King Krush actually depicts Lar'kowi (WoW TCG art) who is not a devilsaur but a much smaller ravasaur. The perspective makes it look like it could credibly be a devilsaur though.
Mountain Giant's, Faerie Dragon's, and Leper Gnome's arts were originally concept arts for Warcraft 3 and WoW respectively, that were added on top of a background to make the art. Small indie company guys.
The artwork for Grommash Hellscream is the cover for the novel Rise of the Horde. This explains why the framing is so bad. Most minion art depicts the entire body of the minion, not a part of it.
If you look at Fen Creeper closely, you will see a female gnome who is fishing and seems unaware she's standing on this minion. That gnome was later given a name: Nemsy Necrofizzle (the complete art depicts her standing on Fen Creeper). It seems she has unexpectely become the minion's master.
Stampeding Kodo is in fact not a Kodo but a Clefthoof. A totally-unrelated species native from Outland.
Dark Iron Dwarf depicts Overseer Oilfist from the Thorium Brotherhood. Calling a card like this is like calling a card with a human artwork "Human".
Dread Corsair's artwork was for the Revenge ability in WoW TCG. The warrior on the art is not shown.
Mana Wyrm has the laziest card art from all the original core sets: it's an altered screenshot from the original Burning Crusade trailer (at 1:33). Small indie company guyz!
In WoW Classic, Perdition's Blade is a notable loot from Ragnaros. It was bis for Rogue during P1.
Southsea Deckhand is in fact a member of the Defias as shown by the red mask.
Whirlwind somehow escaped the great card art nerf even though it has both blood and boobs.
The Wisp is a dead night elf player. In WoW, when NE players die, they have the form of a wisp so they can recover their dead body faster. The original card act depicts that: other spirits are lagging behind.
Almost NO original card art from the original basic/classic set is original to HS. As we've seen, most of it comes from WoW TCG, official expansion artworks, book covers, concept art, and even screenshots from trailers (this explains why the framing of so many card is fucked up: they weren't made to be HS cards). There is only ONE exception: Acidic Swamp Ooze's art is original to HS!
Up until 2016, most card art was re-used art. Knights of the Frozen Throne stands out as a "recent" expansion that still re-used a shitton of art. Nowadays, art re-use is extremely rare. The most recent example I can think of is Blazing Battlemage which is about to rotate.
Personnaly I'd prefer no voting system at all. I almost never use it. It makes sens for decks or for cards but for posts frankly that's bullshit. The only place where it may be justified is in the Fan Creations section, though then you can have only one counter for the whole thread.
*boomer mode on* Back in MY days from pre-social-media internet young people weren't so thirsty for attention and weren't constantly judging each other!
I’ve stopped playing Brawls a long time. Most are just boring pre-made decks or RNG fiestas. I don’t want to lose my time and sanity every week just to get one damn pack.
I think Blizz should change the pack condition from winning to simply playing x games without conceding. It’s in their interest too since they often use Brawl data for future designs.
No neutral legendary is useful for all classes (Paladin will never use Malygos, etc). The difference between Subject 9 and other legendaries is that in S9 it's explicit.
Both Jade Idol and Astral Tiger have in their time made Druid "the class that never fatigues". I thought it would be interesting to keep that aspect here, especially considering Druid's well documented weaknesses (lack of removal and aoes). It's not much, but it gives Druid a niche.
For the flavor stuff, it was sometimes a consideration (that's why I made Libram of Submission and didn't just took Shrink Ray and bump its cost by 1). This is mostly a class issue though. When it comes to neutral, by definition you don't really need to have unified flavor unless you can't understand it outside of an expansion's specific context (eg the EVIL league). BTW Overdue Justice is a token from AoO, not scholo. I took it only because Light's Justice is ugly.
Hunter, Warlock, Warrior, are here. I wished I had time to polish but I'm trying to get them all out before tomorrow. Mage and Shaman are ready, only the formatting is left. Rogue is still under way.
Replaced Corrosive Sludge with a nerfed (2/2) version of Acidic Swamp Ooze. The current ooze has vanilla stats so there's little penalty for including it in a deck, the tech effect is too powerful for it to have vanilla stats.
On the removal of Charge (which seems to be the most contentious point) : First thing is I didn't remove it completely since it is still present on Skycap'n Kragg (and will be on class legendaries). Second thing, the Charge keyword is a powerful keyword on any card especially those with a high attack/cost ratio. Having those in Core sets limits design space for future cards. Stonetusk Boar has been problematic several times (with [Hearthstone Card (Caverns Below) Not Found] and Dire Frenzy). Bluegill Warrior was problematic in Anyfin Paladin (even though that deck was never tier 1, it's uninteractive).
On basic cards that are supposed to be bad : The game has been powercrept to such a degree that "fair" normal cards have nearly no change of seeing play. Even if the power level of the core sets is raised, the average power level of expansions is so high that new players will quickly learn how the game works anyway. I don't think a 2/4 Patriarch and a 7/1 Rager will change that. (Shieldbearer also serves that purpose of showing that stat distribution matters).
On the core sets being pure tempo : I agree that my Basic set is nearly-pure tempo not by choice but as a consequence of it being simple. There's only that much you can do without advanced mechanics. For the Classic set however I tried to go beyond pure tempo and put some control/combo cards in there. Did I fail? It must also be compared to the currently existing sets. When you get rid of cards that are supposed to be control but are bad, there isn't much left anyway.
Alexstrasza and Nozdormu : I changed their effect instead of HoFing them for one simple reason : they're cancer as they are. I don't want them in ANY MODE neither Standard nor Wild. Alexstrasza nullifies all efforts to counter combo decks. Nozdormu is bad because it penalizes players for reasons external to the game (disabilities, bad mobile, etc...). I stand by that choice.
Malygos : The initial version of this post contained a lengthy explanation for each choice I knew would be controversial such as Maly but I scrapped this part because nobody would read it. I'll CP the Maly part : "Malygos is a good illustration of the difference between design space and deckbuilding space. Malygos restricts design space, namely space for cheap damaging spells. However, Malygos also created archetypes around him. Despite fears, those archetypes 1. have never been oppressive in the history of HS and 2. have varied across time. I estimate that the deckbuilding space Malygos creates is greater than the design space it restricts so I left him in the Classic set." (and yes, I will HoF Moonfire not just because of this interaction but also because it doesn't fit Druid in general).
Justicar Trueheart : I'm not sure why it would be too OP. The only deck that historically played Justicar were Control Priest and Control Warrior, both of which can be countered (by sustained pressure and value generation respectively). Other classes' upgraded HPs are generally not worth playing a 6mana 6/3. Having Justicar in the Classic set also show players who didn't play during TGT/Witchwood what the upgraded HPs are.
Subject 9 : Secrets aren't for tempo. Drawing 5 secrets (but you must first put them into your deck) may become too good at some point in the future, but like Malygos I think the deckbuilding space it opens is way greater than the design space it closes.
Scrapyard Colossus, Fungalmancer : I admit those were on the edge and were pretty late inclusions in my sets. Colossus is supposed to fill the role of the high-value big minion that is awesome when cheated but maybe it restricts design space too much? Fungalmancer replaces Defender of Argus/Stormwind Champion as the zoo buffer. I remember that it became playable only after the nerf to [Hearthstone Card (Spiteful Summonner) Not Found] so presumably it won't see play everywhere.
Arcane Devourer : My reasoning for not buffing it is that it could become broken if it is mana-cheated with the right cards. However I agree that in its current state it has no chance of seeing play. Will reduce its cost.
Acidic Swamp Ooze... yeah it was a mistake to replace it with Corrosive Sludge. That change was made only to keep a smooth curve. I will reintroduce it in the next version (but as a 2/2).
Yeah, I will continue to replace art that deserves to be replaced.
Instead of doing 1 thread per class, I've decided to do a single master thread for my whole shit.
Some changes happened for the classes I already posted before according to the feedback I've received. There are also some revamped cards that I shamelessly ripped off from other people's reworks (credit is given when it happens) because the main goal of this revamp is not to be creative.
Directions
General directions I follow for the core sets
Goal of Basic and Classic
Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.
I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.
The Basic set is the spine of the class. It ensures the class' viability and establishes its primary mechanics.
Must be simple. Most cards must have 2 lines of text or less. Only simple keywords.
Versatile to support multiple playstyles
Minimal kit of everything a class needs to be viable (card draw; removal; direct damage; good standalone minions;...) even if not part of identity
Fine if slightly more OP than what you would expect from expansions
The Classic set is the limbs of the class. It ensures the class' internal diversity and estables its secondary mechanics.
Presents the more "complex" mechanics of the game (Deathrattle, etc...)
Because Classic packs are bought, there should be a sense of progression
Unlike the Basic set, Classic cards should be slightly below average to let room for expansions
Tribal synergies
Beasts
All size of minions
Good standalone value
Buff each other a lot
Each type of Beast has its subtheme (Bears=Taunt; Boars=Rush; Cats=Stealth; Wolves=buff other beasts; etc...)
Most common type of minions, as such their identity is less precise
Demons (Warlock & DH)
All size of minions
Powerful but with a drawback (taking damage; discard; ...)
Dragons
Medium to big minions
"If you're holding a Dragon"
Hand synergy
Lots of legendaries
4/12 statline as a signature
Elementals
All size of minions
"If you played an Elemental last turn"
Value generation
Battlecries
Mechs
Mechs were the focus of only 2 expansions (GvG and Boomsday) but they're otherwise a rare tribe and have no central identity!
Murlocs
Small minions
Board-wide buffs for other Murlocs
Relies on early-game snowballing. If allowed to stay on the board, they become nearly unstoppable
Pirates
Small to medium minions
Weapon synergy
Lots of direct damage
Totems (Shaman)
Small minions
0 attack with some exceptions
Powerful ongoing effects (aura/end of turn/whenever)
Tribal synergies are part of a class primary identity in only 3 cases
Beasts for Hunter
Totems for Shaman
Demons for Warlocks and DHs
All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)
Keywords
Charge vs Rush - As you know, Charge is a dangerous keyword. This is why Rush was introduced...however there are a few cards that were meant to be finishers that wouldn't make sense without Rush. I will replace Charge with Rush on all core cards with Charge (and tweak stats accordingly) EXCEPT when Charge is on a legendary minion. There are 4 legendary minions with Charge in the classic set and they will keep Charge
Discover - Disover offers a choice between cards that are in standard. Due to how easy Discover can become skewed when the right cards are printed, there will be no Discover cards in my core sets. I changed my mind. My core sets have discover cards. See below.
Poisonous - There were originally no Poisonous cards in the Basic set before the introduction of [Hearthstone Card (Master Poisoner) Not Found]. I will therefore also have poisonous cards in my basic set
Lifesteal - There are currently no Lifesteal cards in the core sets. However the keyword is simple and I will therefore introduce some.
NEUTRALS
Specific directions for neutral cards
The function of neutral core sets isn't the same as class sets. Neutral cards exist to support multiclass strategies and needs. The power level of neutral cards is lower than class cards'. However, classes can use them to compensate for their weaknesses (eg. Taunt, healing, etc).
The Basic neutral set :
Has 50 cards
Must remain extremely simple. No more than 3 lines of text, but most cards should have 2.
Should feature all essential mechanics of the game.
Contains Vanilla and French vanilla (=only keywords) minions with pertinent statlines for their tribes and keywords.
Contains simple implementations of multiclass mechanics (eg. healing, summon, multiclass tribes like murlocs, etc)
Should be weaker than neutral sets from Classic or from expansions (unlike Basic class sets).
Is more complex and advanced than the basic set, and introduces "advanced" mechanics and keywords, but remains highly versatile.
Allows for more complex gameplans.
Contains tech cards against specific mechanics not normally counterable (eg. secrets, spells, battlecries, specific tribes, etc).
Has buildaround cards for multiclass archetypes (eg. Malygos).
Both neutral sets contain less cards than the actual neutral sets. This is because neutral cards, being usable by all classes, have a greater chance to "eat" expansion cards if they're too powerful. I kept the neutral-cards-to-class-cards ratio of 1/3 that is typical of expansions (before DH).
Nevertheless, I strongly oppose Blizzard's philosophy of making evergreen sets intentionnaly weak to leave room for expansions. This is the easy way out. I want to make sets that are interesting without wrapping the entire game around them.
I didn't make the effort to change the watermarks for the cards I just rotated without changing them. However, for the Basic cards I modified or created, I added the Basic set icon as a watermark to them. It is weird that the existing Basic Set doesn't have one.
Some of those cards were put there just for meme value. Memes matter.
NOTE: If you're an Arena player, you will probably look at this set in horror since it contains a lot of cards that are or were notoriously very good or even outright cancer in this mode. There's really no way around it. The Basic set is supposed to be generalistic and versatile, this intrinsically makes it broken in Arena. If it were real, this Basic set would NEVER be part of any Arena rotation.
Nozdormu : Effect changed completely. (Previous effect was too cancer)
Alexstrasza : Effect is now healing and only affects your hero. (Previous effect was too cancer). Art changed.
Vulpera Scoundrel : Attack reduced to 1. (Would have been too good for Classic otherwise)
Violet Teacher : Art changed. Effect is now "after" rather than "whenever".
Thorium Blacksmith : Name changed. (Formerly Dark Iron Dwarf, that's like naming a card "human"!)
Reckless Rocketeer : Charge replaced by Rush. Attack increased to 9 (to compensate).
Frost Elemental : Attack and Health increased to 6.
Core Hound : Attack and Cost decreased by 1. Its stats are now vanilla.
Wolfrider : Charge replaced by Rush.
Sha'tar Cleric : Name changed (formerly Shattered Sun Cleric, artwork was Lady Liadrin!). Art changed accordingly.
Raid Leader : Stats changed from 2/2 to 1/3. (This is a minion you want to keep alive). Art changed.
Novice Engineer : Art changed.
Kobold Geomancer : Art changed.
Orgrimmar Grunt : Health increased to 3. Name changed (formerly Frostwolf Grunt). Art changed accordingly. I know I could consider this a completely different card altogether but I didn't want to.
Bluegill Warrior : Charge replaced by Rush. Health increased to 2.
Bloodfen Raptor : Art changed
Stonetusk Boar : Charge replaced by Rush.
Shieldbearer : Art changed.
Cards moved from Classic to Basic
Frost Elemental
Silver Hand Knight
Scarlet Crusader
Emperor Cobra
Earthen Ring Farseer
Shieldbearer
Argent Squire
Wisp
Shortlisted neutral cards
Listed below are cards I considered adding to the core sets but didn't, either because they have a flaw that make them unfit for core sets, or because there was no room for them anymore.
RAMP - Druid have cards to gain mana crystals quicker than opponents, and play high-cost cards earlier than you would expect them, at the cost of tempo.
VERSATILITY - The Choose One keyword gives the Druid class a flexibility that other classes don't have. It can adapt its game plan depending on circumstances.
TOKENS/TREANTS - Druid can make a swarm of small minions bigger and bigger through board-wide buff spells, to take advantageous trades and keep control of the board.
SECONDARY MECHANICS
HERO ATTACK - Weapons are for losers. Druids jump into the fray with cards that directly give your hero attack for a turn.
ARMOR - Not as much as Warrior, but it is present.
HEALING - Not as much as Priest, but it is present.
BIG SPELLS - Not as much as... ok you get it. Jack of all trades, master of none.
In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.
After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring (Scavenger's Ingenuity, Ursatron) as opposed to general card draw, or "Recruit" mechanics.
PRIMARY MECHANICS
BEASTS (big and small) - All classes have tribal synergies, but only in Hunter is this particular tribal synergy so central.
SMORC - Face is the place.
SECONDARY MECHANICS
SECRETS - Hunter is a class with Secrets. Unlike Mage secrets (which are defensive) and Paladin secrets (which are situational), Hunter secrets are tempo-focused in nature, and helps you keep the lead on the boa
SUMMONING SPELLS - Hunter has a lot of them. This is what allows the class to have minionless archetypes.
TUTORING - Hunter has few "undiscriminated" card draw but has a lot of cards to tutor exactly the cards they need.
HANDBUFF - Alongside other "Grimy Goon" classes, Hunter has lots of handbuff. Hunter's handbuff tends to be focused on big single-target buffs
PARTIAL REMOVALS - Hunter AOE removals tend to be very partial and position-hased. See Powershot.
Mage is a mostly well-defined class. Blizzard's description of Mage's class identity is mostly accurate. The changes to my set are mostly polishing. Oh and also about nuking every combo piece of the fucking abomination that is Freeze/Exodia mage.
PRIMARY MECHANICS
SPELLS, SPELLS, AND SPELLS - Big ones, small ones. Mage is the most spell-centric class in the game. Minions are only there to boost them.
FREEZE - Mage can freeze enemies to stall the game and execute its game plan in peace. Fun and interactive!
CASINO - Mage has a lot of cards with random effects. In particular, cards that summon random minions of a given Cost.
CARD CONJURING - A lot of mage spells are about drawing or generating other cards.
SECONDARY MECHANICS
SECRETS - Mage has more affinity with its secrets than the other secret classes.
DRAW + HAND SYNERGIES - Not as much as Warlock, but a subtheme nonetheless.
COST REDUCTION - Mage has a lot of cards to reduce the Cost of other cards. That mechanic doesn't appear much in the core sets though as it is dangerous.
[Hearthstone Card (Sorcerer's Apprentice.) Not Found] : Rarity bumped to rare. Stats nerfed to 2/2. Now only discounts the first spell of your turn. It's a [Hearthstone Card (Pint-size Summonner) Not Found] for spells. As I said, fuck Freeze/Exodia mage.
Paladin has some well-defined themes (i.e. buffs), but there are too few of them. Paladin has historically always been a swing class, meaning its power level from expansion to expansion varies greatly due to both its extremely shitty core sets, which means its class identity has always been all over the place.
For example, Silver Hand Recruit synergy is a theme that has been mostly underexploited except during the Odd Paladin era. It's strange that board-wide buffs is considered a Druid theme but not a Paladin one. It would fit better here.
Large heals, even though it's been a Paladin theme, have been weak and don't feel different enough from Priest ones.
I've tried to gather everything I coul that make Paladin class identity, however it's clear Paladin needs something more.
Finally, I've gotten rid of secrets in Paladin's core sets. Devs said in the past that they gave Paladin secrets because they wanted to give them to Rogue originally, but Rogue already had the Combo keyword and they thought Paladin was the next best thing. But Paladin's secrets have always felt out of place within the class and they were almost never viable (except for Avenge and during the TGT era with Mysterious Challenger). This doesn't prevent Paladin secrets to be re-introduced during rotations as it is the case for Rogue secrets right now.
PRIMARY MECHANICS
MINION BUFFS - Paladin is the king of buffs and has lots of spells to make even the smallest of minions threatening.
...AND MINION DEBUFFS - Paladin prefers to weaken enemy minions rather than eliminating them directly.
MINION RESILIENCE - Thanks to Divine Shields and buffs, Paladin minions also stick on the board.
SILVER HAND RECRUITS - Reporting for duty! Paladin has a special relations to his recruits and have several synergies with them.
SECONDARY MECHANICS
HANDBUFFS - Buffs also include handbuffs. Paladins have access to the most cost-effective handbuffs.
HEALING - Not as prominent as in Priest but important nonetheless. Paladin focuses on big single-target heals rather than
SET - Rather than removing minions, paladin weakens them.
KEYWORD AFFINITIES - Divine Shield; Lifesteal; "Silver Hand Recruit"; "set X to Y".
Healing - Priest should be the best class at healing. It should have the most powerful and cost-effective healing cards, both single-target and multi-target. It should have healing synergy.
High-health minions - Going hand-in-hand with that, Priest should also have access to a lot of minions with high-health for their cost, as well as several ways of buffing a minion's health.
Copying your stuff - Priest has a lot of cards to copy his own or his opponent's stuff, either through summon or card generation. This also implies that Priest is good at greed and value.
SECONDARY MECHANICS
Hard removals - Priest has a lot of hard removals, that is removal that says "destroy" on the card rather than removal throught direct damage or other ways. Think of the Shadow Words.
Cost-effective but situational small spells - This is a theme that was explored during the Year of the Mammoth (2017) and culminated in Razakus Priest, which was the best deck in the game before its nerf.
Resurrect - I know this is a...controversial aspect of Priest, but gameplay-wise it is ok as long as it doesn't allow minion cheating.
Silence - Priest has a near-exclusive access to silencing effects.
Shaman is a swing class. It has a lot of well-defined but underexploited themes, while its core sets are too meme-y. Even though Shaman has potential, the class is hard to balance. One can clearly see that Blizz doesn't really know what to do with it. Also, no, card generation is not a Shaman weakness.
Shamans wins by keeping board control. The longer it keeps the board, the more powerful it becomes. Shaman is also the best at burst damage. On the flip side they struggle to recover a lost board.
PRIMARY MECHANICS
TOTEMS - Totems are (generally) 0-attack minions with a powerful ongoing effect. Shaman is rewarded by keeping its Totems alive and snowball into victory.
OVERLOAD - AKA "anti-ramp". Shaman can play cards that are OP for their costs. As per the official post, "they are able to overload their Mana Crystals with lightning, allowing them to ramp up for a burst of power faster than other classes. Shamans are thus rewarded for planning a few turns ahead by tuning their mana curve."
SNOWBALLING - A generalization of the above theme. Shaman wins by keeping board control. The longer it has board control, the more likely it is to win.
BURST DAMAGE - Due in part to Overload & Windfury, Shaman is king to dish out high amount of damage in one turn - either from spells, weapons, or from minions - provided your opponent didn't disrupt your game plan! This one is tricky though. Putting too much burst damage in the class will not only make the class uninteractive, but will also restruct future design space because burst damage is additive. I hope I balanced this right by giving Shaman just the right amount of burst damage in its Classic set to define the class and not break the game.
SECONDARY MECHANICS
EVOLVING - AKA the "transform minion into one that costs more" mechanic. This mechanic was introduced in WOTOG and has since received continuous support, with most expanions having at least 1 evolving card. This fits very well into Shaman's theme of leveraging board control.
BATTLECRIES - Shaman has a lot of good battlecries and battlecry synergy. This theme is mostly represented by Elementals which also give Shaman some value generation. Also fits well with Evolving since Battlecry minions are generally weak for their cost.
VERSATILITY - Although Shaman has an identity, it is also more versatile compared to other classes. Aggro, Midrange, Control, Combo, Shaman has the tools to do it all. A trait it shares with Druid.
Warlock is weird because it's mostly defined by its HP. It's not that Life Tap is intrinsically better than other HPs, it's just that it's deck-defining. Life Tap alone guarantees that Warlock will always have two archetypes at its disponsal : "vomit your hand and reload" and "play Twilight Drake/Mountain Giant on turn 4", independently of any class cards. If class cards didn't exist, Warlock would be the only class that still feels unique because of its HP (MAYBE Hunter would also feel unique because of SMOrc).
Fortunately Warlock has a few other themes than defines it... but those themes are largely under-exploited.
PRIMARY MECHANICS
SACRIFICES... - Warlocks will not hesitate to make sacrifices in order to play powerful cards on curve. Whether it's cards in hand, or minions on board. The Demon tribe exemplifies this aspect of the class.
...AND SELF-HARM - Warlocks love BDSM. They will also sacrifice their own mana crystals, or even their own health, to play powerful cards on curve.
DRAW & HAND SYNERGY - Due to Life Tap, Warlock will never lack card draw. In addition, it has (well, should have) a lot of draw synergy and hand size synergy.
DEMONS - Demons are Warlock's main tribe. Most Demons have high-stats but a negative effect.
SECONDARY MECHANICS
APOCALYPTIC BOARD CLEARS : - Warlock is THE board clear class. Even more so than mage.
HAND & DECK DISRUPTION - Warlock is one of the only class allowed to screw with the opponent's ressources (cards, mana, etc...)
Warrior is probably the best designed class in the game. No overhaud needed here, just some edge polishing.
PRIMARY MECHANICS
ARMOR - If left unchecked, Warrior is capable of gaining a shitton of armor.
POWERFUL WEAPONS - Unlike Rogues and their puny daggers, Warriors use big ass axes to smash the face, or anything in the way.
ENRAGE - Warriors are sadists. They love to inflict suffering on their own minions for personal gain. They can take advantage of damaged minions in a variety of ways.
SECONDARY MECHANICS
RUSH - ye
TAUNT - Warrior has access to powerful Taunt minions to protect its face.
REMOVALS - Warrior has plenty of removals at its disposal, either as spells, rush minions, or weapons. This way, Warrior can sometimes run the opponent out of ressources.
But what if the source of damage is mage hero power?
I am aware of all of that but if you look at the art, in this context (the spirit healer, the other ghosts), the Wisp is certainly a night elf player.
More trivia based on Classic/Basic card art:
Personnaly I'd prefer no voting system at all. I almost never use it. It makes sens for decks or for cards but for posts frankly that's bullshit. The only place where it may be justified is in the Fan Creations section, though then you can have only one counter for the whole thread.
*boomer mode on* Back in MY days from pre-social-media internet young people weren't so thirsty for attention and weren't constantly judging each other!
This effect is clearly not worthy of an epic gem. Blizz pls
Lifeweaver is hot
I’ve stopped playing Brawls a long time. Most are just boring pre-made decks or RNG fiestas. I don’t want to lose my time and sanity every week just to get one damn pack.
I think Blizz should change the pack condition from winning to simply playing x games without conceding. It’s in their interest too since they often use Brawl data for future designs.
That fire happened barely miles away from where I live. Kinda weird to think it had such far-reaching consequences.
RIP arena
Thanks for the heads up
Aaand it's finished! Just in time!
To give some answers:
Hunter, Warlock, Warrior, are here. I wished I had time to polish but I'm trying to get them all out before tomorrow. Mage and Shaman are ready, only the formatting is left. Rogue is still under way.
EDIT: Mage & Rogue out! Only Shaman left!
Druid and Paladin out. Have to finish this quick.
Alright Blizzconline is very soon so I need to finish this before they reveal the actual official core set rework.
Here are the changes I made to my Classic set:
@Zyella I may be more receptive to your comments if they were written less agressively and with better spelling
EDIT: Also new revision of the priest set added
To give some answers
A new version of my neutral set is under way.
Thank you Demon. It was probably due to the terrible formatting of my post.
Cheese's Custom Core set revamp
Instead of doing 1 thread per class, I've decided to do a single master thread for my whole shit.
Some changes happened for the classes I already posted before according to the feedback I've received. There are also some revamped cards that I shamelessly ripped off from other people's reworks (credit is given when it happens) because the main goal of this revamp is not to be creative.
Directions
Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.
I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.
Tribal synergies are part of a class primary identity in only 3 cases
All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)
NEUTRALS
NOTE: If you're an Arena player, you will probably look at this set in horror since it contains a lot of cards that are or were notoriously very good or even outright cancer in this mode. There's really no way around it. The Basic set is supposed to be generalistic and versatile, this intrinsically makes it broken in Arena. If it were real, this Basic set would NEVER be part of any Arena rotation.
(as you can tell, I hate Freeze Mage)
Card changes
Cards moved from Classic to Basic
Listed below are cards I considered adding to the core sets but didn't, either because they have a flaw that make them unfit for core sets, or because there was no room for them anymore.
9+ mana
7-8 mana
6 mana
5 mana
4 mana
3 mana
2 mana
0-1 mana
CLASS CARDS
DRUID
TOKENS
COMMONS
RARES
EPICS
LEGENDARY
TOKENS
Card changes
Cards moved from Classic to Basic
The following cards almost made it into my core sets, but didn't because there were no room left for them.
HUNTER
In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.
After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring (Scavenger's Ingenuity, Ursatron) as opposed to general card draw, or "Recruit" mechanics.
TOKENS
COMMONS
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
MAGE
Mage is a mostly well-defined class. Blizzard's description of Mage's class identity is mostly accurate. The changes to my set are mostly polishing. Oh and also about nuking every combo piece of the fucking abomination that is Freeze/Exodia mage.
COMMONS
RARES
EPICS
LEGENDARY
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
PALADIN
Paladin has some well-defined themes (i.e. buffs), but there are too few of them. Paladin has historically always been a swing class, meaning its power level from expansion to expansion varies greatly due to both its extremely shitty core sets, which means its class identity has always been all over the place.
For example, Silver Hand Recruit synergy is a theme that has been mostly underexploited except during the Odd Paladin era. It's strange that board-wide buffs is considered a Druid theme but not a Paladin one. It would fit better here.
Large heals, even though it's been a Paladin theme, have been weak and don't feel different enough from Priest ones.
I've tried to gather everything I coul that make Paladin class identity, however it's clear Paladin needs something more.
Finally, I've gotten rid of secrets in Paladin's core sets. Devs said in the past that they gave Paladin secrets because they wanted to give them to Rogue originally, but Rogue already had the Combo keyword and they thought Paladin was the next best thing. But Paladin's secrets have always felt out of place within the class and they were almost never viable (except for Avenge and during the TGT era with Mysterious Challenger). This doesn't prevent Paladin secrets to be re-introduced during rotations as it is the case for Rogue secrets right now.
TOKENS
COMMONS
Yes, Drakonid Enforcer is from battlegrounds.
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
PRIEST
COMMONS
RARES
EPICS
LEGENDARY
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
ROGUE
Rogue is a mostly well-defined class with identifiable strengths and weaknesses, as well as a lot of different themes.
TOKENS
COMMONS
Fun fact: Adrenaline Rush existed in HS alpha but it costed 1 back then and was probably considered too OP.
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
SHAMAN
Shaman is a swing class. It has a lot of well-defined but underexploited themes, while its core sets are too meme-y. Even though Shaman has potential, the class is hard to balance. One can clearly see that Blizz doesn't really know what to do with it. Also, no, card generation is not a Shaman weakness.
Shamans wins by keeping board control. The longer it keeps the board, the more powerful it becomes. Shaman is also the best at burst damage. On the flip side they struggle to recover a lost board.
TOKENS
Note: I strongly hesitated to change Shaman's basic totems but decided against it out of caution & conservatism.
COMMONS
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
WARLOCK
Warlock is weird because it's mostly defined by its HP. It's not that Life Tap is intrinsically better than other HPs, it's just that it's deck-defining. Life Tap alone guarantees that Warlock will always have two archetypes at its disponsal : "vomit your hand and reload" and "play Twilight Drake/Mountain Giant on turn 4", independently of any class cards. If class cards didn't exist, Warlock would be the only class that still feels unique because of its HP (MAYBE Hunter would also feel unique because of SMOrc).
Fortunately Warlock has a few other themes than defines it... but those themes are largely under-exploited.
TOKENS
COMMONS
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
WARRIOR
Warrior is probably the best designed class in the game. No overhaud needed here, just some edge polishing.
I strongly hesitated to un-nerf win axe or to change its stats, but I couldn't find anything good. RIP FWA. F.
COMMONS
RARES
EPICS
LEGENDARY
TOKENS
Card changes
The following cards almost made it into my core sets, but didn't because there were no room left for them.
Dean looks like hes missing part of his head on this articles pic.
On topic: The throne of Elements with the 4 elemental lords of Draenor.
Can we have a fix for the HS app overheating iphones on mobile now pls ?