Originally Posted by
FobManX
There are a few fixes...
1. Increase player health. 30 HP just isn't a lot. If you think about it, a 3 attack minion(which the average 2 drop has)hits you for 10% of your health. If an aggro deck coins out a 2 drop into another 2 drop, that's 20% of your HP they can deal every turn before you can even get going. Buff player HP to 40, maybe even 50, so if an aggro deck gets the ultimate nut curve first 3 turns you're not already halfway to dead. Remember the tavern brawls where you play as the bosses from the adventure wings(i.e. Rag vs. Nef)? Those were fun because you could actually make late game heavy decks and not worry about taking damage early because of the high HP pools. I'm not saying player HP should be that high, just 40-50 would be fine.
2. Make removal spells more efficient. As it stands most early game removal spells are 2 mana, so you're spending 2 mana to defeat a 2 mana minion. That's actually not that good because you're still giving up initiative on turn 3. Also you have to take into account that aggro decks will run a lot more minions then you'll have removals. The odds will always be in the aggro player's favor. I'd make more removal spells cheaper, or allow you to play 3 spells in your deck so control decks can choose to run more removals if they so choose.
3. Nerf more early drop minions. It's silly how so often HS games are decided in the first couple turns because the aggro player gets amazing opening curve with synergy(i.e. Shaman getting Trogg with overloads, Mage getting Mana Wyrm with spells, etc.). 1 mana minions shouldn't have more then 3 total stats. 2 mana shouldn't have more then 4. That kinda thing. As it stands, there isn't enough of a difference between early game and mid to late game minions, early minions are just more efficient when you can factor in how much earlier they get on the board.