Suggestions for improvement

— Card Archetypes —
I propose creating an archetype for each class card, similar to how Death Knight cards are designed (each card is tied to runes). This will allow for a more qualitative approach to card creation, where developers directly indicate the archetype they are creating a card for. It’s not necessary to limit ourselves to three conditional constraints; some classes may have more. This also serves as a more effective tool for balancing cards and class archetypes.

— Class Archetype Builder —
Some class archetypes have a wide range of choices, for example, like “Charge Mage.” Players need tools that allow them to create separate tabs (books) for archetypes with notes. On a tab, the player creates a bookmark for an archetype, places the desired cards, and can categorize them (at their discretion, not by properties), adding notes to them. There should also be a “Share” button for these archetypes.

— “Reload” Ranked Mode —
The essence of this mode is its cyclical nature, where card sets constantly change every week (Standard cards + 3 expansions) until all expansion cycles are completed, after which the mode “reloads.” In the first week, players use the “Naxxramas” + “Goblins vs. Gnomes” + “Blackrock Mountain” set. The following week, “Naxxramas” is removed, and “The Grand Tournament” set is added, and so on, until the mode reaches the latest expansion. For example, in the last week of a cycle, it would be “Whispers of the Old Gods” + “Mean Streets of Gadgetzan” + “Journey to Un’Goro.” The following week, “Whispers of the Old Gods” is removed, and the “Naxxramas” set is added back. The rewards for this mode based on rank are packs from the expansions that were played in the current month (meaning at least 7 different packs if a player reaches Legend).

— Ranked Mode: “Shuffle” —
This mode is similar to the previous one, but with a significant difference: expansions are shuffled each week. For example, in the first week, it might be “Kobolds & Catacombs” + “Naxxramas” + “Voyage to the Sunken City,” and the following week, “Blackrock Mountain” + “Festival of Legends” + “The Boomsday Project.” The reward is random packs from the expansions that were featured that month (up to 16 different expansions can be featured in a month if no expansions are repeated each week).

— Shop —
I propose adding the ability to the shop to immediately purchase all released skins with currency and gold. Additionally, a tab should be created where players can separately acquire cards that were on the reward tracks or given out during promotions. Furthermore, packs should have a tooltip indicating whether the player is guaranteed to receive a specific card simply by opening the pack (this refers to cards that are guaranteed from the first opened pack and cannot be crafted).

— Annual Quest —
I propose launching an annual quest in the game. Players will be presented with a list of sections containing quest tasks. The sections will correspond to all classes in the game (currently 12 sections). The tasks for each section are: win 11 games while having 15 cards from a specific expansion in your deck (meaning there should be 38 tasks for each class at the moment). For many expansions and class combinations, this is a very challenging task, but it’s a good motivation for collecting old expansions. The total number of wins required will be (12 classes 38 tasks/class) 11 wins/task = 5016 wins (which is quite a lot). Rewards will be awarded based on levels (wins) for each task:

  1. One win — 5 Dust points;
  2. Three wins — 10 Gold;
  3. Five wins — A common card from the specific expansion;
  4. Seven wins — A rare card from the specific expansion;
  5. Nine wins — A mythical card from the specific expansion;
  6. Eleven wins — 1 pack from the specific expansion;
  7. Completion of all tasks for a specific expansion across all classes (i.e., for each class) — a catch-up pack containing 50 cards from various expansions will be awarded.
    All rewards will be credited at the end of the year.

P.S. In addition, a comprehensive rebalance of card costs is required, along with a revision of mechanics (for example, distinguishing the summon mechanic from the appearance mechanic), synergies, and combo cards. Playing with a non-meta deck is almost unfeasible at present.