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LazyKid

Joined 01/18/2020 Achieve Points 465 Posts 82

LazyKid's Comments

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 5 months ago

    Body bagger: 

    Will see alot of play as far as I can tell, maybe in wild you’d prefer murmy or something, probably not though.

    Runeforging:

    If death knight receives good weapons this will see play, simple.

    Chillfallen baron:

    Nice card, draws 2, contests the board, leaves a corpse, also is the only non frost rune generic card draw so far I’m pretty sure

    Malignant horror:

    I don’t like this card right now, unless death knight gets alot of corpse generation I don’t see them wasting 5 of them on a subpar body that’ll keep robbing them of corpses. Atleast if your opponent full clears it it’ll have only cost you one corpse I guess

    Corpse bride:

    Atleast when compared to malignant horror this ones pretty nice, 5 corpses for a 5/5 versus 5 for a 2/4 reborn, personally I think the extra cost is a worthy tradeoff here as atleast your actually generating threats here.

    Either way I’d like to see more cards that net you multiple corpses or I’m gonna start believing we’re expected to run ram commander and maybe even reef walker and grim necromancer in at least every unholy build maybe even in other runes aswell.

    Edit: since grim necromancer is undead and so are her skeletons she might not actually be that bad, still would like for something more interesting.

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 5 months ago

    Also as for anti magic shell, I think it’s comparable to the robes from scholomance this is permanent and doesn’t rely on your opponent not having 4 damage worth of minions, but this probably feels worse to tempo and right now I’m not actually sold on unholy blood’s ability to generate corpses yet.

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 5 months ago

    I really don’t see frostmourne making it, a 7 mana for a 5/3 weapon just isn’t really worth it, paladin had libram of judgement a card that is incredibly easy to discount to 4-5 mana and had what in my opinion is a more practical upside and never really made the cut from what I recall.

    Maybe it makes it in triple blood if it gets enough healing to facilitate it, it probably would be like if gorehowl vometed a board when you were done with it, but I don’t know when the last time that thing saw play was and I don’t think an upside in 3 turns is what it needed, But maybe it’s possible this makes it for an expansion maybe post rotation

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 6 months ago

    I mean the card wasn’t bad, there just wasn’t much support for it as there just isn’t alot of generic frost spells. Still surprising though. I’ll miss playing this in bad pure frost decks in casual though.

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 6 months ago

    In Rarran's video today with Celestalon, specifically the section about the revealed cards Celestalon mentioned some things about the development of some of the recently revealed cards here are some that I found interesting

     

    Sunfury Stalwart was originally a 6/8 but didn't have rush (presumably changed as a buff)

    Invincible was originally (or at some point) 7 mana (Nerfed)

    There is some specific ordering in place for dual tribal tags (all that was specifically mentioned is that undead goes first)

    Scourge Rager was originally a 5/5 but apparently was "too OP" (I guess there's a rallyesque card this expansion that it's really good with)

    He pretty much confirmed fire warrior (when talking about embers of strength)

    Not particularly notable but apparently corpse explosion's rarity was changed last minute (was an epic I'd guess)

    Vampiric blood was considered to be nerfed to 3 mana late in balancing but wasn't

     

    Just found this interesting

    In reply to About upcoming cards
  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 6 months ago

    I was looking through the playhearthstone card library, and noticed one peculiar thing, Theotar is shown as a 6 mana 4/4

     

    https://hearthstone.blizzard.com/en-us/cards?set=standard&sort=name%3Aasc%2Cclasses%3Aasc%2CgroupByClass%3Aasc&textFilter=theotar

     

    I tried to post a screenshot of it but I couldn't figure out how to here.

    In reply to Possible leaked nerf
  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 7 months ago

    Happy to see another card to tutor Hammer, probably not enough to experiment with blacksmithing warrior again right now since Mr. Smite is still at 7 and there still isn’t a comparable finisher for the deck.

    It is still really nice for the deck, though.

    As for the other 2, well I personally think dirty rat is still better than called to stand, but rat isn’t in standard so this’ll still see alot of play in standard. Theotar might still hurt it’s playrate though, since it he is so strong.

    The 5 mana guy is nice but it is surprising how underwhelming a mana 8/8 taunt feels (looking at you morshan elite) this does have an easier condition though and is all in one

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 9 months ago

    Absolutely unplayable if you get it off fires of zin-ashari, unless you also got a nomi or something off it.

    Ignoring that, it seems like a powerful tech card against ql priest, sunken cards, ambassador faelin, kazakusan, shuffle rogue, bomb warrior, academic espionage burgle rogue shenanigans, c’thun the shattered and maybe mill rogue if your opponent leaves himself open to it and is probably annoying for decks running soul shards

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 10 months ago

    The set of spellstones I made as a what if DH was around during K&C.

    Rush of course wasn't a thing back then and while this was during the period of time where Blizzard just stopped printing minions with Charge, when they did start using it again it was in DH (In fact upon fact checking 2/4 Charge minions printed after Frozen Throne were DH).

    Wish I had better art for these, might remove the fel tag since it doesn't have a green glow. Also I'd think it'd be cool if it had a little felwing trapped inside the amber in the pendant.

    Also might up the restriction

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 1 year, 10 months ago

    Really good card, especially if skeletons are meta fortunately for this card even if they suck this card is a decent spell. Secret mage in wild ran fireball as a finisher until the deck went under so I’d imagine if nothing else mech mage wouldn’t mind this either as a finisher either especially thanks to its added flexibility. Worst case scenario this is a decent discover pick

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 2 years, 9 months ago

    Sorry, about that, my mistake.
    Could've sworn I added him.

    In reply to Guff's Odd Quest
  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 2 years, 9 months ago

    Whoops, I'll fix that.
    I didn't expect to see my deck here

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 3 years, 8 months ago

    I will admit there are some places where I either overdid it or probably just need to be left alone

    Fiery war axe -  maybe it can be unnerfed but I thought it would be better to try something else entirely just in case I might ultimately choose to not change it when I'm done

    Rock biter - I already changed and might continue to do so

    Flame tongue - might be overdone I am not sure will reduce the health to 4 or come up with something else or just leave it alone

    I will admit basic cards are supposed to be weaker and to a lesser extent classic cards but I think that some cards might be falling off too much, or were too bad to begin with, I do plan to keep try to get this to work and will be trying to leave the stuff that sets their baselines and will probably remove the changes to fiery war axe, felstalker, remove taunt from war golem and various others in attempt to preserve some of the baseline I overlooked 

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 3 years, 8 months ago

    Well this went as well as I thought it would and regarding the typos, I really don't know how they got there also card images is a planned thing, regarding the power level of certain cards, I might not be the most insightful person regarding that hence the post, to gather an outside opinion.

    I probably should put more details regarding the changes but here are some now to start.

    Regarding not using rush, well there is no such thing in the classic set same thing with discover, lifesteal is also the case but I chose to overlook that partially cause it'd be really difficult to do some of these cards without it and realistically it would just get keyworded

    Auctioneer - I considered leaving this one alone but I did buff the attack so it is a better minion overall and the health was something I wanted to leave alone due to the power level of the effect, he could probably be left alone but he hasn't seen play for awhile

     Violet teacher - I didn't think the upside was too much but comparing it to other cards of the same cost in this I should probably just make it like a 3 mana 2/4 so it's effect is more useful when the card can be played

    Brightwing - was one that I thought about a lot and though I considered just making it 2 mana I chose giving it an additional effect that seemed to fit

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years ago

    What I’m attempting to do is make their just be less trash in the 2 sets, I do like your argument, healing touch in fact was a card that I went back and forth went alot, unsure how much it’s healing should be valued in fact looking back I probably shouldn’t have changed it in the first place, what I am trying to concede to is that I probably went to far on a number of cards alot of the cards probably should’ve stayed the same I buffed everything as I was trying hard to make most of it playable in fact despite me stating O was leaving cards like river crocisck and chillwind yeti and even wisp I still found my self wanting to change them. The goal was to deal with stuff like millhouse and onyxia which no body wants to end up with as they are useless especially for new players. but looking back I do see that I changed alot more than I had to.

    There is also the fact that I was warping what the cards were in some cases like the beast.

    and zephyrs I honestly think makes any card good as he gives you it when you really need it, healing touch usually isn’t good enough to see any play but you are happy to get it off zephyrs as, well you heed that healing. It is why I made mortal strke deal so much if you are low on health burst is less valuable as you are about to die so in return it gives you more, (still think I over tuned it though)

    with all that said you are not a happy when you get guardian of kings or priestess of elune off zephyrs when compared to healing touch as the cards are so weak

     

    In summary I probably did to much, but I do feel like some things need to change, nobody ever buys classic packs for a reason (being the evergreen set isn’t worth much if most of it is trash nobody uses)(and I don’t like the fact that it also has some of the worst legendaries in the game)

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years ago

    First of all this is my first time posting on the forums, now with that out of the way lets get started.
    Remember when shadows did a priest coreset redesign well, I tried to do the same with neutral basic and classic, completely forgot about it for months then last night finished it decided to quickly do it for each of the classes and I am now done.
    I chose not to bring in any cards from later expansions, but I did end up redesign a card or 2 but nothing to significant.

    Also I don’t plan to add demon hunter to this right now, maybe later

    So here they are:

    Basic

     

     

    Druid

    Innervate - no change

    Moonfire - no change

    Claw - no change

    Mark of the wild - now also gives your hero +2 attack this turn only

    Healing touch - no change (edit: was restore 8 health and add a random spell to your hand

    Savage roar - no change

    Wild growth - no change

    Swipe - no change

    Starfire - costs one less

    Ironbark protector - gained deathrattle gain 8 armor (maybe too much)

     

     

     

    Hunter

    Arcane shot - no change

    Timber wolf - no change

    Tracking - no change

    Hunter’s mark - no change

    Animal companion - no change

    Kill Command - no change

    Houndmaster - no change

    Multishot - costs one less

    Starving buzzard - now a 3/5 (this one is scary)

    Tundra rhino - no change

     

     

     

    Mage

    Arcane missles - no change

    Mirror image - no change (maybe have it summon 3)

    Arcane explosion - now costs one more but deals 2 damage

    frostbolt - no change

    Arcane intellect - no change

    Frost nova - no change

    Fireball - no change

    Polymorph - no change

    Water elemental - gained taunt (maybe not)

    Flamestrike - no change

     

     

     

    Paladin

    Blessing of might - now costs one more and draws a card

    Hand of protection a now costs 0

    Humility - now costs one more and draws a card

    Light’s justice - costs one more and gained after you attack summon a 1/1 silver hand recruit with taunt and divine shield

    Holy light - now reads restore 6 health if you are at full health draw a card

    Blessing of kings - no change

    Consecration - no change

    Hammer of wrath - costs one less

    Truesilver champion - no change

    Guardian of kings - costs one less and gained taunt (maybe too much)

     

     

     

    Priest

    Power word shield - no change

    Holy smite - no change

    Mind vision - now reads discover a card in your opponent’s hand

    Psychic conjurer - now a 1/2 and reads discover a card in your opponent’s deck

    Radiance - now also discovers a spell (like renew)

    Shadow word death - no change

    Shadow word pain - no change

    Holy nova - no change

    Power infusion - no change

    Mind control - no change

     

     

     

    Rogue

    Backstab - no change

    Deadly poison - no change

    Sinister strike - no change

    Sap - no change

    Shiv - no change

    Fan of knives - no change

    Plaguebringer - now a 2/4, gained poisonous (considered having it give poisonous to adjacent minions instead)

    Assassin’s blade - now has poisonous

    Assassinate - no change

    Sprint - now has combo they cost 1 less (or costs less for each card you played this turn)

     

     

     

    Shaman

    Ancestral healing - costs 2 more now reads restore your minions to full health give them taunt then draw a card

    Totemic might - now also gives taunt

    Frost shock - now hits a minion and the enemy hero freezing and dealing one damage to them

    Rockbiter weapon - now gives +4 draws a card and can only target minions (still only for one turn)

    Windfury - no change

    Flametongue totem - now is a 4/3 now reads can’t attack (adjacent minions still have +2 attack)

    Hex - no change

    Windspeaker - now has windfury

    Bloodlust - no change

    Fire elemental - now has +1 attack

     

     

     

    Warlock

    Sacrificial pact - no change

    Corruption - now reads choose a minion at the start of your turn destroy it and restore health to your hero equal to its health

    Mortal coil - no change

    Soulfire - no change

    Voidwalker - no change

    Felstalker - now has lifesteal (you could say this card sets a precedent for discard cards but they all kinda suck)

    Drain life - now reads lifesteal deal 3 damage to a minion

    Shadow bolt - costs one less

    Hellfire - no change

    Dread infernal - now costs one more and has lifesteal (maybe to much)

     

     

     

    Warrior

    Charge - now costs 2 mana now also gives the target +5 attack and immune this turn and draws a card (still can’t hit face)

    Whirlwind - now also hits the enemy hero

    Cleave - now hits 3 minions

    Execute - no change

    Heroic strike - now reads gain 4 attack this turn only, if you have 12 or less health gain 6 attack and immune this turn instead

    Fiery war axe - now reads whenever this weapon deals damage gain that much armor (might cost 1 more)

    Shield block - now gains 6 armor and draws a card

    Warsong Commander - now reads your other minions can’t go below 1 health (alittle scary)

    Kor’kron elite - no change (might get +1 health)

    Arcanite reaper - no change

     

     

     

    Neutral

    Voodoo doctor- no change

    Stonetusk boar - no change (maybe +1 health

    Murloc raider - +1 attack

    Grimscale oracle - no change

    Goldshire footman - no change (or puts a weapon at the top of your deck)

    Elven archer - no change

    River crocolisk - no change (this card and several others set a precedent for the stats you should expect on a card of x cost)

    Novice engineer - no change

    Murloc Tidehunter - no change

    Kobold geomancer - no change

    Frostwolf grunt - +1 health (or costs 1 more and draws a weapon from your deck)

    Bluegill warrior - no change

    Bloodfen raptor - no change

    Acidic swamp ooze - no change

    Wolfrider - no change

    Silverback patriarch - +1 health

    Shattered sun cleric - +1 attack

    Razorfen hunter - now gives your beasts +1 attack

    Raid leader - +1 health

    Magma rager - no change

    Ironfur grizzly - no change

    Ironforge rifleman - +1 attack

    Dalaran mage - +1 attack

    Stormwind knight - +1 attack

    Senjin shieldmasta - no change

    Ogre magi - no change

    Oasis snapjaw - +1 health

    Gnomish inventor - +1 health

    Dragonling mechanic - +1 health and has your mechs have +1 attack

    Chillwind yeti - no change

    Stormpike commando - +3 attack and +1 health (I forgot how big I made this)

    Nightblade - +1 attack

    Gurubashi beserker - +1 health

    Frostwolf warlord - +1 health

    Darkscale healer - +1 health

    Bootybay bodyguard - +1 attack and +1 health

    Reckless rocketeer - +1 attack but one less health

    Lord of the arena - costs 1 less

    Boulderfist ogre - no change

    Archmage - +1 spell damage

    War golem - +1 health

    Stormwind champion - +2 health

    Core hound - +2 attack

    Classic

     

     

     

    Druid

    Savagery - now reads deal damage equal to your hero’s attack to an enemy if it dies draw a card

    Power of the wild - panther now has stealth (might make the buff draw a card)

    Wrath - now can target the enemy hero

    Mark of nature - both options now draw a card

    Bite - now gives +5 attack and armor and immune this turn

    Keeper of the grove - now a 2/3 and both opinions now draw a card (maybe a 3/3 or 2/4)

    Soul of the forest - now change (might make it draw a card)

    Druid of the claw - both options have +1 attack his base form also gains +1 attack (maybe alittle to much)

    Force of nature - the treants now have taunt

    Starfall - now costs one less (maybe to much)

    Nourish - no change (can’t come up with anything)

    Ancient of lore - now restores 8 health and draws a card it costs 3 less (might make it cost 4 less or just unnerf it)

    Ancient of war - no change (can’t come up with anything)

    Gift of the wild - now costs one less and also draws a card for each friendly minion (maybe keep it at 8)

    Cenarius - costs one less (might give him taunt)

     

     

     

    Hunter

    Beastial wrath - now gives +3 attack and +1 health as a permanent buff (maybe to much)

    Explosive trap - no change (might make it deal 3 to the minion that triggers it and 2 to everyone else)

    Flare - no change (don’t know how to buff this)

    Freezing trap - no change

    Misdirection - it now reads secret when your hero is attacked it instead hits a random friendly character

    Scavenging hyena - now has +1 attack

    Snake trap - no change (might make it summon 4)

    Snipe - now draws a card if the target dies

    Deadly shot - no change (might make it draw a card)

    Eaglehorn bow - no change

    Unleash the hounds - no change

    Explosive shot - now deals 4 to adjacent minions (maybe to much)

    Savanna highmane - now summons 3 hyenas (maybe to much)

    Gladiator’s longbow - now costs 6 mana and ignores taunt

    King Krush - now costs 8 mana (maybe leave him at 9 but give him battlecry destroy a minion)

     

     

     

    Mage

    Tome of intellect - now discovers a spell it has spell damage +1 (I thought it would be a cool effect nothing game-breaking comes to mind)

    Icicle - now reads deal 2 damage and freeze a character if it is already frozen draw a card

    Mana wyrm - now a 1/4 (I considered trying to find a way to make it neutral as I think it might be more useful to rogues)

    Sorcerer’s apprentice - no change

    Counterspell - no change

    Ice barrier - now gains 10 armor

    Kirin tor mage - no change (secret mage in wild is scary I probably shouldn’t be buffing the secrets)

    Mirror entity - no change

    Spellbender - the spell bender is now a 2/6

    Vaporize - now silences and destroys the minion

    Cone of cold - costs 2 less

    Ethereal arcanist - now has +1 health

    Blizzard - no change

    Archmage antonidas - no change

    Pyroblast - no change

     

     

     

    Paladin

    Blessing of wisdom - now also gives +1 health (maybe +2)

    Eye for an eye - now reads when a friendly minion dies destroy a random enemy minion (maybe to much)

    Noble sacrifice - now summons a 3/1

    Redemption - now brings it back to life with full health

    Repentance - now sets attack and health equal to 1

    Argent protector - now has +1 attack

    Aldor peackeeper - now has taunt

    Sword of justice - now has 10 durability

    Equality - costs one less

    Blessed champion - costs 1 less and draws 2 cards (maybe to much)

    Holy wrath - no change

    Righteousness - costs 3 less and draws a card (maybe to much)

    Avenging wrath - now has lifesteal (maybe not)

    Lay on hands - now draws 4 cards (maybe not)

    Tirion fordring - no change

     

     

     

    Priest

    Circle of healing - no change

    Silence - no change

    Inner fire - no change

    Scarlet subjugator - no change

    Kul tiran chaplain - no change

    Lightwell - now reads stealth for one turn at the start of your turn restore all friendly minions to full health (maybe to much)

    Thoughtsteal - now discovers 2 cards in your opponent’s deck

    Shadow madness - no change (might make it draw a card)

    Auchenai soulpriest - +1 health (maybe not)

    Lightspawn - now restores itself to full health at the end of your turn

    Mass dispel - no change

    Mindgames - now adds a copy of the minion to your hand

    Shadow word ruin - no change

    Temple enforcer - now has taunt (maybe not)

    Cabal shadow priest - now has +2 health

    Holy fire - costs one less and reads lifesteal deal 5 damage

    Natalie Seline - no change

     

     

     

    Rogue

    Preparation  - no change

    Shadowstep - no change

    Pilfer - now costs one more and reads discover a card from another class and draw a card

    Betrayal - now draws a card (couldn’t come up with anything else(maybe have the minion hit all friendly minions (or even characters)))

    Cold blood - now gives +3 attack and gives +4 attack and stealth when comboed (for this turn of course)

    Defias ringleader - now is a 2/3

    Eviscerate - no change

    Paitient assassin - now a 1/3 (I considered making it a 3/1)

    Edwin vancleaf - no change

    Headcrack - costs 1 less and returns to your hand immediately

    Perdition’s blade - now has 3 attack

    SI:7 agent - no change (should still be good)

    Blade flurry - costs one less now removes one durability from your weapon instead on destroying it

    Master of disguise - now has stealth and gives ot to adjacent minions instead (for one turn of course)

    Kidnapper - now a 5/3 and reads combo steal an enemy and add it to your hand then gain stealth (maybe nerf the stats a bit or remove the stealth)

     

     

     

     

    Shaman

    Dust devil - now costs 3 mana has divine shield and windfury and charge and battlecry can’t attack heroes this turn and overloads one (massive changes here note it is alittle like restless mummy)

    Earth shock - now deals 2 damage

    Forked lightning - now overloads one less

    Lightning bolt - no change

    Ancestral spirit - now also draws a card

    Stormforged axe - now a 3/2 weapon

    Far sight - no change

    Feral spirit - now overloads one less

    Lava burst - no change

    Lightning storm - no change (considering making it not random)

    Mana tide totem - now has +1 health (maybe not)

    Unbound elemental - now a 2/5

    Doomhammer - now has 3 attack

    Earth elemental - now has divine shield

    Al’akir the windlord - now has lifesteal

     

     

     

    Warlock

    Blood imp - now a 1/2

    Call of the void - now costs one more now discovers a demon if your hero has taken damage this turn add all 3 to your hand

    Flame imp - no change

    Demonfire - now deals 3 damage and gives +3 +3

    Felguard - now is a 4/6 and has deathrattle instead of battlecry (maybe to much)

    Sense demons - now reads take 5 damage and draw 3 demons from your deck (you don’t take damage if it gives you worthless imps)

    Void terror - now has taunt and is a 3/4

    Pit lord - now also deals 5 damage to a minion (makes the obliterate on a stick seem weak, so maybe this is to much)

    Shadowflame - costs one less (maybe not needed)

    Summoning portal - now a 0/6 (maybe to much)

    Bane of doom - now only summons demons that cost 5 or more (alot scarier now)

    Siphon soul - it now heals you equal to the destroyed minion’s health (maybe not)

    Siegebreaker - now a 5/9

    Twisting nether - no change

    Lord jarraxxus - now costs one less and when you become jarraxxus you also gain 5 armor

     

     

     

    Warrior

    Inner rage - no change

    Shield slam - no change

    Upgrade! - no change (maybe have it give one extra durability and/or have it equip a 1/4 weapon)

    Armorsmith - no change (maybe 1/5)

    Battlerage - no change

    Commanding shout - now has whenever a minion survives lethal damage this turn draw a card

    Cruel taskmaster - no change (maybe a 3/2)

    Rampage - now also gives taunt and +2 more health

    Slam - now also gives you 2 armor

    Frothing beserker - now a 2/5 (maybe not)

    Arahi weaponsmith - now reads battlecry draw a weapon from your deck, it costs 2 less

    Mortal strike - now deals 8 damage if you have 12 or less health (maybe 7 or restict it to minions, or both)

    Brawl - no change

    Gorehowl - your hero is immune whilst attacking (Its a big weapon you can probably hit them from out of their range)

    Grommash hellscream - now has +2 health (couldn’t come up with much else)

     

     

     

    Wisp - no change (couldn’t come up with anything, it also kinda sets a precedent of 1 card = 1/1 in stats)

    Hungry crab - no change

    Bloodsail corsair - no change (might make it a 1/3)

    Argent squire - no change

    Angry chicken - no change

    Abusive sergeant - +1 health

    Shieldbearer - +1 health

    Young priestess - now a 1/2

    Murloc tidecaller - no change

    Southsea deckhand - no change

    Secretkeeper - no change

    Lightwarden - no change (can’t come up with anything)

    Young dragonhawk - now a 1/2

    Youthful brewmaster - no change (might have it reduce the cost of the returned minion)

    Wild pyromancer - no change (despite Northshire’s absence this should still be good with the buff to equality, if not then it can be a 2/3)

    Sunfury protector - no change (maybe make it also give minions with taunt +1 attack, like that sou card)

    Pint-sized summoner - now a 3/2

    Nat pagle - now a 0/6 and reads at the start of your turn draw a card (I would change darkfisher in a similar manner)

    Millhouse Manastorm - I don’t know what to do with Millhouse(I think he shouldn’t be in the classic set as there is no realistic use for him I feel bad for all the people that got hem as their first legendary and the whole point of this is to reduce the amount of trash in the classic and basic sets, but Millhouse cannot be fixed either he’s so weak he is a meme or he becomes such a big payoff that he is oppressive towards minion heavy decks there is no in between)(you could theoretically make it a symmetrical effect but that makes an easy otk with antonidas and kinda limits design space to an extent)

    Master swordsmith - now a 1/4 (or maybe have him equip a 1/3 weapon on top of his normal effect)

    Mana wraith - now a 3/2

    Mana addict - now a 1/4

    Mad bomber - now reads battlcry deal 3 damage randomly spit among all other minions

    Lorewalker cho - now a 0/6 that now reads: At the end of each player’s turn add a spell to their hand Whenever a player casts a spell, give the other player a copy. (Could also make him be like gallywix and have him work in an onesided manner)(or just toss his old effect and make him a 2/4 that can’t attack and lets you discover a spell at the end of each turn)(or have him make your discover cards keep all 3 and be a 0/5)(though at this point I should just do away with his presence in the classic set alongside Millhouse.)

    Loot hoarder - no change (maybe a 3/1)

    Knife juggler - no change

    Faerie dragon - no change

    Doomsayer - no change

    Dire wolf alpha - now also has +1 attack for each adjacent minions

    Crazed alchemist - +1 attack

    Bloodsail raider - no change

    Bloodmage Thalnos - gained divine shield

    Ancient watcher - no change

    Amani beserker - no change (maybe have him gain +4 attack whist damaged)

    Tinkmaster overspark - now reads: transform a random enemy minion into a 1/1 squirrel (might keep the chance for it to be a devilsaur but edit the devilsaur’s stats)

    Thrallmar farseerer - +1 attack

    Tauren warrior - now a 2/5 and has +2 attack whilst damaged

    Southsea captain - no change (like all pirates if they’re good this is good)

    Scarlet crusader - +1 health (now it compares to candletaker)

    Raging worgen - +1 more attack whilst enraged (or make it a 4/3 and it only gains windfury or just give it +1 health)

    Questing adventurer - no change (maybe 1 more health)

    Murloc warleader - no change

    King mukla - now has whenever this takes damage add a banana to your hand it costs one less (might be to much upside)

    Jungle panther - +1 attack

    Ironbeak owl - +1 attack or +1 health

    Injured blademaster - no change

    Impmaster - +1 attack and now gives all friendly demons +1 attack

    Havest golem - now a 3/2 and deathrattle summon a 3/1

    Flesheating ghoul - +1 health

    Emperor cobra - +1 health

    Alarm-o-bot - no change

    Arcane golem - now has taunt and gives both players an empty mana crystal

    Blood knight - now has taunt

    Brightwing - now costs 1 less (would consider also having it be able to give you legendaries in wild when in standard)

    Coldlight seer - no change

    Demolisher - effect happens at the start and end of turn and +1 health

    Earthen ring farseer - now restores 4 health (maybe +1 attack)

    Ancient brewmaster - now reduces the cost of the minion returned by 2 (maybe not)

    Ancient mage - now has spell damage +1

    Cult master - +1 attack

    Dark iron dwarf - now also gives the target charge and can’t attack heroes this turn

    Defender of argus - +1 health and taunt

    Dread corsair - no change

    Mogu’shan warden - now has spell damage +1

    SI:7 Infiltrator - no change

    Silvermoon guardian - +1 attack

    Twilight guardian - no change

    Violet teacher - the 1/1’s now have spell damage +1 (might be to much)

    Abomination - +2 attack

    Big game hunter - no change (I’d rather this card be unplayable so big minions aren’t)

    Captain greenskin - now costs one less

    Faceless manipulator - now is a 10/10

    Fen creeper - +1 attack

    Harrison jones - no change

    Silver hand knight - now has taunt and gives your minions that cost 2 or less +1 attack (and taunt maybe) (note: this buffs your silver hand recruits)

    Spiteful smith - now reads your weapon doesn’t lose durability while this damaged your weapon has +2 attack

    Stampeding kodo - now reads destroy a random enemy minion with 3 or less attack (maybe to much)

    Stranglethorn tiger - +1 attack

    Venture co. Mercenary - now reads your minions cost 2 more and has taunt

    Argent commander - +2 health

    Cairne bloodhoof - him and his brother now have taunt (maybe something else)

    Frost elemental - now a 3/7 taunt that freezes any charcter it damages and has now has battlecry deal 1 damage (I forgot how much I changed this)

    Gadgetzan Auctioneer - +2 attack

    Hogger - now is a 4/6 and summons 2/3s

    Xavius - now reads whenever a card is played summon a 2/1 demon

    Priestess of elune - costs one less and restores 5 health to your hero and has spell damage +1 (maybe to much)

    Sunwalker - now is a 5/6

    The beast - is now a 7/6 and now reads battlecry destroy a minion and gain it’s stats and deathrattle resummon it (like if you combined moat lurker and voidterror)(rip finkle einhorn)

    The black knight - costs one less, has taunt, and now reads battlecry destroy a taunt minion to gain charge (maybe no charge)

    Windfury harpy - is now a 5/6

    Baron geddon - now a 7/7

    Barrens stablehand - now a 4/2 and now reads battlecry summon a beast from your hand

    High inquisitor whitemane - now has taunt and summons friendly minions that died this turn and last and trigger their deathrattles (maybe to much)

    Ravenholdt assassin - now has +1 attack and +1 health

    Arcane devourer - now is a 8/8 and now reads whenever you cast a spell gain attack and health equal to it’s cost

    Gruul - gained charge and battlecry can’t attack heroes this turn (charged devilsaur)

    Alexstrasza - no change

    Malygos - no change

    Nozdormu - gained: your cards have lifesteal (maybe “a bit” to much)(edit: I this could be problematic as the lifesteal animation + the already much shorter turn time

    Onyxia - now summons 2/1 whelps with taunt

    Ysera - laughing sister is now a 5/6 taunt that now reads only you can target this with spells or hero powers (not sure how to buff ysera herself)(I’m pretty sure there is some flavor behind her being a 9 mana 4/12 like Malygos)

    Deathwing - now silences and destroys all minions (considered giving him deathrattle return the discarded cards to your hand)

    Sea giant - no change

    Any suggestions on what to do with millhouse and lorewalker?

    And any other thoughts while your at it?

    edit: I forgot to mention that I avoided using rush when making this, probably shouldn’t have used discover though

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years, 1 month ago

     

     

     

     

     

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years, 1 month ago

     

     

     

     

    BADCARDNAME
  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years, 1 month ago



     

     

     

     

  • LazyKid's Avatar
    465 82 Posts Joined 01/18/2020
    Posted 4 years, 1 month ago

    Wait a second hearthcards messed up, when you import linecracker it gets labeled boomsday instead of Rastakhan.

    Yes I checked

  • ODYN
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