+Goblin Prank and/or Leorokk, heck i've otked with Gahz'rilla because there are enough cards that allow players to pull it off now, Sadly those decks are more of a happy coincidence created by player experimentation since for standard Blizzard doesn't really see hunter as a class that should do something other than go face with beasts so it keeps getting some weird aggressive beast support.
Warlock: Nothing, warlock may not be competitive in standard right now outside of quest malylock, but the thing is that Blizzard has learned how to deal with its hero power , Blizzard now knows how to print amazing synergestic warlock cards that aren't good on their own but have high sinergy potential in order to work alongside the heropower but not get broken by it, Plot twist and SUpreme archaelogy are amazing examples, they were mocked off because on paper theya re weak, but they are staples of any warlock combo deck either win wild or standard, while Kel'idan the breaker does everything warlocks like to do and with and added Bonus if you dra wit, Unstable felbolt is this card that's amazing as long as you aren't using it in a Zoo deck, so it doesn't really get broken by the hero power, then there's the discolock support, dark portal, the prime and enhanced dreadlord, all of them with their uses. In other words Blizzard has learned that the way of warlock is the way of lateral powercreep, so for warlock please keep doing a good job Blizz!
Paladin: the thig with Pala is that the current Blizzard team seem to be avid fans of DND and want their Paladin to feel Paladin/Cleric concept of DND, where instead of Paladins that are pure light and lawful good, you have tons of different archetypes with different domains that different paladins champion, paladin of conquest, Paladin of vengeance, Paladin of redemption, Paladin of the crown, Paladin of plants(no, seriously, this exists*), Paladin of vindictive holy radiant damage and finally the Oathbreaker Paladin which i'm pretty sure that's where Blizzard took its inspiration for making mummies since the oathbreaker paladin is a champion of undead, Blizzard wants paladins to champion different stuff and that's why we have gotten a paladin of murlocs and a Paladin of mechs and the s, which have had their time in the spotlight as well as the silverhand paladin , but the Paladin that champions dragons and the oathbreaker that champions undead have never had their time in the spotlight So yeah good dragon support and reborn minions for paladins, and hero cards that bolster or enhance the tribe that you are currenlty supporting because since it is a Paladin and it's championing something it would make sense if the Paladin class had wider access to hero cards than any other class, in fact doctor boom mad genius should probably have been a Paladin hero instead of a warrior hero
Warrior:For the love of god give Warrior some sort of high mana or build/up finisher for control, Warrior already has a lot of good control tools, but the crux of the matter is that we are basically forec to play aggressive warrior decks and no one plays control Warrior because it doesn't get finishers, yes you still have access to the old Alex one turn gromm the following turn with a 3 attack weapon equiped, but this no longer cuts it, stop giving it the, "this class is the fatigue class" treatment heck even give them that shrine thing from Rastakhan that has attack equal to your armor as a legendary 9/10 mana card so that Control warrior can finish the game, instead of "hoping that your opponent fatigues", Fireplume's heart warrior (can't o longer say quest warrior for classes with multiple quests), was amazing because you were delaying the game until you could get the Ragnaros hp to kill your opponent with, bring back something like that.
Shamman: More build around cards, people hate shudderwock but once blizzard dealt wih the infinite combo, it literally became the best designed shamman card period, you play your strategy slowly building up to a powerful shudderwock and there are so many things that you can do with, it, you can use it as a second N'zoth or a Jade count enhancer that also fills the board or you can do some wacky thing with a cards that increase its attack like Midnight Drake with battlecries and have it become be a Super C'Thun or have it gain charge with one of the gadgetzan hog riders, heck Bomb shudderwck shamman or using shudderwock as a second yogg is not unheard of either , the thing is that shuddewock is not instantaneously and "i win" card that you just mindlessly add to your deck but it can become one as long as you build your deck properly and build up your strategy during the match, maybe have some legendary minions that as a battlecry uses the effects of Dr cards that you have in your hand or that as a battlecry actually uses the effects of friendly Dr minions that have died this game. Also better class identity, Blizzard has forever struggled with wtf they want shamman to do or feel like
Druid: Nothing in particular, the class is well defined, and straightforward to the point that it literally does what it says in the tin, you ramp and summon big stuff or wide boards and savage roar for the win, there's a lot of combo shenanigans with druid in wild as well because ramp+insane draw power are the core prinnciple of combo decks in ANY card game if a class doesn't have access to mana cheating, but well wild druid has access to a lot of mana cheating legendaries.
Demon hunter: pretend it never happened, dont have any idea on how to fix this mess, don't want to think too much about it either, blizz was already struggling with shamman's class identity and they added one more class that willl only dilute class identity even more, the old joke of shamman being paladin 0.5 may become the same joke but for other class and demon hunter, it was a good move to get new palyers into the game and respark some interest for some players to return but in the long run i see this doing more harm than good. DH's weakness is supposed to be a class that doesn't generate extra cards, but other than that it has almost everything except for tall minion removal, it will probably be rogue 2.0 cuz lol lifesteal , or hunter 2.0 in many metas to come, i keep thinking that it was a bad idea to add another class and that the only thing it will accomplish is that it will keep stepping on the toes of other classes.
0
Unleash the Hounds when the card was reworked it got reworked to what it does now but for 4 mana, then it got buffed to 2 mana, then blizzard realized 2 mana UTH was broken so they settled it in for 3 mana.
Edit: originally Unleash the hounds was a 1 mana card that gave +1attack and charge to all your friendly beasts.
Edit: the other case was with boomsday cards as one poster above explained, link below:
https://www.hearthpwn.com/news/6727-more-hearthstone-changes-18-card-buffs-yes-buffs
4
well, i think we're lacking a tutor for the Jade Swarmer, since the strategy heavily revolves around him but other than that, it seems that with teron, necrium blade and this card it'll finally hit critical mass
1
i'm putting this card in my Jade rogue, will it make it competitive?, no, but it will definitely improve it.
0
but the point of twig has never been ramping to 10, the point of twig has always been having those 20 mana turns where you combo off with Aviana when you already have 10 mana
2
i'm with the guys that say this would be something you do with lady Liadrin since when you play libram paladin if you do it right you play so many librams that laidrin just recovers them back to your hand.
0
no, it wouldn't in order for a card to count as having any particular keyword it has to be printed in the card, cards that gain the keyword through a battecry don't count as them having the keyword originally, prime exapmple being N'Zoth, the Corruptor doesn't revive Da Undatakah because the later is not a deathrattle card.
0
no you jsut go, otomb can hold me, no tomb can hold me, no tomb can hold me into no tomb can hold me.
9
well, we already had the original Illidan card, with a Similar effect and HE was nerfed for a reason
He was suuuper toxic for the game
2
holy crud, i love Combustio, finally good Aoe!!
1
Ungoro is waaaay overrated it was when the, "turn 10? hearthstone doesn't know what it is" meme was at its peak it was jsut 15 aggro decks ith a different coat of pian consisting on going wide, Aoe buffinf your board and trying to kill your opponent on turn 5, yeas discover mage, quest warrior and arguably quest rogue had a different paly style but theyw ere the exception rather than the rule.
1
Tibia
, not what the official game has become nowadays which is a cash shop cashgrab since you can buy runes (core element of the game, that'sbasically ammunition that you used to have to make and could sell to other players for profit or use yourself, but now you just buy them in bulk from the cash shop) , but i still load and play some OTservers that keep the charm of older less cashgrabby versions of Tibia, Deathzot, Archlight online and Ascalon legends being my favorite OTS.
1
don't agree with Palrrior
Warladin is better: a Paladin of War
0
Someone already said it, but the fact that you can't target the effect and it's divided in specific numbers, making the high roll of "lol all 7 missiles to one target" impossible makes it balanced, besides the difference between pre-nerf priestess and this thing is that DH has a 4 mana 4/4 innervate on a stick for Demons that reduces priestess' cost and makes dh able to play her as early as turn 5 when dealing with 7 health isn't exactly easy.
Also there's a 1 mana difference, and 1 mana differences in Hs are day and night basically.
0
@twisted cardmaster, Warlock is a Wild class though, the class can't get singlehandedly "i win cards" because the hp will break them,, specially in standard where there are lower card pools, in fact due to how the hp works with balance, warlock will always be at its worst when the card pool is low and at its best when the card pool is wide, however all of the class cards it's been getting lately have heavy sinergy with the archetypes even when they aren't great standalone, the new warlock demon deathratle demon that summons a lifesteal, goes straight into Reno and cube warlock because it's arguably as strong as void lord, the prime? yeah, every single warlock deck but Zoo and Mechathun or malylock wants it because it's a second N'zoth/Gul'dan DK, unstable felbolt?, every control deck wants it, kel'idan the breaker, yes, it migt not be anything to write home about but an early twisting nether in a stick is a godsend in wild, so yeah, they are doing a good job, since malylock is still a viable and legendworthy deck in standard and all of their remined wild decks are fun and powerful.
1
I'll do this in descending order from the classes that i care the most about to the classes i care the least about
Mage: More unconditional AoE, i said this when Yogg was played in every competititve deck regardlesss of class back in 2016 and i'll keep saying it, whenever a class feels the NEED to use yogg-like cards it's because the class doesn't have enough defensive tools that are good, nor decent AoE, and no, flamestrike doesn't cut it, it may have been good in Arena but it's always been a mediocre card in constructed that you run because there's nothing better.
Rogue: reprint/retrain Vilespine Slayer, or have more class specific tutors for rogue cards, wit Galakrond nerfed rogue has to go back to a pure tempo deck, and since blizzard, wants rogue's class identity to be weak to wide boards and not have access to AoE but it hardly has anything worth mentioning when it comes to giant slayers now that Walk the Plank and vilespine are out of standard
Priest: I'm satisfied with Priest atm, can't really think about something other than stronger mid-range minions, i've always wanted a Mad Scientist like priest card that could play Shadowform i from your deck instead of secrets, but Blizzard doesn't like shadowform and they dont like cards mentioning other specific cards, mmaybe a 2 mana deathrattle that casts a 3 cost spell from your deck when it dies?
Hunter; i'm in a love/hate relationship with hunter, WIld hunter has probably the most interesting decks in the game imho, Even hunter, Deathrattle hunter either the Big beast or egg Variant, Secret hunter, all variants of spell hunter, Malygos hunter, Unseal the Vault hunter, and the wacky Otk decks you can pull off with Knuckles+Goblin Prank and/or Leorokk, heck i've otked with Gahz'rilla because there are enough cards that allow players to pull it off now, Sadly those decks are more of a happy coincidence created by player experimentation since for standard Blizzard doesn't really see hunter as a class that should do something other than go face with beasts so it keeps getting some weird aggressive beast support.
Warlock: Nothing, warlock may not be competitive in standard right now outside of quest malylock, but the thing is that Blizzard has learned how to deal with its hero power , Blizzard now knows how to print amazing synergestic warlock cards that aren't good on their own but have high sinergy potential in order to work alongside the heropower but not get broken by it, Plot twist and SUpreme archaelogy are amazing examples, they were mocked off because on paper theya re weak, but they are staples of any warlock combo deck either win wild or standard, while Kel'idan the breaker does everything warlocks like to do and with and added Bonus if you dra wit, Unstable felbolt is this card that's amazing as long as you aren't using it in a Zoo deck, so it doesn't really get broken by the hero power, then there's the discolock support, dark portal, the prime and enhanced dreadlord, all of them with their uses.
In other words Blizzard has learned that the way of warlock is the way of lateral powercreep, so for warlock please keep doing a good job Blizz!
Paladin: the thig with Pala is that the current Blizzard team seem to be avid fans of DND and want their Paladin to feel Paladin/Cleric concept of DND, where instead of Paladins that are pure light and lawful good, you have tons of different archetypes with different domains that different paladins champion, paladin of conquest, Paladin of vengeance, Paladin of redemption, Paladin of the crown, Paladin of plants(no, seriously, this exists*), Paladin of vindictive holy radiant damage and finally the Oathbreaker Paladin which i'm pretty sure that's where Blizzard took its inspiration for making mummies since the oathbreaker paladin is a champion of undead, Blizzard wants paladins to champion different stuff and that's why we have gotten a paladin of murlocs and a Paladin of mechs and the s, which have had their time in the spotlight as well as the silverhand paladin , but the Paladin that champions dragons and the oathbreaker that champions undead have never had their time in the spotlight So yeah good dragon support and reborn minions for paladins, and hero cards that bolster or enhance the tribe that you are currenlty supporting because since it is a Paladin and it's championing something it would make sense if the Paladin class had wider access to hero cards than any other class, in fact doctor boom mad genius should probably have been a Paladin hero instead of a warrior hero
*just watch this
Warrior: For the love of god give Warrior some sort of high mana or build/up finisher for control, Warrior already has a lot of good control tools, but the crux of the matter is that we are basically forec to play aggressive warrior decks and no one plays control Warrior because it doesn't get finishers, yes you still have access to the old Alex one turn gromm the following turn with a 3 attack weapon equiped, but this no longer cuts it, stop giving it the, "this class is the fatigue class" treatment heck even give them that shrine thing from Rastakhan that has attack equal to your armor as a legendary 9/10 mana card so that Control warrior can finish the game, instead of "hoping that your opponent fatigues", Fireplume's heart warrior (can't o longer say quest warrior for classes with multiple quests), was amazing because you were delaying the game until you could get the Ragnaros hp to kill your opponent with, bring back something like that.
Shamman: More build around cards, people hate shudderwock but once blizzard dealt wih the infinite combo, it literally became the best designed shamman card period, you play your strategy slowly building up to a powerful shudderwock and there are so many things that you can do with, it, you can use it as a second N'zoth or a Jade count enhancer that also fills the board or you can do some wacky thing with a cards that increase its attack like Midnight Drake with battlecries and have it become be a Super C'Thun or have it gain charge with one of the gadgetzan hog riders, heck Bomb shudderwck shamman or using shudderwock as a second yogg is not unheard of either , the thing is that shuddewock is not instantaneously and "i win" card that you just mindlessly add to your deck but it can become one as long as you build your deck properly and build up your strategy during the match, maybe have some legendary minions that as a battlecry uses the effects of Dr cards that you have in your hand or that as a battlecry actually uses the effects of friendly Dr minions that have died this game. Also better class identity, Blizzard has forever struggled with wtf they want shamman to do or feel like
Druid: Nothing in particular, the class is well defined, and straightforward to the point that it literally does what it says in the tin, you ramp and summon big stuff or wide boards and savage roar for the win, there's a lot of combo shenanigans with druid in wild as well because ramp+insane draw power are the core prinnciple of combo decks in ANY card game if a class doesn't have access to mana cheating, but well wild druid has access to a lot of mana cheating legendaries.
Demon hunter: pretend it never happened, dont have any idea on how to fix this mess, don't want to think too much about it either, blizz was already struggling with shamman's class identity and they added one more class that willl only dilute class identity even more, the old joke of shamman being paladin 0.5 may become the same joke but for other class and demon hunter, it was a good move to get new palyers into the game and respark some interest for some players to return but in the long run i see this doing more harm than good. DH's weakness is supposed to be a class that doesn't generate extra cards, but other than that it has almost everything except for tall minion removal, it will probably be rogue 2.0 cuz lol lifesteal , or hunter 2.0 in many metas to come, i keep thinking that it was a bad idea to add another class and that the only thing it will accomplish is that it will keep stepping on the toes of other classes.