FINALLY. Oh, right, we're supposed to remain indifferent.
Blizzard has announced that five card nerfs will be coming next Monday, August 26, including a wild-only nerf!
The Nerfs
Five cards are getting changed with two of those cards (Luna's and Extra Arms) being reverted back to their values before the Rise of Mechs event.
- Conjurer's Calling now costs 4 mana (Up from 3)
- Luna's Pocket Galaxy now costs 7 mana (Up from 5)
- Dr. Boom, Mad Genius now costs 9 mana (Up from 7)
- Extra Arms now costs 3 mana (Up from 2)
- Barnes now costs 5 mana (Up from 4)
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Blog Post
Quote From Blizzard Now that Saviors of Uldum is live, new cards have been introduced and powerful decks have started to surface. To make for a better ladder experience for Hearthstone players in this new expansion, we’ve decided to make the following card adjustments in an update next week:
Mage
While Conjurer’s Calling is a powerful tool that’s found in a number of Mage decks, when used in decks focused around cards like Mountain Giant and Sea Giant, it was creating extremely powerful board states at a point in the game where opponents didn’t have effective answers.
Increasing the mana cost of this card will make using both copies of the Twinspell card in a single turn significantly more difficult, postponing these potentially overwhelming turns until later in the game when the Mage’s opponent has more available resources to react to the board.
Buffing cards with the Rise of the Mech event was a big change in philosophy for us. While we are happy with the overall outcome of the changes, Luna’s Pocket Galaxy has proven to be an exception.
An early Luna's Pocket Galaxy can often leave opponents feeling helpless if late-game minions were drawn in subsequent turns. This has occurred more often than we had intended, therefore we're reverting its mana cost back to its original value of 7, as was the case before the Rise of the Mech event.
Warrior
We’d still like Dr. Boom, Mad Genius to be a great option for control Warrior decks looking to close out games, but right now the card gets played a bit too early. Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom, giving opponents time to make powerful plays as well.
Priest
During the Rise of the Mech event, Priest was one of the weaker classes in the game. Buffing Extra Arms gave Priest a powerful spell for the early game to enable some of their board-focused strategies.
With the release of Saviors of Uldum, Priest has access to many more powerful early game minions and has seen a large jump in both popularity and winrate. Between all of Priests buff spells and heal effects, it can be hard to fight for the board against them early in the game. Increasing the mana cost of Extra Arms back to 3 should give room for other decks to challenge them early on, while leaving the powerful Priest minions and combos untouched.
Neutral
Barnes has been a hot topic in Wild format discussions for quite some time now, especially regarding how oppressive this card can feel when facing certain Priest decks.
While we’re okay with Wild having a higher power level in general, Barnes stood out as too consistently powerful early in the game. Increasing his mana cost by 1 will let opponents have an easier time reacting, but still lets Barnes retain its identity as a way to summon specific minions early in the game.
Comments
Eh? Dr. 7 gives now 5 armor?
thats an error on our part, sorry!
On the official Page its still 7
So bad nerfs. All of them are bad.
Conj is ok, but still broken card with giants, now big spell mage is stronger a bit.
Dr. Boom - it's nothing, yes, it's cool nerf vs aggro, but it's still broken af, it s zero nerf in late game, he doesn't care about dr. boom cost, he has million armour and his value still will be broken with new mechs and his curve.
About Luna's galaxy and arms - em, where other cards you will buff for replacement? you buffed them, about mage is not relevant, but for priest - it s a big nerf, what are they thinking?! priest again tier 9 garbo, nice.
Barnes, meh, i hate play with him, always pulled with yasharaj and with 6 mana summon, now i m free and can play my big priest with vargoth and other. But, still playble, maybe someone will play with Barnes.
Most interesting thing - no nerf for pala and hunt, well nerfed, good luck with this hunter meta, hunter was goo vs war now dr. boom is cost too much and hard play him vs aggro that's mean, welcome to aggro stone again.
I'm OK with this.
thanks god they nerf Barnes
Honestly it means absolutely nothing. Anyone knowledgeable in the match-up or even experienced pilots of the deck knows that Vargoth is even more important in the deck now that Barnes in many instances. Sure, Barnes provided some highroll near instant win games, but he was almost utterly useless in the late game. Vargoth on the other hand? Would you rather have a Big Priest opponent top deck Barnes in the late game or Mass Res, very often highrolling a Vargoth target that instantly doubles the board on the board due to a second Mass Res? Also, ever had a Big Priest pull a win out of their ^ss by running out of resources then suddenly 'stealing' a win by getting a repeatedly ressed Vargoth board to stick for one turn and then dying to a single Mind Blast?
I think most people are going to realize very quickly that Big Priest is not going anywhere on wild ladder. Vargoth is a vastly superior tool that can easily carry the archtype even if Barnes was completely deleted from the game.
The problem with the deck isn’t high tempo late game plays. The infuriating moments came directly from those turn 3/4 high rolls. A lot of classes had no answers to that. Late game huge tempo plays are common enough and your deck should either have answers to that or be designed for that to be less of a problem. This nerf has now opened up big Priest to be much more susceptible to aggro. The goal of a nerf shouldn’t be to murder the deck, but finessing the power level
I'm actually really happy with all of these nerfs. Extra Arms and Conjurer's Calling both needed the mana nerf because of the Twinspell mechanic. Also, I'd be very sad if Northshire Cleric was nerfed, and its interaction with Extra Arms was simply too strong. Let Divine Spirit shine a bit longer, but then please put it in the HoF with the next rotation. It's absolutely limiting Priest design space.
The only thing wrong with the Dr. Boom nerf is the Dr. 7 memes. I liked some of the hero-power nerf suggestions the community came up with, but the mana nerf should genuinely achieve the intended effect.
I would have liked to see Luna's at 6-mana to see how that plays out. I mean, if I were the Hearthstone Dev team I'd love to have that game data from the card at different mana points. They could have fully reverted in the future if it was still OP.
The question now is: when the refund drops, do I dust Barnes to make a Legendary I actually want to use, or do I keep him and maintain the integrity of the Karazhan set I paid money for?
Wait? Does this mean, that you've kept Moroes?
Speaking for myself, I won't hesitate to dust Barnes and craft a legendary of my choice. There are some fun SOU legendaries I laid eyes on from the very beginning.
I’m probably going for dust... ironically enough for Y’sarrg. Big shaman is a blast and it might be my first legend wild craft
I always suggest to disenchant the card and wait to see if it will be any good in the future. However, you wrote "to make a Legendary that I actually want to use", so I guess you're not a Big Priest player and that this nerf won't affect any of your current Wild strategies.
In this case, I'd say keep him for the sake of full collection purposes.
I'm glad they finally decided to nerf Barnes but the change was kind of disappointing. Let's hope it will be enough for at least aggro decks to be able to consistently take them down. Maybe less people will play big priest then and the problem is partially solved, I guess. The whole resurrect mechanic is still broken and needs to be completely reworked imo.
As for the other changes, I agree with Dr. Boom and Conjurer's calling (although mana cheating as a whole is a bigger problem in hearthstone but temporarily this is fine) but I fear they just made Luna's pocket galaxy unplayable again, when they could have made it an interesting card by changing its text to "Change the cost of minions in your deck to (1) and set their attack and health to 1" to enable a combo based deck rather than mega-value decks we're currently seeing. And as for extra arms, I mean the card itself wasn't the problem and this won't change anything. Priest will remain broken because of northshire cleric and priest's ability to spam a lot of cheap minions, heal them to full health with neferset ritualist and circle of healing and draw a bunch of cards, although they stated that card draw is one of priest's weaknesses. I think they just don't want to admit the truth to themselves and do something about cleric, but eventually they'll have no other choice.
Disappointed. No nerf to Sorcerer Apprentice or Mana Cyclone.
Barnes at 5 is still very playable and the problem with big priest is not barnes but rez mechanics, which they LOVE to print every expansion. If they really wanted to remove barnes from the deck, should have made it 6 mana.
Dr. Boom at 9 is still one of the best cards. Also rush and overpowered hero powers still remain. Standard players will love rush mechs definitely :)
Extra Arms is pathetic. Not even an issue, they destroyed the card because they don't want to nerf Divine Spirit, Inner Fire or Amet. Nice disguise there blizz (like what they did with wild growth instead of nerfing UI. RIP wild growth lol)
Luna's Pocket Galaxy got annihilated. Back to 7. Thank god for that.
All in all i would be happy if they nerfed Sorcerer too because it remains very problematic in mage. Can't wait to keep losing against Cyclone Quest mage in wild on turn 4 yayy. Big priest will also still be there. Just disappointed, but.. meh whatever
I think over all it will be interesting to see how the nerfs pan out. Esp. Boom. It may be enough. We will have to see.
Barns is fine I think.
The only one I don't really like, as many people have said, is that Luna's probably should have gone to 6. Seven seems like it will kill it again.
Barnes now costs 5 mana (Up from 4)
Hell, it's about time. Though I'm not confident, that the 1-cost increase would be enough.
Vargoth is infinitely better in the deck than Barnes will ever be. Barnes created highrolls, but Vargoth created intense value/sustain against control decks. Vargoth allows double Mass Res boards out of thin air (more so if they choose to shadow visions Mass Res for extra greed).
Big Priest isn't going anywhere.
Thinking the same. I have played against a handful of Big Priests, which didn't include Barnes in their decks, in order to score better results from Shadow Essence, Mass Resurrection and Catrina Muerte.
I'm guessing the logic is that Barnes on 5 means the next turn requires a choice between Eternal Servitude and Shadow Essence, delaying the one of those an additional turn too rather than having a devastating 4-5-6.
As with most nerfs to polarising decks (old quest rogue I'm looking at you), it won't make much difference to the match-ups that it has a crazy win rate against, but it might be enough to decrease the win rate sufficiently to also decrease the play rate. A more fundamental change than a mana increase may have been better, but I'm not sure how much that would really help if you are playing a slow deck anyway.