10 Hearthstone Cards are Having Their Nerfs Reverted Including a Year of the Dragon Card

Published 5 years, 8 months ago by (Updated 5 years, 8 months ago)

Dean Ayala has announced that we're going to see 10 cards have their previous nerfs reverted!

  • 5 of these cards are currently in the Wild format.
  • 4 of these cards are from the Year of the Raven and are rotating to wild.
  • 1 card is currently in the Year of the Dragon sets.
  • The exact numbers may still change.

We don't have details on what cards are being reverted yet, though we'd love to know what you think. Which cards do you think are getting unnerfed?

Quote From Dean Ayala

Planning on reverting a handful of card nerfs just before the upcoming set rotation. We’ll share details on exactly what those cards are in the next couple weeks but they currently include 5 Wild cards, 4 Year of the Raven cards (rotating to Wild), and 1 Year of the Dragon card.

Sharing thoughts always comes with the risk that things can change, so if those numbers don’t end up being final it was in the name of iteration! I wonder if anyone will guess exactly the right 10 cards. When the time comes we’ll announce them on official Hearthstone channels.


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Comments

  • Leeching Poison.

     

    It was never played until kingsbane came in and now it's not played again, and immediately after they nerfed it they released Spectral Cutlass to show off their hypocrisy with the nerf. A bullshit nerf on a fringe deck, that made the deck aggro cancer, instead of value oriented.

    • Agreed, but it doesn't fit the description of wild, year of the raven, or year of the dragon.

  • Conjurer's Calling  unnerfed with Giants going to wild. 

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  • Sludge Murloc is one guess, back to a 2 /1.

  • I'll bet a million dollars that they are going to un-nerf Undertaker.

    • Quote From KANSAS

      I'll bet a million dollars that they are going to un-nerf Undertaker.

      I'll take that bet

  • Quite a bit of hilarious speculation in the comments here: “Razakus too broken; Leeching Poison too broken!” Baku/Genn exist, and if you actually played wild, it’s immediately obvious that decks like “Razakus priest” would be terrible even with reverted Raza and an updated decklist. 

    Since they’ve decided to never touch Baku/Genn, there really isn’t a good reason to not revert all of the nerfs that people have said are “too broken!” Naga Sea Witch, Caverns, Barnes, Aviana, Leeching Poison, etc. They should just let wild be, well, wild. How are the following decks any less frustrating/broken/un-fun/whatever in any significant way: quest mage, secret mage, odd paladin, even shaman, mech paladin, (quest) Mecha’thun warlock, or Darkest Hour warlock? It’s pretty silly to think that, e.g., pre-nerf Leeching Poison mill rogue would even be a strong deck in wild right now. How would you beat quest mage? Darkest Hour with a full board and Nerubian(s), or odd paladin’s unfettered and consistent aggression? The same can be said about pre-nerf Aviana SA decks.

    In a world where quest mage and odd/even decks exist, it makes no sense to talk about any nerfed cards being “too broken” if they were reverted today. SN1P-SN4P warlock is the only deck that you could plausibly argue would still be “(too) broken” in a reverted wild meta, but that card wasn’t nerfed directly, so reverting nerfs wouldn’t even resurrect the deck. 

    • It's immediately obvious you don't have a clue what you're talking about. You're putting all decks on the same level of brokenness as if decks were only divided into "fair" and "broken" and nothing in between. There's a reason why Darkest Hour Warlock isn't being yelled about everywhere as the most unfair thing in the history of the game. Cause the deck is not nearly consistent enough for that to be the case. There's a reason why Quest Mage hasn't been nerfed into the concrete yet and isn't 50% of the meta. Because there are enough decks out there it has a hard time against and it can lose even favourable matchups with a poor draw.

      Half the decks and cards you'd want unnerfed are way above Darkest Hour highroll and Quest Mechalock that you seem to be putting on the same level. If you unnerfed Leeching Poison today, the entire meta would have to rebuild itself tomorrow because now value means nothing and you're either playing aggro or Kingsbane. Reno decks cease to exist while Kingsbane + Leeching poison is a thing. You unnerf Raza and you replace all control decks with exactly Raza Priest. It doesn't matter if the machine gun kills you next turn or 5 turns from now. Everything you play is now mincemeat because every card the Raza Priest plays comes packed with free removal. The free Dragons Raza Priest gets from Alex are now two extra pieces of removal to boot. The two one mana spells off of Spellkin? More machine gun ammo. If you have nothing on board to remove, it goes to your face (unlike Priest's usual removal options). You're dead within 4-5 turns in a control v control matchup. Hell, Spellkin alone takes 1/3rd of your starting health just on its own within one turn, not even including what potential effects the 1 mana spells have.

      So no, Aviana, Raza, Kingsbane and Naga Sea Witch are not even in the same solar system as Darkest Hour and Genn/Baku (who even plays Genn and Baku anymore? Even Shaman is the last one holding the fort with any success) when it comes to power level.

    • You are confusing "too broken" (Nagalock) with "very consistent" (Genn/Baku).

      There is no way Genn/Baku decks are broken, unless they print broken cards that fit those archetypes.

      But Even/Odd cannot be broken per se. They are consistent (=solid) at best.

  • Unnerf Mana Wyrm!

    • mana wyrn is not a wild card, neither a year of the dragon card

      • Damn u right. Felt like it was in HOF since no one plays it anymore. 

  • From all the Galakrond Shaman nerfed cards I think, like most of you, that unnerf [Hearthstone Card (Invocation of Frost) Not Found] can be fair thing. I'm not a Wild player so I can't theorize about that but I quite liked [Hearthstone Card (Yogg-Saron, Hope's End) Not Found] (out of tournaments).

  • We have a lot of predictions. I'm going to grab the most popular predictions I've seen, and add Blizzard's notes about the nerf. Seeing Blizzards thoughts on why the card was nerfed is a good insight to their thinking and can help us predict if it will be reverted or not.

    • Dr. Boom, Mad Genius - "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."
      • This one seems like a pretty obvious one, and looking at Blizzard's comments about the nerf seems to reinforce this idea. Dr. 7's back!
    • Extra Arms - "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."
      • The revert of the buff on Extra Arms was due to other classes not being able to challenge the early board Priest was able to create. 2 mana Extra Arms and Combo Priest never made a mark on Wild during it's reign. There are plenty of decks in Wild that are able to challenge an early board created by Extra Arms. I rate this as a high probability of receiving it's buff back.
    • Barnes - "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."
      • Barnes was changed in Wild, for Wild. Sorry anyone who wants Barnes back at 4 mana, it's not happening (yet?)
    • Raiding Party - "Rogue already excels at drawing cards, so having another powerful option that offers consistent results has resulted in Rogue games that play out a little too similarly than we think is fun. We’re making this change to better represent the power level of drawing from a very specific subset of cards."
      • This one is a little more complex... This one came down to creating a situation where Rogue matches all felt the same because of the consistency of the card draw. Which honestly makes no sense, because a few weeks later, they buffed Crystology, which seems to go against that same philosophy. I think this is a toss up that can go either way. I personally think it will be reverted since we never experienced Raiding Party at 3 mana with a nerfed Preparation.
    • Reckless Experimenter - "We’ve decided to make a change to how Reckless Experimenter functions due to an unwanted interaction with SN1P-SN4P that allows for an early-game infinite damage combo in Priest decks. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple Mechwarpers, and we’ll be keeping a close eye on how that plays out over the next few weeks."
      • Another nerf fixed this problem. Just revert it back already...
    • Lesser Emerald Spellstone - "The only non-Basic or Classic card in this round of changes. We want to position Emerald Spellstone as an efficient mid- and late-game threat, so we’re moving its cost up by one to reduce its utility as an early-game, aggressive tempo option. This change—along with the Hunter’s Mark change—is aimed at addressing Hunter’s prevalence, while still leaving it as a viable option."
      • Hunter's "prevalence" is not an issue in Wild. Hunter has Mechs in Wild, and that is about it. They wanted this card to still be viable at 6 mana, and guess what?... it's not viable at 6 mana in Wild. This change was made for Standard, and is no longer needed. Very good candidate for an un-nerf. 
    • Giggling Inventor - "Giggling Inventor is one of the most powerful and popular cards we’ve ever created. There’s virtually no downside to including it in a deck, and because it’s neutral, it’s played in almost every deck. We think it’s important to take risks when making powerful cards, especially when it comes to neutral taunts, given the role they can play in encouraging minion interactions and making games more interesting. However, Giggling Inventor has stepped beyond its intended role, and we don’t feel that it should be as effective as it currently is. We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman."
      • Going to copy some of my comment about this from earlier... At 5 mana, it is one of the most powerful cards ever printed. It was an auto include in most decks in both Standard and Wild when it was at 5 mana. Their reasoning for the nerf is pretty solid, and not a reason I feel has changed. I'm predicting Giggling Inventor will stay at 7 mana.
    • Crystal Core - "The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks."
      • There is a fine line between being fine and being too powerful. That fine line doesn't exist when it comes to Crystal Core. The card is finally dead. Keep it that way and move on with your life. Going to get some slack from the Crystal Core fans out there... but Blizzard should be smart and NEVER touch this card again, even with a 10 foot pole. Let sleeping dogs lie. 
    • Spiteful Summoner - "After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation."
      • Card was nerfed because of a small pool of 10 mana minions in Standard after rotation. Good news for the Spiteful Summoner, the largest pool of 10 mana minions exists in Wild! This one looks like a no-brainer to be reverted. 
    • Bonemare - "Bonemare has been quite strong in both constructed and Arena. It has a big, immediate impact on the board, and since it’s neutral, it’s been finding its way into a wide variety of decks. Increasing its mana cost by 1 will give opponents more time to utilize powerful late-game cards to counteract Bonemare’s effect on the board."
      • This one most similarly reflects Blizzard's philosophy with Giggling Inventor. (well, technically the other way around, but I'm going backwards down the list) Powerful neutral cards can become problematic very easily. I think we will see Bonemare stay at 8 mana. 
    • Raza the Chained - "In a similar vein to Patches the Pirate, we had some concerns about allowing Raza to remain in his current state forever. Raza is currently an important combo piece along with Shadowreaper Anduin, and can lead to games that rely heavily on drawing him by turn 5. Adjusting his Battlecry will lower his overall power level when combined with Shadowreaper Anduin in Standard, and keep his power level reasonable in Wild as we prepare for the new Hearthstone Year."
      • Raza was nerfed because of Standard, with the goal of keeping the deck powerful in Wild. Well... the nerf killed the deck in both Standard and Wild. I think it would be interesting to see how Wild could handle "pew pew" Priest now days. The more I think about it, the more I hope this one is reverted. However they did say they had "concerns about allowing Raza to remain in his current state forever." I would say it's possible, but don't count on it.
    • Call of the Wild - "Although Call of the Wild is intended to be a powerful late game option, it is over performing at 8 mana. By moving it to 9 mana we intend to tone down its power enough that it won’t be an automatic inclusion in every Hunter deck and overshadow other strategies."
      • Back in the day, this was in just about every hunter deck when it was at 8 mana. This card single highhandedly kept Hunter competitive during an otherwise underwhelming time for the class. Once it was nerfed, Hunter died for a while. I don't think this card would be in almost every Hunter deck at 8 mana anymore. I will rate this as "likely but not guaranteed".
    • Yogg-Saron, Hope's End - "This is the most controversial card we've ever made. Some people LOVE Yogg, and others hate it. We felt like seeing Yogg in tournaments was not where we originally hoped it would end up. Yogg should be for players who want to have a lot of fun, but maybe not the card you see frequently in high-level tournaments. Yogg is relatively weak in power level for nearly every class at every level, but is slightly above average in 2 decks – Tempo Mage and Token Druid. We didn't want to nerf it so much that it couldn't still be a fun card for players who currently love Yogg. Yogg-Saron will now stop casting spells if, during Yogg-Saron’s battlecry, it is destroyed, silenced, transformed, or returned to its owner’s hand. We tried a bunch of things and we think this is a significant enough nerf that it could reduce the amount it gets seen (especially in tournaments), while still maintaining the dream for people who love the card."
      • #UNNERFYOGG

    Yes I know there are other's that a lot of people have predicted that I didn't list here. I've honestly wasted too much time on all of this today already. Go look up any cards you're curious about yourself! ;)

  • YOGG SARON!  YOGG SARON!  YOGG SARON!

  • I think Dr Boom is a likely candidate for an unnerf. In Wild, being 7 Mana, it is actually doing decent with the other Hero cards. It was nerf to 9 Mana cos it was too strong in Standard. really hope it get reversed.

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