The Evergreen Problem – Is it Time to Rethink Classic?

A Perennial Problem

The introduction of Standard to Hearthstone was perhaps the most impactful change in Hearthstone. It involved the creation of a whole new game mode, several card re-balancings, the rotation of 157 cards, and the laying-out of an entire philosophy of how card expansions should be introduced. This massive undertaking naturally lead to significant balance issues, that took many expansions to fix. However, some of these issues could easily occur again, unless the way that the Classic and Basic “Evergreen” set works is fundamentally rethought.

Eternal Strength

One of the core issues with the notion of an Evergreen Classic set is that of imbalance between classes. To put it simply, some classes have the functioning “skeleton” of a deck, and some do not. Classes like Mage or Druid contain the basis of functioning, synergistic decks to fulfill a certain archetypal goal. For instance, Warrior’s Classic and Basic removal tools provide a powerful framework around which to build all manner of control decks. Mage can build burn-focused tempo spell decks, and has access to a versatile freeze package. Druid meanwhile has fundamentally strong ramp and cycle options, as well as flexible early-game removal in Wrath.

Warrior will have good Control tools as long as it has its Classic and Basic set; other classes are not so lucky

This isn’t necessarily a bad thing, as it allows classes to retain identity, and means a million different iterations of “Fireball” don’t have to be printed to keep Mage viable; but the benefits are not evenly applied.

Class Struggle

Meanwhile, other classes are left without key core cards, and must be continually given them. Priest suffers from a lack of any kind of early-game consistency or large-scale board clears in its Classic and Basic set. As a fundamentally reactive class focused on a combo/control strategy, this is backbreaking. The immediate impact of this was a multi-expansion slump immediately after the Whispers of the Old Gods release where the class remained nigh-unplayable. Paladin suffered a similar fate; though it had more tools and coherent identity in Classic and Basic than Priest, its Midrange strengths were unexplored due to a dearth of any kind of early game removal or minion options, even to a greater extent than Priest.

The Danger of Continual Correction

Having to print a new Lightbomb every expansion comes with risks

Now, so far so obvious. Surely Team 5 can just add in replacements every standard cycle, like with Dragonfire Potion for Priest, and Lost in the Jungle for Paladin? It’s the strategy that has been pursued so far, but it comes with many caveats and risks.

The first, and most obvious, is that multiple cards are harder to balance than one. Under-doing or over-doing such key class elements as their defining, archetype supporting class cards that allow them to do something they otherwise couldn’t is fraught with risks. For instance, look at Excavated Evil and Shadow-Word: Horror; anaemic board clears that left Priest crippled. Alternatively, look at Shaman; efforts to buff its early game subjected the ladder to the horror of the overbearing Tunnel Trogg starts.

Not only that, but it leads the classes to have a more diffuse, temporary identity. It’s harder to form attachements to a class if their whole playstyle becomes invalidated every few expansions, seemingly at random.

Lessons Not Yet Learned

Do we need to be stuck with this as the only sizeable Neutral Healing in Classic?

One final issue with the current implementation of Evergreen sets is the crystallization and preservation of early mistakes from the balance team. Several mechanics were significantly over-costed by the design team in the earliest days of the game. Compare early healing cards like Voodoo Doctor, Healing Touch, and Holy Light with later additions like Forbidden Healing or Feral Rage, which offer far more value and flexibility. Other mechanics, like Windfury, Taunt, or the Attack were consistently over-costed; whereas potent Deathrattles, Draw, and Charge were extremely competitive.

Though in some cases it is justified (there is an argument to be made that Magma Rager is a deliberate “Noob Trap” to teach players the value of HP), it seems odd to have certain mechanics always have a strong classic support base but not others.

The Solution; a Revamped Classic Set

If Classic and Basic are truly going to be Evergreen, then simply nerfing or rotating out problematic cards is not enough. There needs to be a correction to the fundamental errors made in the first few steps of Hearthstone. There’s simply no reason to put up with the benchmark set by mathematically underpowered Classic cards to clog up our collections forever. Though cutting down on auto-includes in some areas is healthy, never buffing or adding to Classic is a recipe for continual unnecessary risk and erosion of identity.

A comprehensive balance review should take place, excising cards that serve no purpose or limit design space needlessly, while adding or reintroducing permanently key cards that are necessary for a class’s viability. What’s more, underpowered cards in the Basic set should be buffed or replaced so that the core class identities they supposedly represent can be properly exemplified. If we’re stuck with Classic and Basic forever, then Team 5 should first refine it into something worth keeping.

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Alex Church is an avid Hearthstone enthusiast since shortly after release. He has achieved legend multiple times, including a top 200 EU finish. He mains Control Warrior and his favourite card is Bash

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