How much stats would it take for a vanilla body in standard?

In the beginning of HS, until about 4-5 years ago, a slightly modified version of the test worked like magic, especially in the arena

attack + health = mana cost * 2 + 1 was the equation determining if the minion has value

So, chillwind yeti was value, because 4+5 = 4*2 +1 => 9 = 9

Rules of thumb next suggested to count Taunt and Divine shield as additional + 1 value

So Senjin Shieldmasta was value, because 3+5+1 = 4*2 + 1 => 9 = 9

Crusader (or whatever was his name, 3 mana 4/2 divine shield) was value, because 4+2+1= 3*2+1 => 7 = 7

If there were more such rules of thumb, I forgot them, but they worked esquisitely until we stopped using Vanilla minions

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I mean, it’s easier to just say “Vanilla Stats should be 2x mana cost + 1” since that’s what we saw during the first few years of Hearthstones’ history.

But these days thanks to powercreep, we’re not only seeing cards with those stats and massive upsides, we’re also seeing cards go BEYOND those stats with massive upsides.

edit: to clarify on what im actually saying here, we have to analyze what the stats mean relative to the rest of the set surrounding it. A 5 mana 7/5 that summons another 7/5 is great but not broken, where as a 5 mana 5/7 that summoned another 5/7 would be broken. Meanwhile, 1 mana Magma Rager would be much stronger than a 1 mana Amgam Rager (neither would see play obviously)

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Oh ok, yeah I get it now. Thanks for the clarification. Yeah, I can see why no text minions would not be printed. The game changed a lot and I wouldn’t even use these minions in classic hearthstone. There was always something of better value for the same cost.

Discover slapped on is the new Vanilla.

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Thanks for the post found the read enjoyable.

Wanted to point out probably the closest we have to vanilla stats dumped to the board and still being competitive is pain Warlock.

It dumps stats at above curve rate in order to close out games before an opponent can stabilize.

Here are some example minions:

4/4 for 0 mana once you’ve done 9 self damage, the cheapest form of self damage is 4 or 3 damage per mana, meaning this card costs 3 mana and reads “do 9 damage to self and gain 3 bonus effects.”

6/6 taunt for 4 mana that potentially heals up to 14.

1 mana 3 / 3 or 3 /2

And of course 8/8 for zero mana after 22 self damage, so really it’s about 7 mana or so distributed over several turns.

All these cards have a ratio 3 or higher, and still are barely playable.

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Yea, those guys are a pain, to turn a phrase. Easily my worst matchup in the druid and warrior decks I’m toying around with right now, for precisely the reason you stated: they just out-body me before my “cool cards” can even be played.

Though I will say, I won on turn 3 against a painlock recently when I was still piloting lamplight mage. POST-nerf. They brought themselves down to 3 health, and I had saved the coin.

Yeah as someone who primarily climbed this month playing pain lock, you are horrendously weak to Burn decks in general (small spell mage has like 80% WR against me despite being a garabge deck)