Patch 22.4 will go live next Tuesday (the 15th) and, while its main concern will be the Fractured in Alterac Valley Mini-Set, Team 5 did not ignore the other game modes. In that circumstance, Duels will receive one card nerf.

Not even a week has passed since we received the nerf to Vanndar Stormpike's Battle Tactics (click here to know the implication of this change), but Team 5 stepped in once again and addressed what was believed to be another power outlier - these meta fixes are becoming quicker and quicker!

Edit: while it's not strictly balance-related, shortly after this article was done writing, Kibler revealed Kazakusan for the Fractured in Alterac Valley Mini-Set. Given that all the Treasures this unit will offer you come directly from Duels (although with some minor adjustments), Associate Game Designer Ates "Tabayrak" Bayrak took the chance to highlight a rather amusing synergy, involving the freshly revealed Kazakusan and the Signature Treasure we're going to talk about in a bit, Infinite Arcane.

Quote From Tabayrak

Ok now I will say it. Kazakusan-Infinite Arcane Mage with a draw package. Enjoy.

Is this the reason for the 5->7 nerf?? :|

One of many.


Infinite Arcane - Nerf Implications

Infinite Arcane Card Image

Cost is now 7 mana (up from 5).

Hero Power Mage was one of the most prominent archetypes of the last few months, if probably not the best one. Good defense, stalling tools, value generation and large reach: this archetype had it all, and not even the nerf to Battle Totem (now rarer to find) seemed to slow it down enough.

A big part of Ping Mage's success came from Infinite Arcane: yes, you did (and will) lose your entire deck, but this Signature Treasure allowed you to avoid fatigue as long as you did not draw more than one card per turn. Mainly two things turned this Treasure into a power outlier. The first one is the fact that the cards you Discover are not totally random, but they are picked from your deck, meaning that they have a higher quality than average and they usually allow you to find the right combination of cards the keep you alive in otherwise unwinnable games and, most of the times, actually bring home the W.

Secondly, there's the interaction with Magister Dawngrasp: if Infinite Arcane is the only Arcane spell you've played in that game, Dawngrasp will cast it again, meaning that you'll Discover twice at the start of each turn, with more chances to find even more Dawngrasps and even more Arcanes.

While increasing Infinite Arcane's cost to 7 mana will definitely make it come down later and will also represent a riskier investment for the player (doing nothing on turn 7 is a much bigger deal than passing your turn 5), we think that the card is still very good, if not still problematic. Being  7 mana from now on, we'll see less of the degeneracy this Treasure provided, but no one says that, with future content release, the same issue won't surface again.

For this reason, there are two long term solutions, both of which have their own pros and cons:

  • Make Infinite Arcane Discover not from your deck but from another pool of cards, like Mage cards, Arcane Spells and such. However, this would irremediably damage, if not kill the Signature Treasure.
  • Remove the Arcane Spell School - we may still see 3 Mordresh Fire Eye in one game, but at least the [Hearthstone Card (Magister Varden) Not Found] synergy will be deleted once for all.

In conclusion, we do think Infinite Arcane will retain a good portion of its power even after the upcoming nerf, but we also think that it is right for us to wait and see how things develop and then, eventually, ask for another change.


What do you think of this nerf? What impact do you think it will have on the Duels meta? Let us know in the comments below!