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TopicHearthstone Discussion Topic 288 - Rastakhan is Rumbling
KokoroAkechi
12/07/18 6:20:01 PM
#42:


After looking through standard, here's a list of changes I'd make

Druid
Wild Growth
-Get rid of the excess mana at 10 mana.

This might actually be a little too much of a nerf, but I don't see a way to hit this without making it really bad (like making it 3 mana), or making it so both players gain the mana.

Branching Paths
-Reduce the armor gain from 6 to 3.

This still lets you power up spell stone, but doesn't let you use it as a stall effectively versus aggressive decks.

Nourish
-No longer gives full crystals on ramp.

This should be self explanitory. This is by far the most popular proposed change to this card.

Spreading Plague
-Scarabs changed from 1/5 to 1/4

Still pretty sure plague is too good even in the current game state.

Ultimate Infestation
-Add effect: Your turn ends immediately after you play this card.

I've thought about changing it to all 4s, but I think the planning around playing this card with the change I proposed is just better. The only really bad thing is that the card already has a lot of text so the feasibility of this actually being considered is probably really low.

Hunter
Lesser Emerald Spellstone
-Changed to read: Play a unique secret to upgrade.

I'm on the fence if this is strong enough to be nerfed. It's more that secret hunter is such a polarizing matchup and it's really this card that does it. I think because hunter has like zuljin, rexar, and other things too that even if this happened it would still have a strong enough game later on to make its bad matchups against control not be awful. This also creates games where aggro can actually attack and eliminate secrets from the pool of things the hunter might play, and also make the hunter choose secrets they might not have otherwise.

Deathstalker Rexar
-Cost up to 7

Not sure what else to do to this. The card is among the biggest design space limiters in standard right now.

Mage
Primordial Glyph
-Can no longer discover itself.

Paladin
Unidentified Maul
-Divine shield is changed to give minions +1 Health

I still think +1 health is strong, like maybe better than divine shield in some cases, but in a lot of cases they play this and if they get divine shield it's like they win and if they don't they lose. So just take that away and actually make them play a game instead of rolling an extremely OP rng trigger. I'd also consider taking out taunt for something better than that to even this out, but don't know what that would be.

Priest
Shadow Visions
-Can no longer discover itself.

Duskbreaker
-Stats reduced to 2/2

Eternal Servitude
-Changed to read: Discover a friendly minion that died this game with a mana cost equal to or less than your current maximum mana and summon it.

Rogue
Kingsbane
-Durability to 2 (from 3)

If they are going to keep making tutors for weapons 3 durability on this is pretty excessive imo.

Shaman
Shudderwock
-Cost up to 10 (from 9)

Neutral
Prince Kelesth
-I don't know.

Not sure what to do that like doesn't ruin this. It has to be 2 mana because of theming.

Happy Ghoul
-Changed to read: Cost is reduced equal to the amount your hero healed this turn.

Mind Control Tech
-Nerfed to a 1/1.

Stonehill Defender
-Reduce the rate at which legendaries appear.

Genn Greymane
-Stats nerfed to 5/4

Baku
-Stats nerfed to 5/6.

The Paladin and warrior hero powers probably also needs to be changed.

HoF
Alexstrasza
Malygos
Mountain Giant
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Updated: July 27th, 2016.
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