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
If I dust Barnes can I craft it again? Also anyone know when the change goes live? As per usual I will dust everything then craft it again later if I want.
The nerfs are spot on. Luna on 4 or 5, boom on 7, one drop with arms on turn 3 for priest. All are too hard to get back from. Just drawing these cards/combo`s increase your win chances by 100% and feel too frustrating to play against. All classes will be fine after the nerfs and maybe we see more classes now. Just surprised that hunter was not touched as it will probably be top dog.
ok I agree that 7-cost Dr. Boom, Mad Genius is more problematic than 9-cost one with posibility of 14 armor gain in turn 9 but c'mon, It doesn't even change the card's overpoweredness. Mech generating with rushing mechs are problem, Possibility of 4+ Omega Devastators are problem, Making all mechs removal by giving them rush is the problem not the mana cost. You don't even play this card at turn 7.
It might lower the card's winrate a bit against some aggro decks but doesn't solve the problem against control vs control match-ups. It will stay problematic against all of the Control decks and it is superior against them. A card that makes a control deck superior against other control decks is ridiculous. Like how Jade Idol was problematic card in its time.
I need to admit that it is fun to play the card and generating mechs but the real problem is giving rush to all mechs. I think only one thing can solve this problem which is giving the text that "The first mech you played have rush." with that mana cost change might solve the problem. Ok maybe it also won't solve entirely but might help more for sure.
Hey I’m looking for some advice. I play reno mage, and I have pocket galaxy. Do I dust it for 1,600? Or does anyone’s think it would potentially still see play? Thanks in advance for any and all feedback
It looks like I'll aim for Hunter to be my next class to get 1,000 wins.
I expect the quest druid be a thing, i loved that deck and I'm eager to craft the remaining legendaries to complete the deck
Dude i mainly play quest druid right now. I HIGHLY recommend looking up Kripp’s list and then -1 overflow/+1 chef nomi. It is so fun and has me at rank 3
Seems funny to me that buffed cards are getting renerfed lol.
Oh they really fixed the problems by changing the mana cost, haven’t they? Jesus, what a bunch of clueless monkeys. Conjurer’s Calling will still be a HUGE problem as well as Dr. Boom, Mad Genius’ battlecry. Also, Extra Arms nerf is completely unnecessary.
Basically, Barnes will be the same issue as it was
I don't really get why a 2-mana +2/+2 was a problem. There are already cards with the exact same effect (Earthen Might, Mark of the Wild...) with added benefit.
Maybe we will be surprised and Luna's Pocket Galaxy will still see play.
Dr. Boom, Mad Genius will still be a staple in Control Warrior. Deck will be overall weaker against board-based stuff, like Hunter.
Conjurer's Calling is fine at 4 in my opinion.
I couldn't give fewer fucks about Barnes. As I read the comments of Wild experts, the problem was not the mana cost anyway.
Because Priests have Northshire Cleric, and a lot of classes can’t deal with a 3/5 on turn 2.
From there on you could generally watch the Priests steamroll the game, and losing the game so early on is no fun for anyone. Additionally, as Iksar mentioned in a tweet, people probably don’t realize how strong Priests are atm , leaving them untouched would result in an even more toxic meta
it is not just about Northshire Cleric, it maynot be a problem in community's netdecks but it is possible to play a 5/5 Faceless Rager on turn 3 with any 3 health minion Dragon Egg included. I've had a deck which has Dragon Egg + Northshire Cleric + Crystallizer + Extra Arms + Faceless Rager and it has quite good winrates even it is not a netdeck.
So one of the other problem is Extra Arms + Faceless Rager on curve. If you have them at openning hand, you have simply a 3/5 or 2/5 and a 5/5 on the board which is kind of a problem. It causes them to not produce any other 3 health 1-cost minion which means that combination limits the design space.
The extra arms nerf is waaaaay too early. Priest had been garbage tier for months, and has basically never had a good tempo deck. As soon as they get a good deck, and a tempo one at that, they get nerfed after 2 weeks ... While warrior gets to be insanely OP for months on end. Yeah, seems totally fair.
extra arms revert is so stupid. how is +4+4 worth 6 mana how is +2+2 worth 3 mana especially since you need a minion on board first. it was perfect at 2 mana.
No , it’s already problematic, and splitting cards into several cards should always come with a downside ( as for example Whirlwind in Warrior) . A 3/5 on turn 2 is just very uninteractive imo
Agreed, to be honest the sooner Twinspell as a mechanic rotates out the better - wide open to abuse and very difficult to balance properly
Guess we have to wait for a year+ of data before something is done about secret mage in wild. Since SoU, it’s become more prominent than BP
Try to tech in anti secret cards, for example the new SI.