the only buffs I dislike are Alex and golem. I feel like Highlander strategies are the most boring, bland, and overall reliable decks. I am going to dislike running into so many. The golem buff is whatever to me. Wolfrider didn't see much play so I doubt that +1 attack with a huge drawback will either. I do expect to see it a lot, but drop off once the meta settles.
This is bad and lazy balancing, sure those cards were over nerfed in the past, but there was a reason for that, just reverting the nerfs is bad for the game, for example undertaker.. Does anyone wants to play against that? Really? At least make it a 1/1.. People will just complain again for ages.. And arcane golem could at least be a 4/1 it deserved the nerf bat. Just that they gone too far back then and deleted those cards.
How is it exciting that Monk is "hinted"? It's the only WoW class left to add to HS.
The only interesting part of that is that it was hinted in a negative, which might imply that they would rather skip Monk and add something non-WoW (i.e., unique to HS) instead.
Either way, I very sincerely hope they are a lot more careful with the next class than they were with Demon Hunter. DH is probably going to be fairly reasonable after rotation, but this first year has been pretty unpleasant.
Death knight is a class in wow(and is older then monk and dh)
It's better than Leeroy just as Nitroboost Poison wouldn't have made the cut in Odd Rogue because Vilespine Slayer was too good (your words).
Again, I'm not saying it won't see play, but just that you can't possibly compare it to Leeroy, bacause:
They cover different roles in the gameplan;
They have a very different way to approach their own downsides.
I mean, if you really want to run Charge damage you have Wolfrider, which has the same cost and -1/-1, but you don't ramp your own opponent while playing an aggro deck.
Hope my account is considered mature by now, because I've got a big new update!
Updated Cards
Show Spoiler
'Hand-reveal' mechanic
Many have pointed out that these cards were far too powerful. So they've all been nerfed in some way so as to still be useful, but not game-breaking. I also made them a little more distinct from eachother mechanically.
OldNew
Old New
The Witch Doctor can now only summon one totem until it ranks up.
OldNew
OldNew
The Shade is no longer collectable. It can only be obtained via the Acolyte's Deathrattle. It also gets a unique spin on hand revealing. It only sees what your opponent is hovering over. So if they don't spend time inspecting their cards, it will be less effective.
OldNew
OldNew
The Huntress now needs to be Rank 2 to summon the Owl.
OldNew
OldNew
OldNew
Excessive card text
Many cards definitely had way too much text. I've trimmed down the worst offenders of this. Sometimes this necessitated a change to make their mechanics simpler, yet still fitting for representing their War3 counterpart. Some cards are definitely still a bit wordy, but this at least is a step in the right direction.
OldNew
OldNew
OldNew
OldNew
OldNew
OldNew
OldNew
OldNew
Reduce Attack damage
Poor low-damage characters couldn't even Attack with these cards on the field.
OldNew
OldNew
Other changes
In War3, Holy Light and Death Coil cannot target the caster. So they've been updated to more accurately reflect that.
OldNew
OldNew
It's maybe a little too weird to have dual-class Secrets, so I've made them exclusive to their specific class.
OldNew
Mages have unfortunately lost their iconic Blizzard spell in Standard, so our Archmage must step up to the plate to dish out the AoE damage he's known for. Also found better art for him.
OldNew
I felt having a % chance mechanic didn't really fit what should be a relatively basic minion. In War3 it's fine because fights can go on for a while and so their effect isn't as much of a coin-toss. This re-worked Footman gets to keep some early damage mitigation and have a bit of a specialized role without being good against every early drop.
OldNew
It was maybe too much Freeze for such a cheap minion.
OldNew
OldNew
OldNew
It didn't make much sense for the Stasis Trap to have Stealth for 1 turn if it was just going to die in 1 turn anyway.
OldNew
Animate Dead is one of the more notoriously lame Ultimates in War3. Animated units don't have their abilities, so originally I went with that. But it was wasting card text to make the card less interesting. Now that's no longer the case and you have a bit more control over the minions you get, so it's certainly more useful now.
OldNew
Stopping the target in its tracks also happens in War3, and makes it more useful here.
OldNew
Kind of a lame card before. In War3 its main use is in securing an expansion faster, rather than for the regenerative effects of Blight. So this change better reflects that.
OldNew
Some Night Elf art improvements
OldNew
OldNew
OldNew
OldNew
Blink is basically a completely different card now. Its old effect was basically just an Invulnerability potion if you didn't already have a Weapon. And it had too much text. With this re-work, it feels more like your hero is 'jumping out' of combat, and then chasing down enemies with a vengeance.
Since it's now a Secret, it becomes a Hunter-exclusive.
OldNew
New Cards
Show Spoiler
Human
Choices are: Arcane Tower, Guard Tower, and Cannon Tower.
Orc
Undead
Night Elf
Combined Archer & Hippogryph:
Neutral
See OP for the list of cards generated by the Mercenary Camp and Treasure Hunt. Many previously existing Neutral cards have been changed to now only be obtainable from these.
Hall-of-Fame'd (Removed) cards
Show Spoiler
Thank you for the valuable feedback & suggestions so far. Keep 'em coming!
It's definitely an odd deck -- e.g. running Buried Sun Disc to thin your deck and enable Shaped Stone rather than focusing on flipping it. That said, I generally have high confidence in anything Tempo13x says is good. I've embedded his YouTube video in the deck guide in case that helps at all; I'm also on the lookout for some more conventional Sun Disc decks for future articles.
How is it exciting that Monk is "hinted"? It's the only WoW class left to add to HS.
The only interesting part of that is that it was hinted in a negative, which might imply that they would rather skip Monk and add something non-WoW (i.e., unique to HS) instead.
Either way, I very sincerely hope they are a lot more careful with the next class than they were with Demon Hunter. DH is probably going to be fairly reasonable after rotation, but this first year has been pretty unpleasant.
I like all of them except arcane golem and albatross.
Thats 100% msitake imo. Its better then leeroy jenkins and can have 2.
2less dmg but 2mana cheaper and way eaiser to combo with any extra burst,like nitroboost is 4mana for 8dmg vs leeroys 5mana for 6.
If any is gonna get reverted again its arcane golem.
Also elysiana is not gonna be used at all anymore, only odd warrior used her
Also NO TO ALBATROSS.
Thats a msitake aswell 100% Imo, its way to much of anti evrything as 4/3 for 3 that gives 2dread draws to opnennt AND Counters RenO;
And im generly against nerfs in wild, btu fi are worried about reno decks id a 100times rather they nerf zeph/reno then bring albatross.
Also wonder what happned to: not buffing alreayd strong decks, yet are MASSIVLY buffing odd rogue(one of best dekcs atm) and any odd deck with golem and albatross.
That's why I feel Albatross should be a 3/3 at least (maybe even 3/2), so there's at least some tribute to make for the effect.
Anyways, I like it much more at 3 mana, in before they almost always play their Kazakus/Raza before I can drop and kill Albatross as a control deck.
as 3/3 id eb fine with it. Just shoudlnt be a 4/3 ontop of the effect, not as neutrall certainly
I like all of them except arcane golem and albatross.
Thats 100% msitake imo. Its better then leeroy jenkins and can have 2.
2less dmg but 2mana cheaper and way eaiser to combo with any extra burst,like nitroboost is 4mana for 8dmg vs leeroys 5mana for 6.
If any is gonna get reverted again its arcane golem.
Also elysiana is not gonna be used at all anymore, only odd warrior used her
Also NO TO ALBATROSS.
Thats a msitake aswell 100% Imo, its way to much of anti evrything as 4/3 for 3 that gives 2dread draws to opnennt AND Counters RenO;
And im generly against nerfs in wild, btu fi are worried about reno decks id a 100times rather they nerf zeph/reno then bring albatross.
Also wonder what happned to: not buffing alreayd strong decks, yet are MASSIVLY buffing odd rogue(one of best dekcs atm) and any odd deck with golem and albatross.
That's why I feel Albatross should be a 3/3 at least (maybe even 3/2), so there's at least some tribute to make for the effect.
Anyways, I like it much more at 3 mana, in before they almost always play their Kazakus/Raza before I can drop and kill Albatross as a control deck.
Odd Warrior is one of the most uninteractive decks aswell. Hero power pass, yawn.. That deck really doesn't need more tools to bore your opponent to death with.
Honestly I already play even warrior too, but my deck is a big recruit themed deck and I put two copies of Dead Man's Hand on it, Archivist Elysiana would only fit in a control deck imo.
I was thinking about creating a meme shaman deck with Hakkar, the Soulflayer + Archivist Elysiana + Shudderwock for some fun shenanigans. But I'm really going to play a lot less with her, they killed my card.. :[
Basically what Thonson said. Unitentional = very much doubt that the timing of the expansion was set with this in mind. Welcome = because the timing is what it is, you will most likely get a few more packs from a new expansion than what you were expecting, if you play ranked.
Dragonqueen Alexstrasza: Great change, and not THAT many highlander decks in wild even used her before. Now they certainly can for a big stat dump, and it wouldn't even be that broken. Why? Because the Wild meta is full of boring uninteractive decks like Secret Mage, Raza Priest and ODD Paladin that often win the game before turn 9.
Bad Luck Albatross: Great buff, might be a really good inclusion for a lot of decks against Raza Priest. Oh and it might be decent against Secret mage, because they don't want to draw 1/1s.
Change i dislike: Archivist Elysiana: WOW. Just wow.. She got MURDERED by this change. The only deck in wild that ever used her was ODD Warrior, and now they can't use her anymore. Okay now she MIGHT be usable in MAYBE a few other control decks, and she can be bounced and replayed... BUT if she doesn't find a new home, then they liturally removed her from the only deck she was playable in.. This change just seems like an HUGE gamble, considering she requires a REALLY strong control deck, while the Wild meta is hyper aggro with lots of uninteractive decks like Secret Mage and Highlander Priest. I REALLY like Archivist Elysiana and wish i could play her more, but this change feels way too risky to me. I sincerely hope that FitB gives us some more tools for wild control decks.
It's gonna be experimented in Odd Rogue but not so sure it's so OP. Odd rogue is a tempo deck with a lot of burst and Golem is dangerous to be played on curve obviously, and you don't want many cards to hold in hand waiting for burst time. Leeroy may be enough for that I think.
this is better then leeroy and if cobmo with extra dmg like nitrobosot ,playing it earlier is not issue
Wild is already crazy powerful so honestly, making cards like Undertaker and Golem that see little to no play in the format better might not be as bad as you think. Personally if these changes can push some of the existing strong deck types out of the picture (Secret Mage and Big Priest, in particular) then I’ll be happy! Big Priest only recently had a resurgence, but Secret Mage has been gross for a little too long there!
Honestly though, I expect some experimentation for a little bit, maybe a month later we’ll see the same strong decks still on top.
undertaker will see litte.
Arcane golem will see tons of play, its better then leeroy which is already in many decks.
Just because it wasn't played in the past as a finisher, that doesn't mean there isn't something extremely degenerate NOW that makes it a way better finisher.
And in the past it was actully played asfinisher aswell as a combo tool(mainly warlock with PO +faceless)
It's gonna be experimented in Odd Rogue but not so sure it's so OP. Odd rogue is a tempo deck with a lot of burst and Golem is dangerous to be played on curve obviously, and you don't want many cards to hold in hand waiting for burst time. Leeroy may be enough for that I think.
Wild is already crazy powerful so honestly, making cards like Undertaker and Golem that see little to no play in the format better might not be as bad as you think. Personally if these changes can push some of the existing strong deck types out of the picture (Secret Mage and Big Priest, in particular) then I’ll be happy! Big Priest only recently had a resurgence, but Secret Mage has been gross for a little too long there!
Honestly though, I expect some experimentation for a little bit, maybe a month later we’ll see the same strong decks still on top.
Just because it wasn't played in the past as a finisher, that doesn't mean there isn't something extremely degenerate NOW that makes it a way better finisher.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
the only buffs I dislike are Alex and golem. I feel like Highlander strategies are the most boring, bland, and overall reliable decks. I am going to dislike running into so many. The golem buff is whatever to me. Wolfrider didn't see much play so I doubt that +1 attack with a huge drawback will either. I do expect to see it a lot, but drop off once the meta settles.
New Neutral Minion - Shadow Hunter Vol'jin
It's very versatile, but I'd much prefer this to be a 3 drop or 4 drop. 5 drop is a bit too expensive for its effect.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
This is bad and lazy balancing, sure those cards were over nerfed in the past, but there was a reason for that, just reverting the nerfs is bad for the game, for example undertaker.. Does anyone wants to play against that? Really? At least make it a 1/1.. People will just complain again for ages.. And arcane golem could at least be a 4/1 it deserved the nerf bat. Just that they gone too far back then and deleted those cards.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Glad the powerful DQA will be back!
Iksar & Celestalon Talk New Classes & Monk, Battlegrounds, and Design Insights
Death knight is a class in wow(and is older then monk and dh)
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
It's better than Leeroy just as Nitroboost Poison wouldn't have made the cut in Odd Rogue because Vilespine Slayer was too good (your words).
Again, I'm not saying it won't see play, but just that you can't possibly compare it to Leeroy, bacause:
I mean, if you really want to run Charge damage you have Wolfrider, which has the same cost and -1/-1, but you don't ramp your own opponent while playing an aggro deck.
'Warcraft III'-themed Expansion
Hope my account is considered mature by now, because I've got a big new update!
Updated Cards
'Hand-reveal' mechanic
Many have pointed out that these cards were far too powerful. So they've all been nerfed in some way so as to still be useful, but not game-breaking. I also made them a little more distinct from eachother mechanically.
Old
New
Old
New
The Witch Doctor can now only summon one totem until it ranks up.
Old
New

Old
New
The Shade is no longer collectable. It can only be obtained via the Acolyte's Deathrattle. It also gets a unique spin on hand revealing. It only sees what your opponent is hovering over. So if they don't spend time inspecting their cards, it will be less effective.
Old
New
Old
New
The Huntress now needs to be Rank 2 to summon the Owl.
Old
New
Old
New
Old
New
Excessive card text
Many cards definitely had way too much text. I've trimmed down the worst offenders of this. Sometimes this necessitated a change to make their mechanics simpler, yet still fitting for representing their War3 counterpart. Some cards are definitely still a bit wordy, but this at least is a step in the right direction.
Old
New
Old
New
Old
New
Old
New
Old
New
Old
New
Old
New
Old
New
Reduce Attack damage
Poor low-damage characters couldn't even Attack with these cards on the field.
Old
New
Old
New
Other changes
In War3, Holy Light and Death Coil cannot target the caster. So they've been updated to more accurately reflect that.
Old
New
Old
New
It's maybe a little too weird to have dual-class Secrets, so I've made them exclusive to their specific class.
Old
New
Mages have unfortunately lost their iconic Blizzard spell in Standard, so our Archmage must step up to the plate to dish out the AoE damage he's known for. Also found better art for him.
Old
New
I felt having a % chance mechanic didn't really fit what should be a relatively basic minion. In War3 it's fine because fights can go on for a while and so their effect isn't as much of a coin-toss. This re-worked Footman gets to keep some early damage mitigation and have a bit of a specialized role without being good against every early drop.
Old
New
It was maybe too much Freeze for such a cheap minion.
Old
New
Old
New
Old
New
It didn't make much sense for the Stasis Trap to have Stealth for 1 turn if it was just going to die in 1 turn anyway.
Old
New
Animate Dead is one of the more notoriously lame Ultimates in War3. Animated units don't have their abilities, so originally I went with that. But it was wasting card text to make the card less interesting. Now that's no longer the case and you have a bit more control over the minions you get, so it's certainly more useful now.
Old
New
Stopping the target in its tracks also happens in War3, and makes it more useful here.
Old
New
Kind of a lame card before. In War3 its main use is in securing an expansion faster, rather than for the regenerative effects of Blight. So this change better reflects that.
Old
New
Some Night Elf art improvements
Old
New
Old
New
Old
New
Old
New
Blink is basically a completely different card now. Its old effect was basically just an Invulnerability potion if you didn't already have a Weapon. And it had too much text. With this re-work, it feels more like your hero is 'jumping out' of combat, and then chasing down enemies with a vengeance.
Since it's now a Secret, it becomes a Hunter-exclusive.
Old
New

New Cards
Human
Orc
Undead
Night Elf
Combined Archer & Hippogryph:

Neutral
See OP for the list of cards generated by the Mercenary Camp and Treasure Hunt. Many previously existing Neutral cards have been changed to now only be obtainable from these.
Hall-of-Fame'd (Removed) cards
Thank you for the valuable feedback & suggestions so far. Keep 'em coming!
Tempo13x's Solo Azir Solo Shurima
I'm sorry you haven't enjoyed it. :-(
It's definitely an odd deck -- e.g. running Buried Sun Disc to thin your deck and enable Shaped Stone rather than focusing on flipping it. That said, I generally have high confidence in anything Tempo13x says is good. I've embedded his YouTube video in the deck guide in case that helps at all; I'm also on the lookout for some more conventional Sun Disc decks for future articles.
Iksar & Celestalon Talk New Classes & Monk, Battlegrounds, and Design Insights
How is it exciting that Monk is "hinted"? It's the only WoW class left to add to HS.
The only interesting part of that is that it was hinted in a negative, which might imply that they would rather skip Monk and add something non-WoW (i.e., unique to HS) instead.
Either way, I very sincerely hope they are a lot more careful with the next class than they were with Demon Hunter. DH is probably going to be fairly reasonable after rotation, but this first year has been pretty unpleasant.
[Game] Card Treasure Hunt (The Resurrection Attempt)
The Lich King
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
as 3/3 id eb fine with it. Just shoudlnt be a 4/3 ontop of the effect, not as neutrall certainly
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
That's why I feel Albatross should be a 3/3 at least (maybe even 3/2), so there's at least some tribute to make for the effect.
Anyways, I like it much more at 3 mana, in before they almost always play their Kazakus/Raza before I can drop and kill Albatross as a control deck.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Odd Warrior is one of the most uninteractive decks aswell. Hero power pass, yawn.. That deck really doesn't need more tools to bore your opponent to death with.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Unnerfing Arcane Golem is not a great idea. It probably will be played in every aggro deck. And wild aggro decks definitely do not need more reach.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Welp, there's always meme decks xD
Honestly I already play even warrior too, but my deck is a big recruit themed deck and I put two copies of Dead Man's Hand on it, Archivist Elysiana would only fit in a control deck imo.
I was thinking about creating a meme shaman deck with Hakkar, the Soulflayer + Archivist Elysiana + Shudderwock for some fun shenanigans. But I'm really going to play a lot less with her, they killed my card.. :[
Forged in the Barrens Launches on March 30! Final Reveal Stream on March 22, Twitch Drops, Mega Bundles Giveaway
Basically what Thonson said. Unitentional = very much doubt that the timing of the expansion was set with this in mind. Welcome = because the timing is what it is, you will most likely get a few more packs from a new expansion than what you were expecting, if you play ranked.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
I"m getting all the lovely feels about these unnerfs!
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Changes i like:
Undertaker Strong card back then, but i don't think it will be that oppresive today.
Saronite Chain Gang: "How long can this go on?" Well it took long enough, but it's finally reverted. Shudderwock Shaman can now use it instead of Doppelgangster. Saronite Chain Gang also really helps the decks ability to survive the early game.
Dragonqueen Alexstrasza: Great change, and not THAT many highlander decks in wild even used her before. Now they certainly can for a big stat dump, and it wouldn't even be that broken. Why? Because the Wild meta is full of boring uninteractive decks like Secret Mage, Raza Priest and ODD Paladin that often win the game before turn 9.
Bad Luck Albatross: Great buff, might be a really good inclusion for a lot of decks against Raza Priest. Oh and it might be decent against Secret mage, because they don't want to draw 1/1s.
Change i dislike: Archivist Elysiana: WOW. Just wow.. She got MURDERED by this change. The only deck in wild that ever used her was ODD Warrior, and now they can't use her anymore. Okay now she MIGHT be usable in MAYBE a few other control decks, and she can be bounced and replayed... BUT if she doesn't find a new home, then they liturally removed her from the only deck she was playable in.. This change just seems like an HUGE gamble, considering she requires a REALLY strong control deck, while the Wild meta is hyper aggro with lots of uninteractive decks like Secret Mage and Highlander Priest. I REALLY like Archivist Elysiana and wish i could play her more, but this change feels way too risky to me. I sincerely hope that FitB gives us some more tools for wild control decks.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Time for some even warrior *wink wink*
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
this is better then leeroy and if cobmo with extra dmg like nitrobosot ,playing it earlier is not issue
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
undertaker will see litte.
Arcane golem will see tons of play, its better then leeroy which is already in many decks.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
And in the past it was actully played asfinisher aswell as a combo tool(mainly warlock with PO +faceless)
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
It's gonna be experimented in Odd Rogue but not so sure it's so OP. Odd rogue is a tempo deck with a lot of burst and Golem is dangerous to be played on curve obviously, and you don't want many cards to hold in hand waiting for burst time. Leeroy may be enough for that I think.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Wild is already crazy powerful so honestly, making cards like Undertaker and Golem that see little to no play in the format better might not be as bad as you think. Personally if these changes can push some of the existing strong deck types out of the picture (Secret Mage and Big Priest, in particular) then I’ll be happy! Big Priest only recently had a resurgence, but Secret Mage has been gross for a little too long there!
Honestly though, I expect some experimentation for a little bit, maybe a month later we’ll see the same strong decks still on top.
Hearthstone's Nerf Reverts for Neutral Cards - 10 Cards Including Undertaker & Saronite Chain Gang Are Getting Restored
Just because it wasn't played in the past as a finisher, that doesn't mean there isn't something extremely degenerate NOW that makes it a way better finisher.