Just me theorycrafting. I know Blizzard doesn’t read these forums or take any of our suggestions seriously. Just thought I’d share some ideas on how to fix the meta. Let me know what you think.
Few ideas how to fix the Meta as it stands:
Elementals:
-Completely remove Party Elemental
I gotta admit, just removing this one card by itself could solve almost all balancing issues with this stupid Tribe. It’s gotta be the most broken card in BGs right now. Tier 2 with unlimited value.
Pirates:
I feel like Pirates have way too many Cheese cards: Sell for 3 Gold, Tavern Cost -1, Duplicate the Card you Destroy. The problem is none of these really benefit the Tribe itself.
- South Sea Captain turns into: Gives all Pirates +1/1, no longer passive.
Im tempted to say also get rid of Nat Pagle or at least move his effect to another Tribe.
Dragons
Dragons are so close to being a decent Tribe. Their biggest problem right now is the fact they fall off so quick as they only have so few buffing cards Cobalt and Twilight. The rest are very late and/or very conditional. I wouldn’t suggest anything too drastic just:
- Herald of Flame does 4 damage instead of 3 for Overkill.
I feel like this dude just needs to be a little stronger. Nothing too big.
Beasts
I think Beasts are pretty decent right now. Especially their late game.
- No change.
Demons
This is a fairly tough one, in my opinion, as On paper these guys are pretty tough but in reality they rely very heavily on Juggler. The problem is in the current Meta, You could have an entire football team of Jugglers and they still wouldn’t matter much because 3 damage only goes so far against a 40/300 Molten Rock.
- Siege Breaker now does 1 damage to all minions the upon taking damage.
Rather than its measly +1 attack to all Demons which is a fairly weak passive for a tier four, arguably the worst passive. This would also stack with Imp Mama.
Machines
Machines are pretty tough as they really arent that bad. But I feel like they need a slight nudge to make them a little more relevant. Nothing too big, just a… tiny nudge.
- Iron Sensei now buffs the left-most mech.
I always disliked Iron Sensei. 2/2 just isnt a great buff to take a precious slot for a measly 2/2 mech that throws out it’s buff randomly. Possibly landing on something that isn’t long for your deck. If you could trade that randomness for a more focused buff at the exchange of bad positioning. I think it’s fair.
Murlocs
All good here.
–Heros–
With the introduction of Ragnaros, Al’akir, Chav and many other unbalanced Heros, they overshadow other older heros by quite a margin. To the point where you just want to concede if you’re forced to pick it because you just know your odds of winning are very low picking them. Few idea of mine:
Rakanishu: 2 Gold for Hero Power OR
3 Gold but you can target the buff OR
** 3 Gold, Still Random, but Only can Land on Elemental.**
Elise: Completely remove her from the game. Why does she exist? She’s awful. You are literally buffing every other Hero by never seeing her.
Ra-Faam:
Hero Power is now Passive.
Bartender: I gotta admit, I forgot this dude existed.
Passive Remains, However you can spend 1 gold to reduce it 1 further.
Illidan:
Also give left-and-right most minions Windfury upon first attack
Millificent:
All Mechs are +2/2
Nozdormu:
Refresh Costs (0) Equal to Half your Tavern Tier (Rounded Up)
So in other words at Tavern Tier 6, you can Refresh 3 times for free.
Patchwerk:
2 Gold: Incoming Damage is Reduced by Half
Curator:
Amalgam grows +1/1 with every Tavern Level
Akazamzarak:
Hero Power now costs 1
Rat King:
Cost 1 mana: Every Minion Type on a Rotation gives +1/1