[Suggestion]Lightwell End / Start

Lightwell could be changed to restore 2 health at the end and the start of your turn. Instead of restore 3 health at the start of your turn.

Just play a better card. Try Sandhoof Waterbearer while it’s still in Standard. :smiley:

1 Like

This suggestion is for a change in the classic set. I am not asking how to play or what card I should use.

Lightwell really needs ‘Stealth for one turn’.

3 Likes

It’s a crap card, the real use for a 2 mana 0/5 is Inner Fire shenanigans and there are better options for that kind of play in Frazzled Freshman etc. They probably set it up for start of turn for the same reason they set up Nat Pagle for start of turn as well.

2 Likes

Classic cards in general are not meant to be strong. Some are good but most are useless unfortunately.

I wanted to suggest a Deathrattle that heals 6 and is reduced by 1 for each health Lightwell heals, but I suppose that would result in too much text.

So my suggestion is going to be a simple: “At the start of your turn and when this minion is destroyed, restore 3 Health to a damaged friendly character.”