We've got some big changes coming to Standard and Wild this week in a balance update scheduled for tomorrow, September 21.
Quote From Blizzard The following cards have been adjusted down in power level.
- Old: [Costs 7] → New: [Costs 8]
Dev Comment: Irebound Brute was playable a bit earlier than intended on average. Pushing it back a turn should soften extreme turns.
- Old: Battlecry: Swap hands and decks with your opponent until your next turn. → New: Battlecry: Replace your hand with a copy of your opponent’s until end of turn.
Dev Comment: With the refinement of Shadow Priest in recent weeks, Mindrender Illucia has been overperforming in the archetype, in an unintended way. Instead of being used as a late game disruption tool, Shadow Priests have been using Illucia as an early game play to essentially skip the opponent’s turn. This change is aimed at removing that problematic gameplay from Illucia, while still keeping her in a similar space with her effect.
- Old: [Costs 1] → New: [Costs 2]
Dev Comment: Perpetual Flame is a very efficient removal tool for Questline Shaman. Going up one mana here will give board-based decks a better shot against Shaman in the early- and mid-game.
- Tame the Flames (the third portion of the Questline)
- Old: Play 2 cards with Overload. Reward: Stormcaller Bru’kan. → New: Play 3 cards with Overload. Reward: Stormcaller Bru’kan.
Dev Comment: Slowing down the speed at which Questline Shamans can get their final reward should open up more room for counterplay, particularly from slower strategies.
- The Demon Seed (part 1 of the Questline)
- Old: Take 6 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
- Establish the Link (part 2 of the Questline)
- Old: Take 7 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
- Additionally, The Demon Seed is now banned in Wild.
Dev Comment: After monitoring both Standard and Wild since the release of Stormwind, we’ve decided to both increase the damage required on the first two steps for Standard and ban the Questline in Wild. In Standard, we are slightly upping the amount of damage needed to complete the Questline to slow down the speed at which Tamsin locks up games. In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
Runed Mithril Rod
- Old: [Costs 3] → New: [Costs 4]
Dev Comment: Runed Mithril Rod is overperforming relative to mana-generation sources in other classes, mainly due to Warlock’s card draw potential. Going up one mana will bring Runed Mithril Rod’s power level more in line with what other classes have access to.
The cards listed above will be eligible for a full dust refund for 2 weeks after the 21.3 patch goes live.
Buffs
The following cards have been adjusted up in power level.
Dev Comments: We’re looking at opening up a few more strategies for some of the less-diverse classes and underrepresented archetypes in the Standard metagame. These buffs are aimed at some of the weaker archetypes to make them more appealing options to play with. Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.
- Old: [Costs 2] → New: [Costs 1]
- Old: 1 Attack, 1 Health → New: 1 Attack, 3 Health
- Old: [Costs 2] → New: [Costs 1]
- Old: [Costs 10] 10 Attack, 10 Health → New: [Costs 8] 8 Attack, 8 Health
- Old: 3 Attack, 3 Health → New: 3 Attack, 4 Health
- Old: 4 Attack, 5 Health → New: 4 Attack, 6 Health
- Old: 2 Attack, 1 Health → New: 2 Attack, 2 Health
Comments
Pretty massive for Odd Mage, since you can level up Jan'ari with just one normal HP and one with Daring Fire-Eater. Even just three uses get there with Wildfire as opposed to four, saving you crucial Mana.
The new Illucia is kinda interesting. The effect is obviously more similar to Azalina Soulthief (lol remember her?) who saw some slight experimentation in control decks. The fact that the new hand is only temporarely is both an up and downside. Now I can play her without completely loosing my hand for example, which also makes it a reasonable curve play to spy into my opponents hand.
This is so stupid. All they needed to do was increase the life demand for the quest and it would be evened out vs other aggro. But nooooooooooooo. people have to complain about it so much that they just ban a card.
I agree that the Quest should have stayed, because it gave players something similar to Jade Druid to play with. However, the critical mass of self-damage cards in Wild, on top of Warlock itself being the top dog since Scholomance, AND possibly Rod, made it shatter Wild like no meta did, aside from maybe SN1P-SN4P Warlock.
It would've also been another patience game if they did not ban the Quest in Wild. The patch's nerfs would've already done quite a bit of damage because of slowed progress and less explosive turns. But again, this would've probably kept the community in outrage had the Questline stayed for even one more day.
Glad they nerfed Warlock, that needed to get nerfed. DH one is fine I think and shaman ones are reasonable too. Excited for the Quest Warrior buffs (I got the quest golden :) ) and ping mage getting buffed is great, but it doesn't solve the fundamental flaw of the deck, you need to draw wildfire. With it costing one, maybe you can get it from wandmaker. I don't think the Hunter changes will help.
Also F*ck Mindrender Illucia
I think Illucia could have been handled better, like make the battlecry trigger only in specific situations that mark that you are not aggro, like "if your deck has less than 6 minions" or watev.
I don't like "I win" cards in the way mindrender Illucia is
This was never the case though, unless you only played Combo decks and Illucia always got part of your puzzle pieces since in can also miss this
WILD IS SAVED!
Sure, IMO, the deck gave us a way to play something akin to Jade Druid to punish control decks without being a strict combo deck, but the power level of it, alongside of other cards like Rod, pushed it into the unhealthy state similar to SN1P-SN4P Warlock of old.
Pirate Warrior's probably the deck to beat now alongside Shadow Priest.
So the new playable is 1 mana 2/2 with a tribe tag and an upside
Not just an upside, a discount.