Greetings there! I'm here to present you my version of how I would change Paladins'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 Warrior. 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 Warrior this time because they have some of the worst cards in the entire game at their disposal (hello, Warsong Commander), aswell as invigorating the class with some new tools.
Strengths and Weaknesses
- Strengths
- Aggression - Warriors are relentless and will cut you like a guillotine.
- AoE Removal - Warrios can easily deal with gropus of enemies as if they were insects.
- Survivability - Durability is the name of duelers.
- Card Draw - Blood rushes inside Warriors, increasing their endurance and speed.
- Limitations
- Buffs - Warriors benefit from pain.
- Single Target Removal - Warriors fight brutal, but they prefer to cut your wounds instead of execution.
- Weaknesses
- Spell Face Damage - Warriors prefer melee duels.
- Card Generation - Warriors prefer taking matters into their own hands.
New Sets
Basic Set










Classic Set















Explanations
Gilneas Defender - a cheaper Lord of the Arena. Simple yet very effective at defending your board and pressuring your opponent if left unchecked.
Clefthoof Rider - adds a nice midrange card to give you removal and card draw.
Exhausting Howl - a new control tool. Gives you Armor while simultaneously weakineing enemy minions, and that effect could be even used to trade efficiently.
Revenge - Another AoE tool that still shows some of that shallow 12-Health strategy.
Plague of Wrath - the center of this change. While Brawl is strong, over time, it has become a bit unhealthy through the RNG aspect. I wanted to replace it with the Plague to add a healthier and usually more consistent removal option, it also emphisizes how much Warrior cares about wounding enemies. Also that sick animation for new players to amaze with. *u*
Gladiator's Sword - a cheap weapon to deal with early boards or to soften enemy minions.
Crush - simple card, adds some single target removal and further bolsters the aspect of having damaged characters. But if deemed useless or thrown away because of my tendencies to add cards from various expansions to the Core set a bit too much, I can replace it.
Hall of Fame






Some cards that were considered, but didn't make the cut








Drywhisker Armorer - seemed to be a very good control tool. Maybe a bit too good to be evergreen.
Death's Bite - it's a very interesting card to add, but I couldn't find much room for.
I Know a Guy - card generation weakness, duh. But it was still something I felt wasn't painful to hvae in the Core set.
Ravaging Ghoul - this card put me into conflict to whether add this or Revenge to the set. Ultimately went for the latter, as I secretly wanted to add an even-cost AoE that Odd Warriors will never abuse with Plague of Wrath.
Vicious Scraphound - felt a little weird. Also a mech.
Alley Armorsmith - thought she was a bit too limiting to be evergreen.
Heavy Metal! - feels odd to have. I guess it can also slightly limit design space for cheap cards that give a lot of Armor.
Reckless Flurry - wasn't sold on giving such huge AoE. It's Armor removing mechanic also contradicts with what I think newer players should be teached about Armor.
Among many, many, MANY other cards…
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