GANZ have said they have made a conscious effort to make more strong, playable creatures in recent expansions. I have nothing against that. However, in previous posts I have mentioned how much I believe this is putting off newer players, who are only realistically going to be able to get their hands on Core cards at the beginning. The price drops are nice but Eve and Rise are still twice the price of core which I think is pretty ridiculous. I'm going to quickly go over all the Core rares and say how I think they could be buffed to make them more like recent rares. It's mainly the creatures that I think need changing but I've included spells too.
AA Cannon - Hard one to start, could probably change the worded ability to deal 3 damage.
Battle Rig - Fine.
Explosives Expert - Either +1hp or -1 mana cost.
Study Creatures - Can't really do much with.
Duplicate - Fine.
Volatile Concoction - Either 2-3 damage or -1 mana cost.
Ancient Being - +1hp.
Vengeful Titan - Fine but could maybe get away with +1hp?
Deathless Wyvern - +1hp.
Ancient Charge - The +3hp until end of turn is pretty useless, could it not be +3 attack?
Dim Rip - Probably fine.
Horde of Wyrms - Not great but not awful.
Undying Acolyte - +1 attack.
Headless Horseman - Reassemble 2.
Zombie Goliath - +1hp or -1 mana cost.
Nethergods' Will - Banish instead of discard.
Corpse Explosion - -1 mana cost.
Unholy Night - Could maybe do 4 damage?
Sylph Assassin - Fine.
GFE - Remove worded ability.
Thunder Cat - Fine.
Nature's Retribution - Can't think of anything.
Fireball - Fine.
Lightning Blitz - Fine.
Slayer of the Damned - Fine.
Captain of the Guard - +1hp?
Faithful Worshipper - +1hp or -1 mana cost.
Raise the Banners - Remove alliance restriction.
Might of the Holy - Either +2hp or -1 mana cost.
Call to Arms - -1 mana cost?
Mana Sprite - Give it dust.
Grand Summoner - +1hp.
Illusionist - Fine.
Deep Thought - Fine.
Flight of the Pegasus - Flying is permanent.
Fae's Charm - Fine.
Green Slime - Not sure, maybe +1hp?
Warmonger Minotaur - +1hp or -1 mana cost.
Hero Ring - -1 mana cost.
QDC - I don't dare say anything here.
War Drums - -1 mana cost.
Spiked Armour - Either -1 mana cost or deals 2 damage.
Preserve - Corpses are permanent for the duration.
Torture - Fine.
I've gone through these in my head and I don't really think any of these changes would make the cards OP, just strong enough to give them more of a change to be seen in standard. Of course I may have overlooked some combo and pushed a card too far and if so please point it out. Any feedback would be appreciated.