While Everyone says mundane things, I would opt for more throw people on their feet.
Standard could have a daily rotation of ‘bonus’ rules added at the start of games. Like how twist was doing. but it affect the whole deck building process between classes. This way cards might be seen weak or slow might get used during that period of time, and can destroy static decks for week long periods every other week.
Examples
- Demon hunter : Demons cost 2 less but not less then 1
- Druid : Whenever a Treant or Ancient is summon it summons a copy that is dormant for 1 turn that has rush.
- Warlock : Cards that would hurt you heal
- Paladin : Whenever you summon a Silver Hands Recruit, buff the other ones on the board
Stuff like this can be done to make less use styles stronger even for a day, or just turns off 1 whole deck duction it thriving on, this would cause 1 whole day the power shift + decks play vastly different, let say someone favorite class becomes popular for a day cause it strong it won’t demand a buff or nerf as it will pump data so they can see how it affected games.
Oh and bring Skulking Geist+Steamcleaner to the core set, and make it cost cheaper, watch it destroyer all the 1 cost spells decks, even destroyer the spells in hands (Better then Steamcleaner but helps with other cards like tradeables and etc).
Actually, that can be an other thing also. Rotate the coreset monthly, Wild has a huge amount of cards they can use to swap in and out more cards to shake the meta up, while introducing old cards that were powerful and shutdown some games style completely in some classes, while enhancing others.
As for Wild, I say mainly every week ‘ban’ some expansions completely, in a never cycle forcing - There is 30 wild sets right now, not including standard (but including legacy).
disableing let say 50% of the expansions overall, and some standard, one will force wild only cards maybe take hold, and can disable some exapansions completely that make some classes too toxic in wild format.
Like I loath Demon seed Pain Warlock, very much, They can flood the board and completely it as fast as turn 3. then on turn 4 with a Coin, they play their quest reward and just kill you with mass factory + board if they mega high roll. Next to all the damn pirate decks and Agrro/combo deck that can kill you so fast. Shutting down expansions can criple some of these deck existing and make wild, well, wild and random while making us play with other cards that in our old collection. They can for example make it where Hero power cards become a highlight of wild, where less seen card or card been sitting (and sure the classes who didn’t exist uses an other set for class card + the neutrals but disable that expansions neutrals)
IE :
Disable Stormwind cards in Warlock, Hunter, Druid, while letting them use Galaronk
Disables Galaronk cards in Shamen, Rouge, Warrior, while letting them use Stormwind.
Having an expansion disable for a week won’t hurt people who play wild, and if they get butt hurt the ‘deck’ they want to play doesn’t exist like Pain Demon Seed which didn’t existed anyways till newer cards support it, they miss the point of wild letting us use ALL our cards once awhile in wild, Cause some classes are basically dead and unfun unless you get that 1 out of 50 runs to play a deck on how fast current wild power level is making it impossible to play slower and older cards by some classes alone unless you go on 20+ lose steak to get that 1 feel good old deck.
Or make it where a X Year cards are enable only.
enable years : Wolf, Pheonix, Dragon, Kraken
disable years : Hydra, Gryphon, Raven, Mammoth
And rotate that weekly, so some decks get destroy and others rise from the ashes for older classes.