We've got two card nerfs arriving this week and they're both to Legendary minions!
- Kael'thas Sunstrider now changes the third spell cast to cost (1) (Up from 0)
- Mindrender Illucia now costs 3 (Up from 2)
Here is what the cards will look like after the update. We do not have an exact time the update will be taking place.
This is the second set of nerfs during the Scholomance Academy expansion with last week bringing us a nerf to the Discover keyword.
How do you feel about the upcoming changes? Let us know in the comments below!
Additional Bugfixes
Quote From Blizzard
- Fixed a visual bug with Archwitch Willow’s play animation.
- Fixed a bug where Southsea Strongarm was showing incorrect art.
- Fixed a bug where casting Puzzle Box of Yogg-Saron with Rattlegore on board would cause the game to freeze.
- Fixed several technical bugs that would cause the game to crash.
Comments
I think Blizzard has a new methodology of nerfs, where they would rather do multiple, smaller nerf patches than completely obliterating a deck and the cards for all eternity in a single patch. As someone on Reddit put it, "nerfing using a scalpel instead of a chainsaw". I think Blizzard wants to make small changes, then take a step back and see how everything changes. If this nerf puts Druid in its place and they can no longer consistently cheat out huge spells on early turns, then that's done and they can look to other decks. If this nerf causes Paladin's winrate to skyrocket, then they'll probably (hopefully) nerf that deck, but there's no point in nerfing multiple decks at once, preemptively predicting what decks will be strong in the future. Let's say that this nerf makes Druid much weaker and its combo is much less consistent. While this would remove one of Priest's counters, it would also remove one of Mage's counters, and Mage beats Priest quite handily. As a result, there's no need to nerf Priest since it's been automatically kept in check by the natural flow of the meta (yes this is oversimplified and probably not what's going to happen, but it's an example). This is a much better method than Blizzard's old method of gutting cards completely beyond space and time.
Illucia nerf is totally unwarranted. WTF. Someone at blizzard dislikes priest.
Great, considering I pulled a golden Mindrender Illucia
Nice! Wish I could dust my golden Kael...
Me too!
Kael'thas Sunstrider was expected already. This will stop extreme combos from happening too early in the game. The best case scenario for an early Kael'thas combo is going to be a turn 4 double Lightning Bloom (8 total mana) into Kael'thas into whatever (Guardian Animals or Survival of the Fittest most likely). The fast ramping won't stop and the deck will still be viable but this will make it less frustrating to deal with. Good.
Mindrender Illucia wasn't expected right now but was expected in the future. The card is simply frustrating to deal with. She is hard to use but when they pull it off it's infuriating. A few days ago i was playing a Priest mirror and i forgot about her. The opponent played her on turn 9 and stole my Galakrond. You can imagine how happy i was. Slowing her down is going to make things a little bit more bearable but i won't be surprised if she takes another hit in the future.
Ok, so NOW can I dust my golden Kael'thas? Please?!?!?!?
No, he is a free car
Man, I WISH they gave out free cars!!!
Kael'thas Sunstrider nerf is expected, given how swingy it is when cheated out with Lightning Bloom, but its not necessarily over for druid. Malydruid doesnt include him and is perhaps a better alternative to survival druid anyway.
The Mindrender Illucia is perhaps more surprising. Its one of those cards that, like Glide, tests the limits of what team5 is willing to have printed and in my opinion has always been a mistake from the start. Illucia alone ensures that combo against priest will always be at a disadvantage and besides that makes keeping key cards in hand nearly impossible. This nerf will make it less severe to deal with by aggro and midrange decks but still makes it really really bad to play against.
Surprised about Illucia, and about kael'thas I hope this makes it a bit more normal, if not then I guess they'll have to just make (0) the third spell in the turn and that's it.
There’s got to be more coming, right?! I honestly don’t hold my duplicates too long after a set comes out. Or at all! But this set ai have held onto almost all duplicates, only dusting cards that are not seeing play or seem very unlikely to get nerfed.
I want Devout Pupil and Argent Braggart to get a nerf. Partially because they could maybe use one, but mostly for selfish reasons of having a golden copy of both! Same with Potion of Illusion which I have 2 normal copies and 1 golden, but that’s far less likely than the other two.
Pupil and Braggart are fine. Potion on the other hand, there's just so much room to abuse it.
I know, I just want the dust! LOL.
So many downvotes for my post! Guess my jokes don’t translate well in text.
Has anyone had the bug where Lightning Bloom's art will turn around inside the card during a game? One turn the flower was upside down and the next it was facing right. Weirdest thing!
Huh. I've heard that the card is broken. Didn't think people meant it literally.
What's the problem with Illucia? I've never seen her on standar ladder. Maybe is a problem in wild?
It's not a big problem yet, but it's a difficult card to play optimally, so it will become better over time as players figure out what the right time is to play her and which cards of their opponent they should dump. So it's likely they were forced to nerf her sooner or later and they picked sooner.
I've had her played against me on the ladder.
The problem with her is that against aggro she's able to dump your hand.
Against Ramp she totally kills your ramp turn.
Against combo she wastes combo pieces.
And because the deck she's in is super slow there's usually nothing in the priests hand to use when they've played her, making you waste a turn.
It is one of those cards that feels pretty bad when played against you. It sometimes locks aggressive decks on turn 2 and it is very cheap for its combo disrupting effect. I think they could nerf it again later