Hearthstone Patch 18.2 will go live on September 8th, less than a week from now, and it will bring us a handful of changes relevant for both Standard and Wild.
Let's take a look at each of the 5 changes and see which consequences they'll bring to the game.
On a side note, it's always pleasing to see that the Devs haven't given up on buffing underwhelming cards - we think that this is a great way to valorize each player's already existing collection.
The Buffs
Attack increased from 4 to 5; Overload decreased from (2) to (1).
Quote From Echo Totem Goliath being buffed is an interesting one for sure, seeing as it already sees play in the somewhat successful Totem Shaman. However, the card is arguably one of the worst of the list, spouting an abysmal winrate across the board. With the new changes, Goliath becomes more of a threat on its own, as well as being able to be followed up with a turn 6 Bloodlust in case the opponent pops it. However, the biggest issue with this minion's viability is much less the card itself and more that the archetype it is played in is incredibly meta-dependent: any deck that focuses more on the board or has a few board clears - such as Libram Paladin or Soul Demon Hunter - are most likely still going to walk over it, regardless of whether Totem Goliath becomes better or not. End of the day, the card is a backup plan in a deck that just needs its normal plan to work more consistently and, as such, do not expect to see Goliath bringing Shaman out of the gutter.
Cost decreased from 9 to 8; Attack and Health decreased from 7 to 5.
While the stats reduction is not that big of a deal - if you play this card you do it for the effect, pretty much like Possessed Lackey in the past and Jandice Barov now - we're still worried about this minion's viability. There are just too few big (and impactful) Demons in Standard to justify building a deck around this card and the synergy it brings to the table. We're not saying this minion will never see play: in fact, we're confident that some future expansion will be able to give Archwitch Willow a chance. After all, why buffing a card you don't expect to become relevant at some point?
The Nerfs
Cards added to your hand reduced from 5 to 4.
A card the community has either loved or hated in the last month: it was able to singlehandedly bring Rogue back from its ashes all to the top of the meta in both Standard and Wild. With this upcoming balance change, Secret Passage's functionality will remain the same - heavy draw from your deck that will guarantee a nice resource boost or the Eviscerate you need to find lethal - but it will be a little less impactful and decisive throughout your ladder experience. On the other hand, we also have to consider that you don't always play all the five cards drawn by Passage - to be fair, that is a pretty rare scenario: sometimes, just two or three are more than enough, especially if you manage to hit Cutting Class or Greyheart Sage. We absolutely think that this card is still good and that will still see plenty of play, but it just won't be an outliner play as it was before.
Changed to a 2-Mana 2/3 (from 3-Mana 3/4); the effect refreshes 1 Mana Crystal instead of 2.
The card costs less, but we're quite confident to say that this one can't be considered a buff based on how Darkglare works and has been abused in the last weeks. For those pure souls who still don't know and therefore haven't met this abomination of a card on ladder, you play Darkglare and you keep damaging yourself with effects that cost 1 or less like Flame Imp, Raise Dead and Pen Flinger in order to trade your life total for more mana than the one you spend - this way, not only you'll be able to swarm your board early and effectively, but you'll also reduce Flesh Giant (and Molten Giant if you're playing Wild, where the card is really problematic at the moment) to 0 and farm turn 4/5 wins with impressive consistency if your opponents don't have a quick answer.
Now that the nerf will happen, we're not sure if Darkglare will be good enough to justify an entire list to be built around it. This change will probably weaken Standard Zoolock by a remarkable margin and may possibly kill Warlock as a whole. At the same time, Wild will have to adjust to the loss of one of its most powerful and played archetypes.
I'm so glad Darkglare will bite the dust.
Health reduced from 6 to 4.
I've played around 60 games with this card in the last two weeks, and I definitely see the reason behind this change. On one hand, it is really good against Aggro: it has a 2/6 body with Taunt, so you can just play it on curve and expect it to soak a decent amount of damage otherwise directed to your face and, maybe, even survive; moreover, it combos really well with The Coin and Raise Dead for an instant proc, weakening your opponent's board and increasing your chances to survive the aggression you may be undergoing at the same time. But that's not all - even in the late game, if your opponent controls just one unit, Cabal Acolyte plus Wave of Apathy (a really good card I honestly didn't see coming at all) will take control of it, no matter the circumstances.
With this change, Cabal Acolyte is going to be less of an optimal on-curve play and its play rate will be more centered around its effect - just like Cabal Shadow Priest.
What do you think about these changes? How much dust will you get from the upcoming dust refunds? Let us know in the comments down below!
Comments
I'll get dust from 1 x golden Secret Passage and 2 x Darkglare.
I dont see darkglare ever being played again.
I kept golden guardian animals, lightning bloom and Blessing of authority as I reckon they'll before nerfed before too long.
Cabal Acolyte plus Wave of Apathy will take your opponent's minion "no matter the circumstances"...Lightspawn says hi.
But for real, great article with solid analysis of these changes. I for one am thrilled they're hitting Secret Passage, and I don't think it's hard enough. Damn that card to Hell.
The nerf to Cabal Acolyte seems way harsher than the Secret Passage one. Now he is absolutely terrible as a taunt and will only be worth anything when the effect is triggered. The nerf to Secret Passage hurts mostly slower Rogue builds as it lowers the chance of you getting your pay off cards (like Kronx or Togwaggle). Aggro Rogue will still do the exact same thing as most of their deck is just burn and cycling anyway.
Yes, i'm salty as i really dislike decks that don't do anything else other than go face. And Cabal Acolyte helped me achieve my first legend rank so i'm sad seeing him getting weakened so much when there are other cards still destroying the ladder since their introduction (Guardian Animals, mostly).
Agreed that Totem Goliath buff probably wouldn't change anything. Shaman's lack of viability is simply that they don't do anything unfair, and they can't draw for shit. Its been a long 2 weeks since I decided that I wanted to make control-midrange shaman work, and in nearly every occasion I find myself with cards that either don't turn the tide, or I simply don't draw the answers when I need it. So if team5 really wanted shaman to work? for god's sake give them some card draw, that will be a good start.
Secret Passage may be strong, but considering that we've been seeing galakrond rogue in tier 2-1 for the last two expansion, and that this card single handedly brought that to a halt, I'm more than willing to let it slide until the next expansion. The nerf it received is pretty big to be honest, just perhaps not enough to kill it, and I'm okay with that.
Willow buff is tempting me to try making controlock work again (and not just because I opened this in a pack and have to somehow make it work). There's some hope to be honest, that at 8 she's just good enough to make it, since essentially she also pulls out Fel Lord Betrug so I can close my eyes and pretend I'm just playing betrug sometimes.
They overbuffed those 2 cards imo.
Could elaborate the reasons behind your thoughts please?
From unplayable to very good. Might as well buff all the other unplayable cards which is like 80% of the collection. Why just those 2 cards? It’s unfair towards other unplayable cards. Makes no sense.
We've never played the buffed versions of Archwitch Willow and Totem Goliath, so how can you imply that they're now very good? Goliath is one of the worst cards in Totem Shaman (5 mana card in an aggro decks that wants to snowball around turn 3/4) AND Willow doesn't even have enough support to make it into a deck.
Plus, the devs have said multiple times that they buff with a specific criteria - when a certain card looks underwhelming compared to their expectations, they just improve it. This doesn't mean that all cards should be at the same power level, neither that there shouldn't be bad cards.
I'm gonna reiterate that the Willow change was most likely done with future support in mind.
They framed it as a compensation buff for Darkglare, but that makes no sense because Big Demon Warlock isn't a thing right now, and this certainly won't change that.
What it does change is how much of a powerplay she will become in the future, at which point her being a 7/7 could actually push her over the edge, so they preemptively adjusted her stats for what she's going to do (or at least what they think she's going to do).
Make no mistake, Big Demon Warlock is almost viable. You have Dreadlord as your core big demon, Willow as your lategame tempo play, Kanrethad Prime as your win condition and Felosophy to copy said win condition twice. Additionally you have the Dark Portal to potentially cheese out Willow or any big demon way earlier and secure easy wins.
All the deck needs to succeed is at least one more big demon (that isn't a legendary) as well as some form of healing that's not as inconsistent as Soul Fragments or requires Mo'arg Artificer
I think all the changes are correct.
In particular, I like the fact Secret Passage was given the softest nerf possible, as anything else would have crippled the card to unplayability - despite what all the non-Rogue players keep saying and incorrectly comparing the card with The Soularium.
btw, it's still a nerf by 20%, which is HUGE.
What I don't like is the cards that didn't receive a nerf, that is Lightning Bloom, Tortollan Pilgrim and Sorcerer's Apprentice (although I'm kinda happy I can rely on QMage to contain Reno Priests while I can still efficiently tech against QMage with Neutral cards).
to be fair you can't really nerf LIghtning Bloom without destryoing it (adding more overload changes basically nothing)
Tortollan Pilgrim will probably get gutted (by making it so it also removes the spell from the deck) if Turtle Mage ever becomes more than a tier 3 mildly competitive troll deck
Idk if they can even change Sorc's at this point because Mage relies so much on spell discounting to do anything that isn't Highlander. I guess you could change it to a battlecry effect so Time Warp Mage isn't a thing anymore
Well I'd rather leave Apprentice as is than completely ruin QMage. As I said, I am ok with QMage keeping Reno Priests in check.
Lightning Bloom can be nerfed to have it 'refresh' mana only, so that it cannot be used to break the Curve anymore, which is the only problem of the card (allowing insane early spikes, and I refer to Big Shaman as well).
Good nerf would be to let it draw 5 cards but update the mechanics to the card text, so SP would shuffle entire hand including created cards into deck
Does that make much difference to aggro though? I don't think people are too bothered about it in more value oriented decks where your suggested change will make a big difference.
Even with the buff Shaman is still going to be very low on the tier list.
Warlock's nerf hurts, but they deserve it. I'm sure they'll still do some wacky stuff with the Darkglare.
Willow will still see no play - even if there's a lot of mid-range demons they don't impact the board state. Also Demon Hunter has the best big demons around, what the hell?
As someone who got to legend with Rogue last month I'm only marginally upset that Secret Passage got nerfed - draw 4 is still real strong - but lemme tell ya - I've had plenty of games where 4 out of 5 cards were not going to win the game.
Cabal Acolyte's nerf means Convincing Infiltrator might come back in Priest decks since it has more health. but As someone who's had to go up against some priests I'm VERY happy this guy is getting the nerf stick.
I really love using Darkglare. But I can also see why it is problematic. I have been trying to use it in Wild limiting my own plays in accordance to the change of 1 mana as opposed to 2 and it DOES slow things down quite a bit. However, with this change I am anticipating Flesh Giant to get nerf'd to 10 mana because it is still really easy to manipulate your health multiple times in a turn in Wild and people still complaining.
Secret Passage is probably still going to be nerf'd again. The ability for Aggro Rogue to grab 4+ new cards in a turn and play tons of stuff is still really abusive. I can see them changing the mana cost to (2) and being done with it.
Honestly Secret Passage isn't that bad. I would even argue there are other cards in the rogue arsenal right now that deserved more of a nerf (Burrowed Scorpid is actually pretty overtuned for what it does).
Secret Passage is a solid "draw" card that'll make it so they won't have to print new ones for every upcoming archetype and can instead focus on actually substantial cards
Duck Farkglare.
I can't quite put my finger on how, but I'm sensing you are not the biggest fan of Darkglare.