Alternative Hero Powers (Passive, stronger, uncontrollable)

I would like to introduce you to some possible hero powers that could exist if the existing classes could switch their hero powers.
By changing hero skills, classes become even more individual and even more unique decks can be created with it.
The hero power with which you play is also selected when building the deck.

Passive, stronger, uncontrollable HP

The following hero powers are more effective than the basic hero powers and they are passive, however they cannot be used in a controlled manner.

Benefits:
-Stronger
-No mana cost

Disadvantage:
-Uncontrolled
-Useless with many cards (e.g. Inspire)

#Warrior (Passive) Counterattack: If your opponent plays a weapon or cards, which improve a weapon, the effects are also cast for you.
#Mage (Passive) Spellsteal: Gain a random active secret when your opponent plays a spell that costs more than 3 mana.
#Rogue (Passive) Mimicry: Get a copy of the third card your opponent plays in a turn which cost 1 mana less.
#Shaman (Passive) Balance of Elements: Every spell cast on a minion is also cast on a random minion of the other player.
#Warlock (Passive) Circle of Life: Restores as much life to your hero as the enemy hero suffers damage in his turn.
#Paladin (Passive) Power of Light: Doubles the effect of legendary minions.
#Druid (Passive) Hybrid: Change your hero ability into a 2-mana-cost version of the last battlecry or deathrattle that you played. One time use.
#Priest (Passive) Overwhelming death: Minions without deathrattle receive when played Deathrattle: Summons a minion with deathrattle that costs exactly the same.
#Hunter (Passive) Priorities: While a player has minions. his hero is immune.

Do you think that these hero powers are a good alternative or do you think the idea itself is rather bad?

I think that could be awesome in an alternative “fun” mode. I think most people won’t like it in normal play since it’s might be rather unbalanced. But if you just want to play for fun I think some of these Hero Powers could be really interesting. I like the idea.

I think there’s a name for that alternative fun mode.


I think alternative starting hero powers for constructed mode should eventually be a thing, but they should be about as low impact as the existing ones. The lineup here are massively impactful and change the games to the same degree as a Tavern Brawl or Adventure Boss would

Also, they’re much more powerful than you think. Inability to trigger Inspire is not a drawback because Inspire cards are terrible and nobody uses them. If you have one of these hero powers, you’ll also have a deck that synergizes like crazy with it.

Please elaborate what “double of effect of legendary minions” means, there might be some google translate shenanigans going on here and I’m concerned about this hero power.

?

That’s why I said

As you said alternative Hero Powers for constructed should be more in line with the current ones. But how about a mode where you only play for fun? Maybe it’s hard to imagine but I saw many people playing “meme decks” “just for fun”. You know, that sort of thing. Maybe it will be mostly for playing with friends. But in such a mode I would like all sorts of crazy things to happen.

I also wondered about that. But if you think of some Legendaries you could easily imagine what it means. Although some might be tricky. And considering all the Legendaries and that they constantly would need to update it, that Hero Power seems rather unlikely to become a thing.

But here’s some examples how it should work: Nat Pagle would have a chance to draw two cards. Hogger summons two 2/2’s with Taunt. Basically all Battlecries would trigger twice. Crystalsmith Kangor would quadruple all Healing. Lorewalker Cho would give the other player two spells for each one spell cast. And so on.

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I was alluding to the Tavern Brawl format as a joke. The rest of the post was directed at the OP. Meant to add a divider after that.