Only six days have passed since the release of Descent of Dragons, but the Hearthstone balance team has already announced plans for a nerf targeted at Shaman. While the speed of this response is unprecedented, we believe it’s absolutely necessary to ensure the long-term vibrancy of Hearthstone’s ladder system.
Blizzard, We Have A Problem
If you’ve queued ladder over the last few days, you’ve no doubt been terrorized by the strongest deck in the game: Galakrond Shaman. A quick look at the statistics should be enough to convince you of the list’s power. Galakrond Shaman currently boasts a winrate over 61% across all ranks. This trend is replicated across individual ranks, too:
- Legend - 57.84% (sole occupant of Tier 1)
- Rank 1 - 54.59%
- Rank 2 - 54.36% (sole occupant of Tier 1)
- Rank 3 - 55.89% (sole occupant of Tier 1)
- Rank 4 - 58.01% (sole occupant of Tier 1)
- Rank 5 - 60.59% (sole occupant of Tier 1)
Galakrond Shaman wins against everything. Literally. This may well be the most astounding matchup spread we’ve ever seen. Not only does Galakrond Shaman win, it dominates. Let’s take a look at Galakrond Shaman’s winrates against the ten most popular decks on Ladder:
- Galakrond Quest Shaman - 55%
- Highlander Mage - 59.5%
- Secret Highlander Hunter - 62%
- Holy Wrath Paladin - 42.7%
- Deathrattle Rogue - 58.6%
- Galakrond Rogue - 60.9%
- Pirate Warrior - 65%
- Quest Druid - 72.2%
- Aggro Combo Priest - 56.4%
- Control Warrior - 72.3%
Most of these matchups are downright lopsided, an insult to the ideal of balance.
Truth be told, there are perhaps two “counters” in the metagame, but only one is a true counter: Holy Wrath Paladin. Holy Wrath beats Shaman in about 43% of cases (over a sample of 6,200 games between five and Legend), but because it loses to almost everything else, we still wouldn’t call it viable. Outside of Holy Wrath Paladin, Quest Hunter is the only deck in the metagame to even come close, breaking even against Galakrond Shaman with a winrate of 50% over 4,100 games between five and Legend.
Terrorizing Ladder
Galakrond Shaman is too powerful, which means, as it usually does, that Galakrond Shaman is too popular. At rank 1, Galakrond Shaman represents an astounding 46.5% of the meta. That’s frankly obscene, and things only get slightly better elsewhere.
- Legend - 24.02%
- Rank 1 - 46.55%
- Rank 2 - 38.96%
- Rank 3 - 31.92%
- Rank 4 - 23.85%
- Rank 5 - 14.72%
- Rank 6 - 25.34%
- Rank 7 - 19.88%
- Rank 8 - 17.28%
- Rank 9 - 15.09%
- Rank 10 - 11.72%
What’s truly surprising is how well-represented Galakrond Shaman has become lower on the ladder. Most dominant decks emerge at Legend, then filter down the ranks over the course of a few weeks as word gets out. Galakrond Shaman has already bucked this trend, instantaneously becoming a force at ranks 6 and below. We rarely see such saturation at lower ranks so early.
Above rank four, every match is a Shaman mirror. At least it feels that way, so ubiquitous is the cry of “Double the power, double the storm!” Nothing could be more stultifying, but it’s downright insulting after the Evolve meta.
Galakrond Shaman’s overwhelming power also means fewer players are venturing out on the Standard ladder. We’ve already observed a plateau in player activity (and remember, it’s only six days after the release of Descent of Dragons). No doubt many of us have been driven to Wild, or back to Battlegrounds. This is likely the worst possible way to have kicked off Descent of Dragons, but here we are, mired again in Shamanstone. It’s clear beyond a shadow of a doubt that Galakrond Shaman is suppressing what could be a diverse meta.
Why Shaman Puts The S In S-Tier
Galakrond Shaman is the best tempo deck in the meta, capable of pumping out terrifying boards turn after turn. But it’s also the best control deck in the meta, in large part because it’s blessed by a keyword generally reserved for Warrior and Hunter: Rush. In fact, Galakrond Shaman proves that Rush is the most powerful keyword, outside of Charge, in the game.
Under normal circumstances, minions must wait, and players must be patient. Summoning sickness is the fatal flaw by which most minions in Hearthstone are marked. Shaman doesn’t have to worry about that anymore. Thanks to the power of Invoke, most of Galakrond Shaman’s key cards circumvent their fatal flaw and make an immediate impact on the board state; these are no longer potential threats, but active ones. Add [Hearthstone Card (Faceless Corrupter) Not Found] to the mix and Shaman becomes uniquely proactive in its game plan. With an endless stream of rushing tokens, Galakrond Shaman can control the board state more efficiently than any other list, setting up its big power plays in Dragon's Pack and Galakrond.
Shaman’s Invoke ability is oppressive because it acts as a near-universal answer to any board state. No wonder Galakrond Shaman is suppressing what could be some of the most powerful decks in the game, including Pirate Warrior, which received an incredible new tool in Ancharrr, and Deathrattle Rogue.
Repealing The Invoke Tax
Perhaps even more important, however, is how Shaman’s Invoke ability balances out the inherent weaknesses of the neutral Invoke cards, Devoted Maniac and Shield of Galakrond. On their face, both minions are under-statted for their cost. This tempo loss comes in exchange for a benefit in the future: a fully-powered Galakrond. But because Shaman’s Invoke summons Rush minions, the full benefits of Invoking aren’t deferred to the future; they’re felt immediately, in the present. In reality, Invoke is a tempo gain for Shaman, rather than a loss. Tempo is king in Hearthstone, and initiative is queen. It’s always been this way, and no one does it better than Galakrond Shaman.
"Invoke Twice"
To top things off, Shaman is the only EVIL class to receive a double-Invoker, Corrupt Elementalist. Why Blizzard was so generous we’ll never know.
Invoking Galakrond usually comes at a cost, not only in mana, but also in cards. Normally, it’s a one-to-one ratio - one card equals one Invocation, which makes Invoking your Galakrond a relatively slow process. Only in Shaman is this sensible formula forsaken, because Corrupt Elementalist Invokes twice with a single card.
Thus Shaman is able to Invoke more efficiently than any other class, ensuring that Galakrond is fully-Invoked on curve more often than not. And despite the obvious power increase brought by Descent of Dragons, two 8/8 minions are still extremely difficult to answer on turn 7, especially when they can clear the board with Rush and are accompanied by a 5-attack weapon.
The Best Payoff In The Game
Dragon's Pack adds insult to injury. Outside of Galakrond himself, Dragon’s Pack is the payoff for Invoking, a card that summons two 5/6 spirit wolves with Taunt if you’ve Invoked twice. That’s a ridiculous tempo play in its own right - 10/12 in stats, with Taunt, as early as turn 5. But thanks to Corrupt Elementalist, which satisfies the condition on Dragon’s Pack by itself, playing the spell on curve (if you have the Coin) or on turn 6 is easy.
Dragon’s Pack alone ends the game against many tempo decks, and, since it can come down so early, it’s hard for control decks to clear, too, evading the wrath of Handlock’s Crazed Netherwing, Highlander Mage’s Flamestrike (and Reno the Relicologist) and Galakrond Priest’s Mass Hysteria.
No other EVIL class was given an Invoke payoff card this powerful, at least in terms of bare tempo. Warrior’s payoff card, Scion of Ruin, while an excellent tempo card in its own right, only summons 9/6 in stats (and usually comes down later than turn 5). Rogue’s Umbral Skulker (which adds three Coins to your hand) adds +3/3 to a Questing Adventurer or +6/6 to an Edwin VanCleef. Veiled Worshipper (Warlock) and Fate Weaver (Priest) are tempo-neutral, if not slight losses in today’s Standard metagame. In comparison, 10/12 in stats is monstrous.
Shaman’s Galakrond package is overturned, plain and simple. Thankfully, Blizzard has recognized this fact and plans to act swiftly. We don’t want to see Galakrond Shaman obliterated, though some players surely do. What we want is a vibrant, diverse meta in which numerous strategies, including but not limited to Galakrond Shaman, can succeed on their own terms. As it stands, Galakrond Shaman is both jack and master of all trades.
Honorable Mention: Faceless Corruptor
We know Shaman is getting a nerf, because Blizzard told us so, but if we had to guess, we’d expect changes to come for Faceless Corruptor, too. This shouldn’t come as much of a surprise, since the card is obviously overturned. Corruptor summons 10/8 in stats, with Rush, as early as turn 5. That’s obscene, and far too good for most players to pass up.
No doubt Blizzard still has flashbacks from the days of Bonemare, when massive tempo swings off the back of a neutral minion were far too common. Like Bonemare back in the day, Corruptor has made its way into almost every metadeck, at least the ones that care about tempo. It’s currently the most-played card in the game, appearing in 52.8% of decks. That sort of representation is likely to make Blizzard uncomfortable.
This week’s Meta Report was a bit different, but we thought it was necessary to address the elephant in the room. As far as fixes go, increasing Corrupt Elementalist’s mana cost could be a start, but it might not be enough. Adding an Overload effect is an interesting option, because it would delay Dragon’s Pack at least one turn. Or Blizzard could go nuclear, fundamentally altering the package’s flavor by removing Rush from the equation.
What do you think? How will Blizzard nerf Shaman? What decks will rise to the top of the meta if the Shaman nerfs are effective? Let us know in the comments!
Comments
I wish Control-Priest would have some better Tools in Standard. Mass Hysteria and Plague of Death are good against their big Temposwings, but outside of that there's not much you can do. Too much Board-Spam. But hey, at least Wild seems more fun then usual.
Here are my Ideas for Nerfs:
Change all Invoke Pay-Offs to „If you've Played 2 Cards with Invoke this Game,..." -- wouldn't hit any one else but Shaman without sacrificing the „Praise Galakrond and be rewarded" flavour
Make [Hearthstone Card (Faceless Corruptor) Not Found] a 4-3 -- Still a good Temposwing, but easier to clear
or Make the Galakrond-Elementals from Invokes 1-1s
Thanks for the well-written report, I agree with everything. I think besides the overpowered galakrond the complete class needs rework with doubling battlecries and cheating 8-drops by turn 4 with evolving, but I doubt they will change anything drastically.
I too think shaman needs a rework.
make the invoke mechanic a freeze a random enemy effect. No rush minions from invoke.
Make the Galakrond battle cry scale from 2/2 to 4/4 and 6/6 no rush.
The dragons pack 2/3 with +2/+2 in stats after 3 (not 2) invokes.
make faceless 4/4 with no rush. .
I, along with DAnon318, disagree with your first and second statement.
For one, it would be inconsistent with the other galakronds and the other epic invoke pay-off cards.
Secondly, it would be huge overkill. Changing the battlecry in the way you suggested would make the galakrond incredibly unimpactful. If we are already removing the rush then why would we also reduce the stats? I think a better solution would be to generate one, two, and then four 4/4's with rush. This would be the same amount of stats we already have but it would be more spread out, and I think it is a lot easier to deal with four 4/4's than two 8/8's.
And changing the Dragon's Pack would be completely unnecessary. Making it only trigger after three invokes, while fair, would be a huge inconsistency. The only reason a change like this is needed is because you are able to invoke three times with only two cards. I think if we were to change corrupt elementalist's battlecry to only invoke once then we wouldn't need the change to Dragon's Pack.
Disagree with the 2nd and 3rd suggestions. Galakrond, Azeroth's End's Battlecry always quadruples the base effect and all Invoke beneficiary cards activate after 2 Invokes, none 3.
Me just after opening 4 Dragon's Pack: "Fuck, I wanted some Fate Weavers!"
Me just after a few days of DoD meta: "Gimme dat sweet sweet dust baby!"
I am just baffled as to why after shaman was already the most powerful class in the game, they still let this deck slip past them.
I've been playing Overload Shaman (slightly modified version of the deck recipe) and Quest Dragon Shaman and both of those feel pretty powerful as well. Not overpowered like the Galakrond deck, but good enough to keep up with the other unrefined decks on ladder. So I think there is hope for Shaman after the nerf. I also want to try Control Shaman at some point: with Control Warrior nowhere to be seen, I think Shaman can win by outlasting their opponent.
I've had a few easy wins with a Mech Paladin, but that might be very situational to the current meta, since there is not a lot of AoE at the moment. Most Shamans seem to have cut Sandstorm Elemental, for example.
Galakrond Zoo Warlock doesn't really work for me, but I don't have all the cards yet. I'm not sure I want to craft the epics though; I'm not too crazy about Zoo as an archetype, so maybe my dust is better spent on Valdris Felgorge.
Good use of the meta report. There's really no reason to look at any other classes right now, because everything is going to change when Shaman gets nerfed. Not only that, it seems like most people have given up (at least I know I did days ago) trying to refine other classes decks, because it just feels so pointless to try and improve a list that's just going to get obliterated by Shaman anyways.
You said it best: "This is likely the worst possible way to have kicked off Descent of Dragons"
After the great year we've had, it is extremely disheartening to have a deck like this make it past play testing.
At this point, I've stopped playing standard ladder, and am only playing in Wild just to get my daily's done. Less than a week into a new expansion, I should still be excitedly playing new decks, and trying to refine some home brews. Instead, I find myself barely even wanting to play.
The excitement of the new expansion was killed. Even though this nerf is the fastest ever, it still feels too slow.
I honestly don't know what they were thinking. I hope they give us further explanation as to why this was allowed to happen in the first place. I'm really curious what their thought process was that made them believe this wasn't going to be an issue. It honestly seems like they knew this was going to happen, but went with it anyways. They told us they were watching Shaman for nerfs going into DoD, they waited until the very end of the release season to show the new Shaman cards, and they are doing the fastest nerf ever. All that tells me they KNEW this was going to happen. If they knew, then why do it? I think the community deserves an explanation at this point.
yep they definetly knew. the only thing surprising is that the best shaman isnt using the quest. i fully expected shaman to be absolutly insane but i thought it should include quest. crazy thing is that with all the dragons of this exp and the tier s deck that rises doesnt use a single dragon.
team 5 fucked up beyond any kind of measure 2 TIMES IN A ROW, cause of evolve doom in the tomb. sad
Instead of rush elementals, summoning two totems seems fun
i really hope blizz removes rush from that deck
Alongside other changes I could see them changing the 2/1 to a 1/2 (still with rush), which is a whole lot less effective at clearing minions. Not sure where the dust refunds would land with that but it feels like the most effective single change to me.
I just remembered that one meme from the Old Gods days where it explained several Hearthstone related terms and one of them was "card advantage: Shaman has better cards than you, therefore they win"
if it wasn't true then, it's certainly true now.
i love it that the report is just outright calling out the meta bullshit cause of shaman.
Glad its getting nerfed. Ive never seen the meta game been so skewe . cause of this i just play casual mode for the quest gold stuff BUT i keep facing like 2 shamans out of 3. never in my years of playing HS have i faced the tier S deck so many times in casual. the deck is so far off balance that ppl play it without stop both on ranked and on casual to a rate ive never witnessed.
i believe the nerfs should occur on tuesday. thank fuck
There was a similar case with jade druid in koft, but at least you could text Skulking Geist and feel good about the match up.. But what card can beat so much diversity and rushers? None..
What's bad is people are starting to take it to Wild now too. I thought I could escape it there, but I've been running into it there too. If it's viable in Wild out of the gates, to be able to compete with the broken shit Wild offers, you know it's a major problem.
A change to ALL Mutate effects, to consider spent mana of the target (saved as a green stat together with atk and hp), instead of the basic cost. But this would be too good to be true.
So my bet goes like this:
PS: i am not even sure how this stuff passed internal testing...
[Hearthstone Card (Mogu Fleshshaper) Not Found] to cost (1) less for each friendly minion on the battlefield