After a few days of very impatient waiting, Team 5 has finally announced the next round of balance changes, which are already live - yes, Hearthstone is finally playable again!
As teased by Hearthstone developer Alec Dawson in a recent tweet, we're going to receive 5 nerfs and 10 (!) buffs, for a total of 15 card changes - this is by far the largest mid-expansion balance patch we're ever received, and we'd be incredibly surprised if it won't shake up the meta.
To be honest, most of the nerfs in this list were definitely overdue - with all the changes, the community wanted Team 5 to sneak into the patch another couple of targets, but we think this is a step in the right direction and we should see how things shape up before asking for more nerfs, even more so when you consider the mini-set is right around the corner.
But now, let's go over each nerf and try to understand their implications for the game.
Crabrider
Effect now reads “Rush Battlecry: Gain Windfury this turn only.”
We bet everyone would've been surprised to not see this card in the patch notes - fortunately for all of us, this was not the case; Crabrider is getting nerfed. This 2-drop was the ultimate highroll card and if you happened to have it on turn 2 (or turn 1 with The Coin) and your opponent couldn’t provide an answer for it, chances were that you would’ve won the game on the post. This was either because your opponent wasn’t able to deal with it or because, in the meantime, the damage dealt was so big that the game was already decided. Especially good in Paladin thanks to the class' early and mid-game buff tools like Hand of A'dal, Conviction (Rank 1) and Blessing of Authority, Crabrider saw plenty of play in other decks, such as Rush Warrior (Conditioning (Rank 2) which is another way to exploit this Murloc).
Leaving its Cost to 2 mana but limiting its Windfury to the turn it comes into play means that you’ll still be able to use it as a strong removal option, maybe together with a buff too, but then after clearing your opponent’s board you won’t be able to highroll your way to the victory with early consistent and devastating damage output.
We expect Crabrider to still see plenty of play; however, we’ll not see it coined on turn 1 anymore, and we’ll be less afraid of not having an answer ready to it, as it will be just a vanilla ¼ after the turn it is played. Many people were asking for a Health reduction to 3, but I genuinely think that this change is far more intriguing and I’m eager to see its implications on the future meta.
First Day of School Old
The mana cost of First Day of School is now 1 mana (Up from 0); it will now add 3 1-Cost minions to your hand (up from 2).
Many people were able to identify this card as a problematic one, but very few were able to suggest a reasonable change. While some proposed to change it to generate only Neutral 1-drop, others just wanted the cost increase with no other effect.
Now that First Day of School will cost 1 mana, it will no longer consistently guarantee an above average early game for Paladin (following March’s rotation of the Basic and Classic set, the card pool quality has improved quite a bit), as well as a turn 1 play (unless Uther is willing to spend The Coin if going second). Following this, Paladin will have fewer chances to have a body ready to receive Hand of A'dal on curve. All in all, the class’ early game potential is going to be hit, and it won’t be able to quickly degenerate into early wins as often as it was just a few hours ago.
Worth noting is that, providing 3 minions instead of just 2, First Day of School can be considered now more of a value card rather than a tempo one. In fact, we don’t expect Aggro, and very likely Secret, Paladin to fizzle away, but it is possible that they’ll just slow down the pace a bit and choose to go for the long distance. In this way, the meta will give other archetypes much more of a breathing room for experimentation and, possibly, success.
Hysteria
The cost of Hysteria is now 4 mana (up from 3).
Almost 3 months ago, when it was released in the Darkmoon Races Mini-Set, Hysteria originally could target friendly minions too, but it was quickly changed so that it could only target enemy minions due to a game-breaking interaction with Deathspeaker and Wretched Tiller. Back then, many people got mad at Team 5, because they thought they were killing a very cool card right off the bat for no reason. Well, I guess we can say that time proved that the devs actually know to do their job and, if anything, they were too lenient with the card.
To those who compare Hysteria to Mass Hysteria, we’d like to point out that there are many differences, and so you should not be disappointed by the fact that their cost is so similar. While Mass Hysteria is pretty much a better Brawl, you’re not able to choose which minion will attack which; On the other hand, Hysteria allows this choice, and therefore will almost always guarantee a better result for less mana: just do the math and target the biggest/most problematic minion on the opponent’s side of the board.
Will this card stop seeing play? Absolutely not. Priest has access to both Palm Reading and Nazmani Bloodweaver, so you’ll almost never be forced to be Hysteria’s full cost. However, while it will still see big amounts of play, it will certainly become slower: aggressive boards will have more chances against both Priest and Warlock (which got hit again in its already weak Control archetype).
Mankrik
Mankrik, Consumed by Hatred’s Health is now 7 (down from 10).
Another reasonable change. Differently from Crabrider, Mankrik was not a consistently game-breaking card - we're talking about a Spider Tank with no immediate effect on the board outside of its vanilla body, which is quite average for a 3-drop. The upside it comes with may or may not come to fruition, and most of the time there’s little you can do about it. However, the problems arise when you're able to draw and cast Olgra, Mankrik's Wife immediately after shuffling it in your deck - not only your opponent will receive 3 damage to their face, but they’ll also have to deal with a 3/10, which is nearly impossible to remove in the early stages of the game.
As things are now, there is pretty much no valid reason not to run Mankrik in your deck, which most of the time is a signal that something's not fine. Lowering Pissed Mankrik's Health to 7 will allow the opponents to sink fewer resources into an early spawn and therefore be able to deal with it more efficiently. After this change, we suspect that Mankrik will still see plenty and will still appear in top-tier lists, but it won't be as polarizing as it was before.
Refreshing Spring Water
The cost of Refreshing Spring Water is now 5 mana (up from 4).
Everyone and their mother were expecting a nerf to Mr. Blue Card, but Team 5 decided to go for the #2 problematic card in the Mage class instead.
While only time will tell if this was the right call, we definitely agree with the devs that Refreshing Spring Water needed some slight changes.
Apart from the fact that in No-Minion Mage it was basically a 0 mana draw 2, its interaction with Incanter's Flow made it so that you could actually gain mana instead of losing it or keeping the same amount, which often led to insane miracle turns in which your average Mage opponent was able to go through their deck thanks to Spring Water, Arcane Intellect and Cram Session while removing your board and possibly dealing a decent chunk of damage to your face with some discounted Fireball or Orbs.
Now that this spell costs 5, its general impact on the game will still be relevant, but a bit less broken than it was before, which is something we can definitely live with.
What do you think about these nerfs? Are there any other cards you would’ve liked to see nerfed? Let us know in the comments below!
Comments
OG quest rogue is a bad example for your statement. The deck saw no play after the first nerf and only slowly crawled back into it when they released sonya shadowdancer and only became meta one expansion later. The second nerf also removed that deck from the ladder again.
The Spring Water change is just so unbelievably short sighted it's actually baffling.
There's is absolutely 0 chance that Flow will not continue to be a problem in the future, either with coming expansions, or just for Wild because of combo shenanigans.
Every single new Mage spell for the next two expansions will have to be designed around the fact that it might cost 2-mana less.
The only reason that Mage is even still playable at this stage is the fact that Spell Mage can just win if they find Flow in their mulligan because they have so much draw, burn and removal that playing most of that in a single turn is enough to scam a win.
What makes it even worse is that Spring Water isn't even that busted outside the Spell MAge deck (which is, again, only carried by FLow to begin with) so they're essentially kneecapping every future Mage deck by nerfing Water instead of nerfing Flow first and seeing where that leads us?
We're never getting an unnerf of Spring Water, even if Flow gets nerfed within the next two weeks.
Also, compensation buff for School, because apparently Secret Paladin wasn't consistently generating Blackjack Stunners enough. There are premium cards for just about any mana slot in Paladin and all they can do is do a half-nerf for one of them.
I played the 2 main paladin decks (Secret and Aggressive) for about an hour this afternoon, and I quickly realized that First Day of School is now very awkward -- you'd rather have a playable minion in the early to mid game. I reduced it to one copy in the Secret deck, and cut it out entirely in the Aggressive version.
I mean, "unbelievably short sighted" is kind of uncalled-for: I too was expecting a nerf to Incanter's Flow and I too am sure the deck will still be very powerful (if not problematic), but burning to the ground the only archetype that Mage currently has is not the most clever decision either.
Just weaken it, wait for the mini-set to come and then, if it still needs to be addressed, hit it again.
but that's the point. If the hit Flow immediately (just make it 3-mana, you figured it out for Wild Growth, how is this any different?) they'd have a much better picture of Mage powerlevel as a whole (aka not being forced to decide whether or not making new spells will completely break the class again)
Point is, if Spring Water wasn't the problem then it is still never going to be unnerfed, meaning it got sacrificed for no reason.
Well, Spring Water was a broken card and I agree with their change.
Give them time: they are the devs, they have more data than all of us. Trust the process.
Spring water is a broken card only in a world were No Minion Mage is playable. A deck that is only viable because of Incanters Flow. So I 100% with YourPrivatenightmares statement that this is an incredibly shortsighted nerf. It completely misses the point of what actually is a problem.
I really hope you're right.
Well, to be fair I hope it myself lol
Then their turn 4 is Spring Waterx2 to draw 4 cards for 0 mana & continue to clear your board + hit face... Nothing changes.
except at least one spell less will be discounted and also the different between doing nothing on turn 2 and doing nothing on turn 3 is HUGE.
That way both fast and slow decks get more time to set things up so they Mage can't just Spring Water on 4 that easily.
Meanwhile right now all they need to do is just not mulligan for Spring Water anymore because they want to discount it first so it's the exact same as before.
I have no idea why people are so fixated on the idea that 0-mana draw 2 is such a busted effect in Hearthstone when we've seen this effect before (Cutting Class, hello?) and it wasn't nearly as powerful. Meanwhile a permanent Thaurissan to your entire deck for 2-mana (that you can run twice) is somehow not an issue?
If Flow is so powerfull, where has it been during the last year?
Just because Spell Mage was a garbage deck for various reasons doesn't mean Flow was ever balanced.
Oh my Yogg! saw 0 play during Darkmoon, are you going to tell me that means it's a perfectly balanced card too?
It was garbage because there was no way to draw up to 4 cards for 0 mana( or even gain mana as was noted in the thoughts underneath.)
if you honestly believe that a single card draw card is the only factor that elevated a meme deck to a tier 1 tournament killer then you're delusional.
One of the biggest buffs to the entire Spell MAge archetype was the shrinking spell pool which made every discover card that much better.
If you take that and then add a 2-mana reduction to your entire deck on top you get a burn deck that makes Freeze Mage look fair by comparison.
The fact that they have good draw options is just the icing on the cake, but guess what? Mage has always been good at drawing cards and they'll just keep getting draw cards in the future and then what? Are we just nerfing every draw card for Mage just to curb the complete lunacy that is playing most of your cards for half their cost?
I'm pretty sure that it always costed 3 mana, HS wiki also confirms that.
I don't know what you're talking about sir: I can't find where you got that quote from Kappa