Quote:
Originally Posted by D104
Kidnapper: This is a really cool card, and one that should be buffed so that it sees competitive play. But as is, the stats are just stupid bad. 3 health is too low, it trades down with 2 drops. Not exactly sure what it should be, 4/5 perhaps?
Totemic might: Completely useless as constructed. Perhaps change it to a shadowform-esque card that gives all future totems +1/1?
All ogre cards: This 50/50 mechanic just didn't work out. Scrap it.
What if all hero's had a card that would buff their hero ability in some way?
Such as:
Druid - Gain +2 Attack and +1 Armor this turn
Hunter - Deal 3 damage to enemy hero
Mage - Deal 2 damage
Paladin - Summon a 2/1 Silver Hand Recruit
Priest - Restore 3 health
Rogue - Equip a 1/3 dagger
Shaman - Summon a Random Totem with +1 attack
Warlock - Draw a card and take 1 damage
Warrior - Gain 3 armor
Would a card that would buff abilities like that see play? What would the mana costs have to be for such a card to be viable?
I think Dr. Boom should be 8 mana and otherwise left as is.
I think Mad Scientist should either be 3 mana as is, or debuffed to a 2/1 and left at 2 mana.
Ogre Warmaul is just a dumb card that seems to be trying to fill a gap that wasn't there to begin with. Part of me thinks it should be dropped to 2 mana since the RNG aspect is a detriment, but that doesn't make sense because of Fiery War Axe being 2 mana. What if it was kept exactly as is but had a battlecry of "Gain 2 armor"? Or "50% chance to attack the wrong enemy. When the wrong enemy is attacked, gain 2 armor."?