Can we add Spelljammer to the list? It is not inherently overpowered, but is very irritating and destroys any deck that cares about value. This is one of the primary cards that enable face decks.
I have had enough of this bloody card. While I have no numbers to back this up, I believe that this card single-handedly made the player going first have higher winrates than the one going second, since player one can use the mana tiles to play it on turn 3 consistently. This card is present in almost all decks, barring Spellhai. That is how broken it is. No card other than prenerf Keeper of the Vale and Lady Locke has ever been this common.
There is an argument floating around that Kron is only so common because there are few 5 drop choices. This is simply untrue. Ironcliff Guardian, Second Sun, Hamon Bladeseeker, Starfire Scarab, Nimbus, Reaper of the Nine Moons, Spirit Harvester, Nature’s Confluence, Frostiva, Dancing Blades , Grincher, Zen’Rui, Sunset Paragon, and Primus Shieldmaster are all powerful enough to see play, yet are often outclassed by Kron. Even before Shim’zar, the 5 drop spot was one of the most important, right behind the 2 and 4 mana spot. It was the spot that marked the grey area between mid and lategame, so many of the minions there were quite potent. The bold ones are cards that saw extensive play pre-Kron, but have now been all but replaced by him. Remember when Primus Shield was in every deck? Well, now, he and the factional 5 drop of choice have been replaced by Kron. Kron is not the only playable neutral minion that does what he does; he’s just a broken card.
My ideas for rework:
provoke, whenever your opponent replaces a card, summon a 2/2 prisioner
This will make playing with/against him far more interesting. You can lock down the opponent’s hand, forcing them to either sacrifice consistency of draw, or give you a free body.
provoke, whenever you replace a card, add a 2/2 prisioner to your hand (it costs 1 mana)
This will make Kron a far weaker on-curve play. If Kron is played like he usually is, on the 5/6 mana turn or earlier with mana tiles, this would make him an undersized provoke that draws a card; decent enough. If this is played in the late game, it is even more potent that it is right now since players usually float one or two mana a turn past turn 8 and the parishioners can be replaced or positioned whenever you want.
Provoke. Whenever you replace a card, summon a 3/3 prisoner (the forcefield one now has celerity instead)
This version of the card would be cemented firmly in he “late game” category, not the grey zone that it is currently in.
Maybe, a Kron nerf would hurt the replace archetype too much. However, replace decks should work because of a large quantity of good minions, not one blatantly overpowered one and a bunch or mediocre ones.
Provoke: Whenever you replace a card, summon a white locust (let the shenanigans begin)
I hoped that this day wouldn’t come, but it seems that we have finally achieved that critical mass of buff cards to make this minion overpowered. Originally, I really liked this card. It was an early, basic minion that taught new players about the concepts of value and tempo while still being good enough to see play in top tier decks. To every faction, it was an over costed phoenix fire that had the chance to survive to fire again. However, giving every faction access to rush is very risky. Now, when played alone, this card is decent enough but when combined with other cards, it becomes quite dangerous. Vanar has Kara’s BBS, Lyonar has Holy Immolation and Argeon’s BBS, Magmar has Thumping wave, Abyssian had Shadow Reflection, Vetruvian has First and Second Wish, the Neutrals has Primus Fist and Songhai… doesn’t play it because they have tusk Boar and Phoenix Fire. Giving rush to every faction allows a lot of out of hand damage from cards meant to reward keeping a minion alive for a turn.
As for Gauntlet, this card is hard to replace since it is a reliable source of 3 damage to anything. This is especially helpful against ranged minions and Reva.
This would make it a good three drop for new players to experiment with and teach positioning.
Opening Gambit: Draw a card
Still a very simplistic card for newer players, but one that is harder to exploit was the card pool grows larger.
Just a straight up nerf while still keeping to the spirit of the original.
This card may not be on the list, but it deserves a mention here. This is one of the primary enablers of burst heavy decks. If you are trying to play a strategy that relies on out-valuing your opponent, and controlling the board, this card is completely devastating. By playing this card, you put your opponent in the awkward situation where, if they destroy it, they fall behind on cards, yet if they leave it up, you draw enough to rush them down. Overall, a very aggressive card that harms control decks.
at the start of their turn, each player draws a card
The increased stats compensate for the they fact that your opponent gains +1 card if they destroy it on their turn.
Ranged. Your opponent may not draw or replace cards during their turn if you have not replaced or drawn cards during your last turn.
This allows you to stop your opponent from activating Kron or digging for combo pieces if you do not draw or replace. An odd ability that forces you to give up on extra draw and replace to force your opponent to do the same. Note that drawing cards at the end of turn does not count as drawing them during your turn.
Kara (she will most definitely get changed when the bloodborn spell expansion comes out)
Makantor Warbeast (it didn’t get any more broken, any most have already learned to live with it)
Spectral Revenant (yes, nerf the only 7 drop minion seeing competitive play)
Mirror meld (make it not copy buffs, allow you to choose specific spaces, and copy/steal enemy minions)
Pax (After the initial shock of having a 2 mana 6/5 has worn off, this card has gotten easier to deal with. Think of it as 2 mana for 2 stunned 2/2’s that deals 2 damage on a minion of your opponent’s choice)
May, that rant felt good.