Neoguli's Custom Hunter Core Set Changes
Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Hunter. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Hunter this time, because it's time to finally change Starving Buzzard to not be the overnerfed relic of the past, and time to give Hunter a bit proper control tools to make this dream come true.
Strengths and Weaknesses
- Strengths
- Secrets - Hunters can place traps to surprise unprepared opponents.
- Beasts - Hunters have tamed tons of exotic species to command.
- Aggresion - Face is the place.
- Removal - Hunters are ready for you, they will deal with you either by themselves or their minions.
- Deathrattle - Death bodies release a baiting scent.
- Limitations
- Card Draw - Hunters can reload their weapons.
- Buffs - Hunter can feed their pets to invigorate them.
- Weaknesses
- Survivability - Hunters can control the board, but lack tools to regain lost Health.
- Card Generation - On the hunt, it's pretty hard to find refreshments. You need to be focused at all times.
New Sets
Basic Set
(token)
Classic Set
Explanations
Predatory Hunter - basically deals 2 damage, but summons a Beast. Useful for summon synergies like Unseal the Vault.
Starving Buzzard - finally able to fly without being handcapped by the abysmal effect and stats.
Wandering Monster - a bit better at saving your face.
Monstrous Mark - gives Hunter a way to pierce through defenses and damage the enemy hero.
Rat Pack - adds a decent minion to buff up and summon large units.
Storm Arrows - the ultimate board clear.
Princess Huhuran - lets you trigger Deathrattle synergies.
Hall of Fame
Some cards that were considered, but didn't make the cut
Wolpertinger - this was originally meant to be added to the Basic Set, but adding freshly released cards is probably unintuitive.
The Beast Within - probably even worse than [Hearthstone Card (Bestail Wrath) Not Found], so a big no no.
Springpaw - similar to Tinger, but probably even stronger.
Venomstrike Trap - debating whether this or Wandering Monster should make the cut. I went with the latter as a more famillar replacement to HoF'd Misdirection, but I can definitely see a world in which this card is worth including.
Steamwheedle Sniper - close contender to give Hunter an early control tool, but I already created a huge control tool for the class.
Flanking Strike - very solid, but probably too solid to ever exist in the evergreen set as a powerful tempo tool.
Overwhelm - suits the theme of having a lot of Beasts impressively, but it has the same problem of being new to the game and probably being too strong to be evergreen.
Terrorscale Stalker - I wanted to include some sort of Deathrattle synergy. This one was close to include, but I'd say Princess Huhuran is safer than this and Feign Death that I also thought I'll include.
Among many, many, MANY other cards…
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Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Hunter. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Hunter this time, because it's time to finally change Starving Buzzard to not be the overnerfed relic of the past, and time to give Hunter a bit proper control tools to make this dream come true.
Strengths and Weaknesses
New Sets
Basic Set
(token)
Classic Set
Explanations
Predatory Hunter - basically deals 2 damage, but summons a Beast. Useful for summon synergies like Unseal the Vault.
Starving Buzzard - finally able to fly without being handcapped by the abysmal effect and stats.
Wandering Monster - a bit better at saving your face.
Monstrous Mark - gives Hunter a way to pierce through defenses and damage the enemy hero.
Rat Pack - adds a decent minion to buff up and summon large units.
Storm Arrows - the ultimate board clear.
Princess Huhuran - lets you trigger Deathrattle synergies.
Hall of Fame
Some cards that were considered, but didn't make the cut
Wolpertinger - this was originally meant to be added to the Basic Set, but adding freshly released cards is probably unintuitive.
The Beast Within - probably even worse than [Hearthstone Card (Bestail Wrath) Not Found], so a big no no.
Springpaw - similar to Tinger, but probably even stronger.
Venomstrike Trap - debating whether this or Wandering Monster should make the cut. I went with the latter as a more famillar replacement to HoF'd Misdirection, but I can definitely see a world in which this card is worth including.
Steamwheedle Sniper - close contender to give Hunter an early control tool, but I already created a huge control tool for the class.
Flanking Strike - very solid, but probably too solid to ever exist in the evergreen set as a powerful tempo tool.
Overwhelm - suits the theme of having a lot of Beasts impressively, but it has the same problem of being new to the game and probably being too strong to be evergreen.
Terrorscale Stalker - I wanted to include some sort of Deathrattle synergy. This one was close to include, but I'd say Princess Huhuran is safer than this and Feign Death that I also thought I'll include.
Among many, many, MANY other cards…
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
Just a small comment on monstrous mark. Its basically broken, mostly because you can target any minion on this and guarantee damage to the opponent. So if my opponent happens to have a big minion, all I need to do is to target my own minion and charge into it. In this respect, that will likely be its common usage for 90% of the time, which will almost certainly ensure that there is no way to race hunters other than through wide boards. In my opinion, the description should read choose an enemy minion, so the idea of dealing face damage through taunts still stick while not making it terrible to play against.
The Monstrous Mark is utterly broken, especially with Trueaim Crescent. You attack the enemy hero with all your minions, that you mark his biggest minion and attack it with Crescent and your minions.
-=alfi=-
Storm arrows shouldn't exist in hunter, they aren't supposed to play control style deck.
Well, read the Strenght and Weakness section once more. It was in my intention to give Hunter a good control tool, as we all know how long Blizzard tried so hard to make it work, and easing the task would help a lot.
Also changed Monstrous Mark to be cheaper, but to be used on only enemy minions and to prevent shenanigans with Trueaim Crescent.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
I appreciate Starving Buzzard very much. I've always wanted to change that card to be somewhat useful again. Never did I think of the "if a friendly beast died" trigger. That's very unique and is flavorful.
I think Princess Huhuran isn't good enough. The card gets overshadowed by other effects. Honestly she is another card I wish they'd change. Even a simple "Deathrattle triggers TWICE" would at least give it a unique effect.
I like [Hearthstone Card (Wondering Monster) Not Found] but I don't think I'd want to see it in classic.
Monsterous Mark is a very cool concept. Hunter has those hit minion and face cards which make since. This is a psuedo Trample (mtg) kinda. I like it.
Storm Arrows, I just don't see what it sets up. Cool idea and all but 10 mana destroy and King Krush is out. Dunno how I feel about that. Also that with Vol'jin would be annoying.
Bestial Wrath, I don't disagree with this card going but Immune is underrated. Just saying.
Overall I liked it. Those are my highlights. Also I think considering newest set cards is dangerous. I get the effects are great or they'd fit a roll. They also have the least time to be used and explored by the community. I'd think blizzard would more likely just make newer cards but I understand swapping in cards for the same role is easier.
Casual Dragon Cardgame enthusiast.
Princess Huhuran is not that strong of a card for sure, but while my set changes are to improve the overall power level, I still need to keep it lower to still excite people when new and stronger cards come to the game. It's sad, but thirst for money to pay the employees and develop the company is as important as giving everyone a chance to get better cards. I thought of making her a 4-Cost, but then Mok'Nathal Lion.
About Storm Arrows, I think this is the best control tool that I could probably give. Initially, it made your Hero Power target minions and destroy them instantly, refreshing on targeting minions and costing (0) when doing so. But after thinking of possible applications, this was just a way too fancy way to describe "Destroy all enemy minions" for the most part. And also it has some nice applications within Hunter, being one of the control tools to give you a free gateway to deal damage to face if you have any board. I also think it's synergy with Zul'jin is probably on an appropiate power level in Wild, seeing that nowadays you can OTK on turn 3 as Druid.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
I disagree with Removal being a strength in the class. Single-target removal is fine, but something like Storm Arrows feels out of place. Hunter's don't throw a barrage of arrows at people, they hunt one specific target and destroy it. Hunters hunt alone, they have one target in mind and go after that. They aren't soldiers trying to kill an army, they are hunters trying to make a good score.
I do really really really like the Starving Buzzard change. I think it is good enough to see play, and difficult enough to trigger that it won't see play everywhere. I applaud you on that one.
Predatory Hunter is a well designed, simple card. It is half-way between Ironforge Rifleman and Razorfen Hunter, but it is better than both. I don't think it is OP, or underpowered. It isn't particularly flashy, but good.
I am not sure how I feel about Wandering Monster in the Classic set. It is a good example of what Hunter secrets do, but also the randomness of it makes it feel out of place in the Classic set. As you mentioned, it is a better protective secret than Misdirection, but also the card fits so well in Kobolds and Catacombs that I feel like it should stay there. I think Bear Trap would be a better candidate. It is a defensive secret, it references another card in the Classic set (Ironfur Grizzly), and it is simple and consistent.
I am not entirely sure how I feel about Monstrous Mark. It is a pretty cool effect, but also just feels a bit out of place with the rest of the Classic set. I like the idea of having burst damage that cares about the minions on the field, but I feel like there is a simpler way to do something like that. This effect as it is now has only been see on one card, Knuckles, and he is an expansion legendary. Being able to give this effect to any minion you want in the Classic set just feels weird. A simpler idea that kind of does the same thing might be something like "Target enemy minion attacks your opponent", or something like that.
Rat Pack is a very good card to add to the Classic set. I think Classic cards shouldn't be auto-includes in every deck, and they also shouldn't be able to make a specific deck work all of the time. Classic cards should support certain archetypes and decks, but not be enough by themselves to make those decks good. Rat Pack does this very well. It isn't great by itself, but it can be pretty good with some synergy. Whether or not it will see play depends on the support cards we get in expansions.
I don't like the inclusion of Princess Huhuran. King Krush is a very cool card that represents hunter's pretty well. If you felt he wasn't good enough then I would adjust his cost to 8 mana, or maybe make him a 9/9 or a 10/9 or something like that. But I feel like King Krush is too iconic to be replaced. Though maybe it is just me who feels like that.
All around I think you did a good job, and I really hope Blizzard does good on their Classic set changes later this year.
Carrion, my wayward grub.
I like most of the changes but..