In a recent interview Hearthstone Senior Game Designer, Dean "Iksar" Ayala, promised a balance patch before the new expansion.

Well, here we are: 8 different nerfs - some highly requested, others quite unexpected - will land on Hearthstone on July 14th, less than a week from now! Let's break down each change one by one.


Dragonqueen Alexstrasza

Dragonqueen Alexstrasza Card Image
Generated Dragons' cost increased from (0) to (1).

Iksar talked about the fact that build-around cards are too good right now and cause such a power spike to make the whole match feel like "I draw the good card: I win; I don't draw the good card: I lose". This nerf (the 2nd one in only 7 months) perfectly symbolizes this design concept. For what concerns the actual gameplay, this balance change is among the biggest ones in the patch: since the Dragons generated will cost (1), it means that Alex on curve will just be an 8/8 vanilla minion and, on turn 10, you'll be able to play just one of the two rewards. The card will be much slower and less impactful, which will hurt Tempo-based Highlander decks (namely Highlander Rogue) more than any other. We doubt this card will maintain high levels of playrate, but we're far from saying that it will totally disappear from the ladder. Sad change but the cards are just too good.


Corsair Cache

Corsair Cache Card Image
Buff decreased from +1/+1 to only +1 in durability.

One of the most generous nerfs on the surface, but it is actually bigger than you might think. With both Ancharrr and Livewire Lance being 3 mana weapons, if your opponent plays Cache on curve you'll likely keep your 2 and 3 drops in hand because you know for sure that they'll become dead meat to a Warrior's proactive play. And now? Now the weapons' reach and damage output are reduced, which means that Garrosh could be forced to make another play on turn 3 more often. The +1 in durability still grants the resource generation aspect, but the fight for the control of the early stages of the game will be fairer. Will this sole change be enough to tone down Warrior? Some say it won't, but only time will tell.


Metamorphosis

Metamorphosis Card Image
Hero Power's damage decreased from 5 to 4.

Another source of damage for Demon Hunter bites the dust. It may appear as just a -1 damage for each use, but this change really hits the card when you use the Hero Power for removing threats rather than bursting down your opponent: most of the the 'good stuff' will be safe from now on, with only a few exceptions like Glaivebound Adept. In the end, less flexibility and less burst - maybe the devs want Demon Hunter to be something more than just early aggression and face damage.


Kayn Sunfury

Kayn Sunfury Card Image
Health decreased from 5 to 4.

One of the most controversial balance changes. While we see the reasons behind the nerf (less health means less resilience and less resilience means less time on the board for a minion with a really good effect), we've never thought the devs would have targeted Kayn as one of the most problematic cards in the current iteration of Demon Hunter. From now on, this unit will bring to the table only a 3/4 stat line for 4 mana, which won't prevent it from seeing play (ignoring Taunt is never going to be bad), but will tone down the card for sure. Interesting to see is that this nerf is a proactive one, made in order to adjust to the future meta, or just one deemed necessary for the sake of itself.


Warglaives of Azzinoth

Warglaives of Azzinoth Card Image
Cost increased from 5 to 6.

The community has been asking for this change for weeks, and it's finally here. When Ashes of Outland got released, Warglaives of Azzinoth was not one of the cards that drew everyone's attention - 5 Mana Skull of Gul'dan, 5 mana Imprisoned Antaen and 7-health Priestess of Fury were much flashier. However, after all the rounds of changes we've got in the last months, this weapon found its rightful place under the lights. The increase of the cost will prevent Warglaives to dominate the board in a stage of the game in which both players are still fighting for the early control of the table, while still allowing decent board swings with Twin Slice and whatever the next expansion will bring us. Here's a dev insight.

Quote From Alec Dawson
Warglaives was one of the best cards in the class, especially in aggressive decks. In the future, we want to be able to push Demon Hunter into archetypes other than aggro/tempo.


Dragoncaster

Dragoncaster Card Image
Cost increased from 6 to 7.

Dragoncaster was one of the cards Iksar named during the interview he took a few days ago. In particular, what worried the devs was this minion's ability to cheat out big spells (Power of Creation, Deep Freeze and, most of the times, Puzzle Box in a stage of the game in which their impact was game-breaking most of the times. Thus the increase in the mana cost. Our personal opinion is that the card is still good and will still see play, but will be less game-winning than it is right now. Which is totally the point of the change.


Fungal Fortunes

Fungal Fortunes Card Image
Cost increased from 2 to 3.

Before with Kael'thas Sunstrider and now with Ysera, Unleashed, Spell Druid has constantly evolved throughout each meta and has never really left the top tiers, but Fortunes has always been a staple. Card draw is one of Druid's strengths, but it appears that 2 mana draw 3 with proper rewards on top of it (Glowfly Swarm is pretty damn strong and Ysera, Unleashed's Dream Portals fill the board and mitigate the chances of discarding minions at the same time) is quite the tempo swing. Since the effect remains the same, the card will still accomplish its purpose, but now you'll need to invest a bigger portion of your early game, which means more time to pull off your naughty combos and therefore more vulnerability to aggro.


Galakrond, the Nightmare

Galakrond, the Nightmare Card Image
Each drawn card (in every form) costs (1) instead of (0).

Here's what Iksar himself stated a week ago.

Quote From Iksar
If the cards you drew off Galakrond cost (1), the card would obviously be less powerful but it would also result in a pause between the turn you play Galakrond and the turn you play all the cheap cards from your hand. This is a change we've been talking about making lately so that players have a turn to prepare rather than having to deal with so many resources all at once.

Furthermore, this change is an indirect nerf to both Questing Adventurer and Edwin VanCleef, two minions which have been able to push those 0-cost cards' benefits to their limits. Valeera still has Heistbaron Togwaggle's Wondrous Wand for some mana-cheat shenanigans, but things look rather grim for the class right now.


What do you think of these balance changes? What are you going to play in these last weeks before the new expansion?