Update: Old news, for anyone who doesn't play wild and missed the new druid art update you can check it out here (give it a second to load up the card option on the bottom of the description)
Mage hero power should be "Destroy a minion and summon 2 of the same cost" so you can destroy the mountain giant of the opponent and then get two of them yourself :) Now that's a serious hero power.
I think that they are really heavily trying to follow the blueprint for each classes identity Warlock draw Shaman battlecry etc. So i think you should expect more class conforming quests and legendaries for that matter.
And whatever they end up being, they’ll probably be watching out for the power level on them a lot more.
Something a bit interesting to note, whatever the Warrior one ends up being, it probably won’t be run with Boom (since the quests so far have been less game winning stuff like the old ones and more extra value over time). Boom’s hero power is probably gonna be better than whatever it ends up being
They should just unnerf and HoF everything. I'm not salty about Big Priest, but you can't deny that it's powerful. Unnerfed anything would be no more powerful than how Big Priest already is and enable people to play some of their favorite decks from the past. A lot of these cards are literally seeing no play since their nerfs, so they serve no purpose sitting around in standard
Uhm... what about new/returning players or people with a limited amount of dust?
I personally think, that it would be a good idea to have two different versions of the Basic/Classic set for both formats - one would include the initial state of the cards, so that people would enjoy playing their old decks again, and the other would be designed accordingly to the standard environment. However I have said it before - some cards (like Warsong Commander, Charge or Starving Buzzard) should be redesigned with caution. I agree with most what OP said and I admire the time and effort they put in writing that post, but Charge is Charge and imho it would limit design space for future cards, which may support Grim Patron Warrior and return it back to its glory days or just create an entirely new (and oppressive) archtype.
I can't deny, that at the moment this may not be the case. I don't see any problematic minions with 3 or less Attack, that would create annoying combos with Warsong Commander (except Vicious Fledgling maybe). There are some mechs though and warrior is one of the 3 classes, that utilizes magnetize, so this could be considered a counter-argument (even though not a strong one). But outside of combo decks, aggressive lists like Pirate Warrior would consider playing it just because the Commander gives their early-game minions charge.
/I prefer to use a hearthpwn link, because the list is visually better. Sorry, mods./
I'm not sure what you mean regarding new players with little dust. Blizzard always prints new classic cards to replace anything they HoF and if anything, warsong commander being replaced by a halfway playable card would make warrior's basic set a lot less abysmal for f2p players
As for limiting design space, I say look towards Big Priest again. It's an amalgamation of cards that, in a balanced meta, should have limited design space all by themselves. Yet last expansion we still got Vargoth and Katerina, which pushed its power level to new heights. It would seem that they do not care about the power level of things in wild nor let wild cards that limit design space get in the way of making new cards
It's not just Big Priest either. There's mech decks making infinitly large things with with sn1p-sn4p, turn 4 voidlords, quest mages that can finish their quest as early as turn 4 and refill their hand in the same turn, standard-like rogues with patches and shark+fungalmancer. Everyone is already doing insane stuff. So what if you die on turn 7 or 8 to some kind of warsong combo? This is exactly the kind of thing that happens in wild. Mech hunters would call this lethal slow
Just unnerf it and change the keyword to rush, so it fits the actual theme of warrior, is strong but not unbalanced, and lets you clear boards and create a huge berserker without killing you in the same turn (except if it was already on the board).
So, yeah I think it can be frustrating too. But I think once it gets going the pacing is better. A while ago they used to have a longer reveal season, but with only one or two cards released a day with no schedule - but that too could be frustrating because you would be refreshing all day for not much return. Then they changed it to a set schedule over two weeks with two major reveal streams, and around 5-6 per day. Much more engaging and rewarding.
It also allows them longer to test and make final tweaks.
I don't understand why blizzard keeps doing it, revealing a few cards, then wait 2~1.5 weeks and then reveal the rest.. Why is that gap necessary? Why announce an expansion and then have 2 weeks of nothing?
Then have 40+ cards being dumped in the end...
It's 135 cards and there are 34 days till the expansion (but who is counting? ) I mean.. Even a card a day is not enough.
Today's goal was to make a warrior that can bomb and tempo out all the typical bad matchups of the class (mage, rogue, etc)
While testing, I queued into a token druid, then proceeded to curve out and push him off the board. Now, I know warrior is supposed to have a good matchup vs token druid, but I won this game with minion combat, not brawls and warpaths. The opponent's hand wasn't so bad either; he only missed his turn 1 and used full mana for the next few turns. If I can push board-centric spam decks off the board with this list, I can probably beat up some mages easily with the same tempo. There's no better feeling than getting the validation that your little deck tweaks did work
The icing on the cake was when I topdecked my Azalina near the end. His hand was only a couple buff cards with no minions to use them on because I killed all of them. Typical token druid problems. The following turn, I killed him with his own savage roar
TL;DR: was testing tempo warrior to beat mages and rogues; tempoed out so hard that I out token druided a token druid
You could change Warsong Commander to useful minion. I would not go back to any previous iteration of it. Giving all minions charge is damn OP. Giving small minions is less OP but as mentioned above it would be quite OK if just worked on small attack minions and stop when they gain higher attack.
But generally Charge is much more oppressive and prone to being problematic than Rush.
That's why I would like to see Warsong going in this way.
It could be something like: "Your minions with 3 or less attack have Rush" or if this could be problematic than maybe something like "Your minions with Rush have +1 (or +2) attack."
If Warsong interact in some way with Rush instead of Charge he will be much more useful as there will be more and more Rush minions.
I think that they are really heavily trying to follow the blueprint for each classes identity Warlock draw Shaman battlecry etc. So i think you should expect more class conforming quests and legendaries for that matter.
I haven't got that many predictions to share yet but here's one: Mage quest reward Hero Power will be either "add a random spell to your hand" or "cast a random spell".
I don't think they will give mage more random spells, especially with a quest. They did it on Un'goro for quest progress.
Well, it would be cool if they make a Zombeast hero power for mage like "Discover 2 spells and combine both." Zomspells. :P
EDIT: I doubt Hunter's quest will be focused on spells, as it can be recast with Zul'Jin and spells in hunter can be quickly unbalanced at the moment because of him.
Why unbalanced ? It doesn't even provide benefits and just waste of a secret room. completing 2nd Uldum quest would be only reactivate your used hero power. Getting same hero power twice doesn't provide any benefits.
Priest Quest: " play 7 cards from your opponents deck, reward: 'hero power name', Passive hero power; Your healing effects damages instead"
Warrior Quest "kill 15 minions in your turns, Reward: 'hero power name', Hero Power: Deal 1 damage to a minion and give it 2 attack"
Rogue Quest"Trigger 8 deathrattles of your cards, Reward: 'hero power name', Hero Power: Trigger a friendly deathrattle"
Paladin Quest: " Lose 10 Divine shields on your minions Reward: 'hero power name' Hero Power: Give a friendly minion Divine Shield"
Mage Quest: " Play 10 different spells, Reward: 'hero power name', Passive Hero Power: Spell Damage +3"
Hunter Quest: " Play Summon 10 beasts, Reward: 'hero Power name' Passive Hero Power: Your beasts have rush or Summon a Beast that died thş game. (even have a name; Rescue pet)"
The paladin one might be too weak, the rogue one is definite possibility, if not trigger as a hero power then "all deathrattles trigger twice for you"
The nerf was massive overkill, i never understood why they didn't just have on it "Your minions with 3 or less attack have charge" when they initially nerfed it, small wording change that would stop the OTK without destroying the card.
In standard with the push from charge to rush, it's likely that warsong will now only ever have 18 possible targets (2 of which being targets of the charge spell) which isn't really enough support for such a weak card.
Also the argument of her being classic shouldn't affect the decision to unnerf and move to hall of fame as she wouldn't be classic anymore once moved to wild and so wouldn't limit design space
Hunter legendary card idea
More Card Artwork Updates
I haven't seen it announced anywhere yet but it's up on Trent Kanuigas' youtube channel (he does a lot of HS card art)
https://www.youtube.com/watch?v=uX-EZxMsi8M
Update: Old news, for anyone who doesn't play wild and missed the new druid art update you can check it out here
(give it a second to load up the card option on the bottom of the description)
Blizzard card reveal delay
I also agree 1 month of reveals is better.
I don't like 2 weeks of intense revealing. At that point, i'd prefer no reveal at all. Blind release.
Here's some art, make a card! [Legacy Game]
Next :
A druid spell with either Treant synergy or restoration effect.
Blizzard card reveal delay
I'm addicted to card reveals and really wish they'd at least reveal one card everyday, starting 1 month prior to release like usual.
Saviors of Uldum Predictions and Expactations
Mage hero power should be "Destroy a minion and summon 2 of the same cost" so you can destroy the mountain giant of the opponent and then get two of them yourself :) Now that's a serious hero power.
Whats your guess for the other QUESTS in SOU?
Mages could be "Cast a random Mage Secret"
Paladin could be "Give minions in your hand +1/+1"
Rogue I'm thinking either "Trigger a Deathrattle" or "Passive: Your combo cards no longer need activating"
Priest maybe "Heal all friendly characters for 2 health"
Warrior has to be some kind of "Deal 1 damage to a minion and give it +2 attack"
Whats your guess for the other QUESTS in SOU?
And whatever they end up being, they’ll probably be watching out for the power level on them a lot more.
Something a bit interesting to note, whatever the Warrior one ends up being, it probably won’t be run with Boom (since the quests so far have been less game winning stuff like the old ones and more extra value over time). Boom’s hero power is probably gonna be better than whatever it ends up being
A Case for an Unnerfing and Hall of Faming of Warsong Commander
I'm not sure what you mean regarding new players with little dust. Blizzard always prints new classic cards to replace anything they HoF and if anything, warsong commander being replaced by a halfway playable card would make warrior's basic set a lot less abysmal for f2p players
As for limiting design space, I say look towards Big Priest again. It's an amalgamation of cards that, in a balanced meta, should have limited design space all by themselves. Yet last expansion we still got Vargoth and Katerina, which pushed its power level to new heights. It would seem that they do not care about the power level of things in wild nor let wild cards that limit design space get in the way of making new cards
It's not just Big Priest either. There's mech decks making infinitly large things with with sn1p-sn4p, turn 4 voidlords, quest mages that can finish their quest as early as turn 4 and refill their hand in the same turn, standard-like rogues with patches and shark+fungalmancer. Everyone is already doing insane stuff. So what if you die on turn 7 or 8 to some kind of warsong combo? This is exactly the kind of thing that happens in wild. Mech hunters would call this lethal slow
A Case for an Unnerfing and Hall of Faming of Warsong Commander
Just unnerf it and change the keyword to rush, so it fits the actual theme of warrior, is strong but not unbalanced, and lets you clear boards and create a huge berserker without killing you in the same turn (except if it was already on the board).
That would be fair.
Blizzard card reveal delay
So, yeah I think it can be frustrating too. But I think once it gets going the pacing is better. A while ago they used to have a longer reveal season, but with only one or two cards released a day with no schedule - but that too could be frustrating because you would be refreshing all day for not much return. Then they changed it to a set schedule over two weeks with two major reveal streams, and around 5-6 per day. Much more engaging and rewarding.
It also allows them longer to test and make final tweaks.
Blizzard card reveal delay
It makes the time between 2 expansions feel shorter. Players can start speculate, they are just feeding us and it's cool.
Blizzard card reveal delay
I don't understand why blizzard keeps doing it, revealing a few cards, then wait 2~1.5 weeks and then reveal the rest.. Why is that gap necessary? Why announce an expansion and then have 2 weeks of nothing?
Then have 40+ cards being dumped in the end...
It's 135 cards and there are 34 days till the expansion (but who is counting? ) I mean.. Even a card a day is not enough.
The Pepper Thread - Share Some Good Vibes!
https://hsreplay.net/replay/pqjp8byVecoEfUKv34qJSR
Today's goal was to make a warrior that can bomb and tempo out all the typical bad matchups of the class (mage, rogue, etc)
While testing, I queued into a token druid, then proceeded to curve out and push him off the board. Now, I know warrior is supposed to have a good matchup vs token druid, but I won this game with minion combat, not brawls and warpaths. The opponent's hand wasn't so bad either; he only missed his turn 1 and used full mana for the next few turns. If I can push board-centric spam decks off the board with this list, I can probably beat up some mages easily with the same tempo. There's no better feeling than getting the validation that your little deck tweaks did work
The icing on the cake was when I topdecked my Azalina near the end. His hand was only a couple buff cards with no minions to use them on because I killed all of them. Typical token druid problems. The following turn, I killed him with his own savage roar
TL;DR: was testing tempo warrior to beat mages and rogues; tempoed out so hard that I out token druided a token druid
How to buy the pre-order (or anything) cheaper within Blizzard Shop without any problems/illegal actions?
Indeed... it was your guide on hearthpwn. Well done ;)
A Case for an Unnerfing and Hall of Faming of Warsong Commander
not Warsong Commander

They should unnerf Tinkmaster Overspark
A Case for an Unnerfing and Hall of Faming of Warsong Commander
You could change Warsong Commander to useful minion. I would not go back to any previous iteration of it. Giving all minions charge is damn OP. Giving small minions is less OP but as mentioned above it would be quite OK if just worked on small attack minions and stop when they gain higher attack.
But generally Charge is much more oppressive and prone to being problematic than Rush.
That's why I would like to see Warsong going in this way.
It could be something like: "Your minions with 3 or less attack have Rush" or if this could be problematic than maybe something like "Your minions with Rush have +1 (or +2) attack."
If Warsong interact in some way with Rush instead of Charge he will be much more useful as there will be more and more Rush minions.
Whats your guess for the other QUESTS in SOU?
I think that they are really heavily trying to follow the blueprint for each classes identity Warlock draw Shaman battlecry etc. So i think you should expect more class conforming quests and legendaries for that matter.
Whats your guess for the other QUESTS in SOU?
I think the priest one will involve a resurrect. Like 2 mana resurrect a minion that died this game or turn.
Saviors of Uldum Predictions and Expactations
I don't think they will give mage more random spells, especially with a quest. They did it on Un'goro for quest progress.
Well, it would be cool if they make a Zombeast hero power for mage like "Discover 2 spells and combine both." Zomspells. :P
Quest Trading - Play A Friend!
Battletag: vasiiilvasil
Region: EU
Trade only?: Yes, you go first
DONE.
Decks Assemble!
I hate this brawl cause opponents take forever to pick a card won on 2nd try, till next time.
Whats your guess for the other QUESTS in SOU?
Why unbalanced ? It doesn't even provide benefits and just waste of a secret room. completing 2nd Uldum quest would be only reactivate your used hero power. Getting same hero power twice doesn't provide any benefits.
Whats your guess for the other QUESTS in SOU?
A Case for an Unnerfing and Hall of Faming of Warsong Commander
The nerf was massive overkill, i never understood why they didn't just have on it "Your minions with 3 or less attack have charge" when they initially nerfed it, small wording change that would stop the OTK without destroying the card.
In standard with the push from charge to rush, it's likely that warsong will now only ever have 18 possible targets (2 of which being targets of the charge spell) which isn't really enough support for such a weak card.
Also the argument of her being classic shouldn't affect the decision to unnerf and move to hall of fame as she wouldn't be classic anymore once moved to wild and so wouldn't limit design space