My attempt at reworking the classic/basic set excluding demon hunter
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
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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
Welcome to posting! This is a LOT. Before someone wades in, it might be worth qualifying up top just what it is you’re shooting for. The Priest redesign is an attempt to take a class that maybe had lost its way a little and to give it fresh parameters. What one goal are these changes trying to accomplish? Sure, Onyxia with a wall of taunts would make her better, but if the entire collection is power creeping, everything else is better too. Maybe even just focusing on underplayed cards and improving them would create a more consistent focus.
One wrench in a lot of these designs, at least for another year, is Zephrys. Pulling these versions of cards instead of his current pool would produce a noticeable tilt in outcomes. Healing Touch, for instance, is already a recommendation when you’re low on health. Should you really snag an added effect too?
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)