With the Old Gods expansion closing in alongside the separation between Standard and Wild formats, I think it's time to speak some final thoughts about cards that could (and maybe should) be changed in a way or another. The cards I'm referring to are expected to stay around Hearthstone's Standard format forever, and I think they aren't discussed enough in the midst of all the Savage Roar concerns. Let's get to it.



First on the list is Doomhammer. At a cost point of 5 Mana and capable of dishing out a total of 16 damage on its own by turn 8, the card is a bomb. At the core of the weapon's problem I think is the "clock" it's putting the opponent on. This is aggravated by Rockbiter Weapon's ability to target the hero as well as a minion.

A weapon such as Doomhammer will always be powerful when it's equipped and doesn't get answered with weapon removal, but it would be a lot less game-deciding if it were to come out at a later turn. Al'Akir is a close comparison point you can look at, but it feels like a fair card because it gives you time to set up a defense line. I would like to see Doomhammer lose its Overload and have its cost bumped up.

Cabal Shadow Priest


Second on the list: Cabal Shadow Priest. Priests are notorious for their ability to interact with minions who fall between very specific Attack ranges. This card among all their tools is however capable of swinging the board state in an obscenely powerful way and, more to the point, warps deckbuilding choices by making certain cards virtually impossible to justify playing.

Shadow Word: Pain and Horror may be deterrents when it comes to playing certain cards, but they don't outright prevent you from trying out Wobbling Runts. There is a difference between trading a minion for a removal spell and giving your opponent an additional threat for you to waste cards on. Mind Control-like effects are extremely powerful, and controllable ones even more so; for that reason, I would not be surprised to see Cabal Shadow Priest undergo some change.

Power Overwhelming


Third on the list is the game-winning 1-Cost spell that Warlocks have been using everywhere since they could deckbuild. It's aesthetically very powerful both individually and because of its synergy with other cards in the class (Shadowflame and Void Terror, for instance), but it does not trade off much for its versatility. Whether you use it for its synergy with other class cards, to trade up into a large enemy minion or even to power up an Arcane Golem before copying it with Faceless Manipulator, the card is a cheap way to seal games.

I can appreciate its aesthetic and what it tries to accomplish, but much like Demonfuse would be amazing if it cost 1 Mana due to its burst potential, Power Overwhelming should probably get a slight rework.



Fourth and last on my list is Druid's iconic 4-Cost spell: Swipe. The class will probably see its one-two punch combo of Force of Nature/Savage Roar reworked, but I think it's also possible that Swipe is looked at through the lens of versatility. The card isn't a massive balance issue, but it harkens back to the days of old where Wrath and Starfall could choose to the target the enemy hero. The purpose of the spell likely wasn't as a lethal tool but rather as a board control tool; its scalability with Spell Damage is insanely good, but its cost makes it a bit awkward to use in that manner. I think the versatility of it in midrange decks warrants consideration.

I think now is a great time to be a Hearthstone player; with the shift in design philosophy that Team 5 is embracing, we are witnessing the start of Hearthstone's adulthood. If the developers keep designing expansions like the Old Gods and maintain their willingness to make card changes when necessary, I think the game has a bright and healthy future ahead of it.

Shuffle your decks, ladies and gentlemen, for the inn's about to get heck of a lot busier!