We've got a happy holidays treat from the Hearthstone team with a balance patch coming out later today to bring us buffs, nerfs, and a card ban. The patch is targeting Standard, Wild, Battlegrounds, and Arena. We've summarized all the non-Battlegrounds changes down below; if you want more in-depth information, Blizzard has written dev commentary that you can find at the end of this post.
What do you think about this balance patch that focuses on 20 different cards?
A Note on Dust Refunds
As usual, all the cards below that are craftable can be disenchanted for their full dust value for a period of two weeks - until January 2.
Due to Blizzard being uncertain about the changes they are going to be making for Signature Cards, any players with the Signature version of Anub'Rekhan as of December 20 at 10 AM PST, will receive 1600 Arcane Dust at login later in the week. This is not a standard distribution going forward, things may change regarding Signature Card refunds.
Death Knight Card Buffs
- Corpse Bride can now spend up to 10 corpses (Up from 8).
- Malignant Horror now spends 4 corpses (Down from 5).
- Meat Grinder now grants 4 corpses (Up from 3).
- Blightfang now has 4 Health (Up from 3).
- Stitched Giant now costs 9 (Down from 10).
- Ymirjar Deathbringer now has 4 Attack (Up from 3).
- Rime Sculptor now has 4 Attack (Up from 3).
- Obliterate now only does 3 damage to your hero (Previously would be equal to the minion's health).
- Blood Tap now spends 2 corpses (Down from 3).
Card Nerfs
- Unleash Fel is now Manathirst 6 (Up from 4).
- Relic of Dimensions now costs 6 (Up from 5).
- Anub'Rekhan now only effects the next 3 minions on this turn (Down from all).
- Boon of the Ascended now costs 5 (Up from 4).
- Priestess Valishj now costs 1 (Up from 0).
- Necrolord Draka now costs 5 (Up from 4).
- Sinstone Graveyard now costs 3 (Up from 2).
- Sketchy Information now costs 4 (Up from 3).
- Forsaken Lieutenant now costs 3 (Up from 2).
- Prince Renathal now only increases your starting Health to 35 (Down from 40).
Wild Card Bans
- Tome Tampering is now banned in Wild.
Arena Updates
Quote From Blizzard Arena draft appearance rates have been adjusted as follows:
- Death Knight and Paladin cards that generate more cards will appear less frequently.
- Death Knight cards that remove opposing minions and leave a board presence will appear less frequently.
- Low winrate cards from low performing classes will appear less frequently.
- High winrate cards from low performing classes will appear more frequently.
- Some Neutral cards will appear more or less frequently, depending on their performance in a given class.
Bug Fixes
Quote From Blizzard Bug Fixes and Game Improvements
- [Hearthstone] Fixed a bug where Potion Belt could not Discover two of the same Concoction.
- [Hearthstone] The wording on Astalor, the Flamebringer has been updated for clarity; this is not a functional change.
- [Hearthstone] Grim Patron and Gruntled Patron will now once again leave Corpses. Adjusted the Corpse Explosion interaction so that it no longer chains infinitely.
- [Duels] Fixed a bug where Greatsword of the Ebon Blade would lose Durability whenever any card was played, not just minions.
- [Duels] Fixed a bug that made Scourge Strike unable to be played.
- [Duels] Fixed a bug where the Scourging Hero Power doesn’t work if your board is full.
- [Duels] Fixed a bug where Hematology and Unholy Embrace did not count as consuming Corpses.
- [Duels] Fixed a bug where Unholy Embrace always filled your hand if you had any Corpses to spend when you played it.
Developer Commentary on Patch 25.0.4
Quote From Blizzard Dev Comment: Balance changes at this point in an expansion are made with early, somewhat limited data. For these changes, we like to address the most egregious power outliers and play patterns that we know we don’t like—cards that we’re likely to adjust down the line anyway as the meta evolves over time. We hope and expect to make some spicier changes in our next balance pass, once we have more data.
The following cards are being adjusted to be less powerful:
Unleash Fel
- Old: Manathirst (4)
- New: Manathirst (6)
Relic of Dimensions
- Old: [Costs 5]
- New: [Costs 6]
Dev Comment: The Manathirst on Unleash Fel felt like a non-factor that was almost always on anyway when you wanted to play the card. This change makes the card more interesting and helps reel in a Demon Hunter power outlier. Relics are prevalent and powerful—we like them and didn’t want to fully revert their power level, so we’re just touching the strongest Relic to make it a little less explosive.
Anub’Rekhan
- Old: Battlecry: Gain 8 Armor. This turn, your minions cost Armor instead of Mana.
- New: Battlecry: Gain 8 Armor. This turn, your next 3 minions cost Armor instead of Mana.
Dev Comment: This Brann-Anub’Rekhan combo is not a big winrate outlier, but it represents a play pattern we don’t like. We wanted to reduce lethality and remove the ability for the combo to let players dump their entire hand, while still allowing ramp strategies.
Boon of the Ascended
- Old: [Costs 4]
- New [Costs 5]
Priestess Valishj
- Old: [Costs 0]
- New: [Costs 1]
Dev Comment: Boon Priest is not common or overly powerful at most levels of play, but it is the best performing deck at high legend and it wins through frustrating play patterns. We wanted to give it a couple small adjustments to make it more in line with the rest of the meta, especially after the other adjustments in this patch.
Necrolord Draka
- Old: [Costs 4]
- New: [Costs 5]
Sinstone Graveyard
- Old: [Costs 2]
- New: [Costs 3]
Sketchy Information
- Old: [Costs 3]
- New: [Costs 4]
Forsaken Lieutenant
- Old: [Costs 2]
- New: [Costs 3]
Dev Comment: There are two Rogue decks that we want to adjust this patch. Deathrattle Rogue is a deck that can do some cool, fun things, but it’s too fast for most decks to deal with. We don’t want to destroy these synergies, but we do want to slow them down. Similarly, Miracle Rogue makes for very bad play experiences when their pop-off turns are too powerful too soon. We think it is fun and thematic for Rogue to have those turns where they play a bunch of cards and get rewarded for it, but we want to slow that turn down a little.
Prince Renathal
- Old: Your deck size and starting Health are 40.
- New: Your deck size is 40. Your starting Health is 35.
Dev Comment: Renathal had its run. He’s the most played card in the game and the meta has warped around him for a long time, so we are making this change to open the meta back up. At the same time, we know he’s one of the most popular cards we’ve ever made, so we wanted to preserve his core effect as an option for his fans.
Tome Tampering
- Now banned in Wild.
Dev Comment: Discard is a thematic Warlock archetype with many tools over the years. Those tools have combined into a disruptive force in the Wild meta. Tome Tampering is the powerful enabler that puts this deck over the format’s power level; banning that enabler will let players continue to use those thematic discard Warlock tools, but at a level that is more in line with the rest of the format.
The above craftable cards will be eligible for a full dust refund for two weeks following Patch 25.0.4 (Signature versions of Anub’Rekhan and all versions of Prince Renathal are not craftable).
We're taking a hard look at what systemic changes we want to make to Signature cards in the future, and have not finalized those decisions. This time, players who have the Signature version of Anub'Rekhan as of December 20th at 10am PST will receive a grant of 1600 Arcane Dust at login, later that week. Things may work differently in the future. We will share more information on those future plans once they're finalized.
The following cards are being adjusted to be more powerful:
Dev Comment: Death Knight is the cool new class that many players want to try out, so we’re making some adjustments to open them up a little and give them more toys to tinker with. Like with the nerfs, these buffs are designed to be higher confidence; we specifically looked for low playrate Death Knight cards that seemed primed for upgrades. We plan to take another look in the next balance pass.
Corpse Bride
- Old: Battlecry: Spend up to 8 Corpses. Summon a Risen Groom with stats equal to the amount spent.
- New: Battlecry: Spend up to 10 Corpses. Summon a Risen Groom with stats equal to the amount spent.
Malignant Horror
- Old: At the end of your turn, spend 5 Corpses to summon a copy of this minion.
- New: At the end of your turn, spend 4 Corpses to summon a copy of this minion.
Meat Grinder
- Old: Battlecry: Shred a random minion in your deck to gain 3 Corpses.
- New: Battlecry: Shred a random minion in your deck to gain 4 Corpses.
Blightfang
- Old: 3 Attack, 3 Health
- New: 3 Attack, 4 Health
Stitched Giant
- Old: [Costs 10]
- New: [Costs 9]
Ymirjar Deathbringer
- Old: 3 Attack, 3 Health
- New: 4 Attack, 3 Health
Rime Sculptor
- Old: 3 Attack, 3 Health
- New: 4 Attack, 3 Health
Obliterate
- Old: Destroy a minion. Your hero takes damage equal to its Health.
- New: Destroy a minion. Your hero takes 3 damage.
Blood Tap
- Old: Give all minions in your hand +1/+1. Spend 3 Corpses to give them +1/+1 more.
- New: Give all minions in your hand +1/+1. Spend 2 Corpses to give them +1/+1 more.
Comments
Happy to see DK buffs, but it's actually unbelievable to me that they didn't buff warrior. The entire class makes up less than 2% of games on ladder across all ranks, and it's been like that for several expansions (not counting the month of kotf being in standard).
Is Corpse Bride even a buff...? You're forced to commit more into one body that can be easily stalled/removed which isn't exactly a good thing. I might be wrong but this doesn't feel like it makes the card good.
I think the idea is to incentivize Unholy decks to double down on Corpse generation and Corpse Bride is supposed to be the big payoff. Compare it to Spiteful Summoner and it doesn'T look that bad
I don't think blizzard understands that these death knight card buffs mostly just increase their power level in arena and they are already the strongest class in arena by a landslide.
Part of that is because they get more benefit from discover effects than any other class, and in these same patch notes is a nerf to the frequency of DKs getting discover effects in Arena. That said, I'll agree with you that Malignant Horror is an arena monster.
The nerf to Renathal saddens me but I was prepared for it seeing as it changed the game rules and it was the most used legendary according to HSReplay. My only irk is the Dev comment for the nerf. The meta wasn't warped around Renathal, he was popular coz players enjoy playing control decks. Yes it led to longer games but players were still having fun.
I have a feeling all the priest mirrors in the world championship also led to this nerf.
As for the rest of them, goodbye miracle priest and rogue! I hated those decks mostly* coz I'm too noob to play them properly 🙃
I know its unpopular, but it had to done sooner or later, because we're gonna have to take another year of him before rotation. And whether or not anyone agrees, its highly unlikely that team5 designs aggro cards without considering the 40 health.
Frost DK for example have actual difficulties reaching 40 damage, so we may argue that its either renathal gets hit or we buff their burn. Other decks like dhunter and spooky mage burns health so easily its very nearly tilting. So if I have to choose between toning down the prince or buffing everyone's aggro, I'd take the former anyday.
I dont think it was nerfed because of the 1 hour priest mirrors, the record is currently 1.5 hours control warrior matchup if Im not mistaken. Four lovely turns of 35 seconds waiting for your opponent to click hp.
imagine nerfing a deck because it performs well exclusively at high legend. yknow, like its a deck that mainly centers around skill so the best players use it more. but, of course, we're not allowed to have skill based decks unless they're ramp druid because if we play too many cards per turn the poor widdle aggro babies will start wetting their diapies at the thought of someone actually being rewarded for playing exceptionally well.
no, instead we all get to play boring decks and queue into ramp druids that make 20 armor in 2 seconds because for some reason blizzard gives them every broken, unfair and unfun to play against card they want and every other deck that wants to do anything vaguely unfair while actually requiring thought and planning and execution gets nerfed into the ground.
the hs balance team has been incompetent for 8 years now though, so im not surprised, but they could've at least left me a single deck in the entirety of format that i actually enjoy playing instead of literally just fucking miracle players over for the fiftieth time (in priest's case for literally no valid reason). guess i just quit until something actually fun to play comes around. complete joke.
sorry if you dont like my "attitude" in this post its a side effect of smoking weed and getting pussy B )
I disliking this post makes you a cringe weirdo/ramp druid player (same thing)
I sorry i dont make the rules
I
V
Imagine being so far up your ass that you think playing a high-skill deck should give you free wins
they're not free if it takes high skill use your thinking brain jimbo
edit: another example would be decks like ANT or Storm in MTG that require an incredible amount of thought to play around certain specific counterspells and whatnot as well as a high degree of execution. the problem is that hearthstone refuses to implement any sort of counterplay to combo/miracle decks besides durr hurr me play single card that has 1/4 chance of making it impossible for you to win the game.
They are free because the decks are statistically overpowered. Doesn't matter how much of your brain (in Hearthstone, omegalul) you have to use, you're still abusing overtuned decks.
Also you can still play those decks, you just gotta earn those wins now, lmao
you can complain about miracle rogue and deathrattle rogue being overtuned. i dont necessarily agree in miracle rogue's case, but whatever, i get where people are coming from. but miracle priest? theres was zero reason for that deck to be fucked with. blizzard even said it in their announcement that the deck was only especially effective at high legend (where the best miracle players would be logically).
also im gonna highlight this especially since you love to pop up and be a smart ass every time i post something
" Doesn't matter how much of your brain (in Hearthstone, omegalul)"
the implication here is that you do not use your brain while playing hearthstone and that tells me everything i need to know about you as a player
Ah yes, first you make a cringe post trying to gatekeep Druid players because they aren't skillful enough to your liking (as opposed to the omega brained Bless Priest that totally isn't just a bunch of draw with a fat pop-off turn that can be learned within 10-20 games) and then you play the victim when people make fun of your smug little rant.
You are an elitist little clown boy and you deserve nothing but mockery.
See you next time.
literally how have i played the victim i just acknowledged the true fact that you choose to ride in like a white knight and take everything i post on this video game fan website deadly seriously (i mean really, how much more obviously joking can i get than an arrow pointing at my like ratio calling dislikers "cringe") every time i complain about something
also LMAO holy shit dude go play yugioh the edge is killing me
>username that sounds like a 2012 era goth tumblr blog w the skeleton badge to match
>"You are an elitist little clown boy and you deserve nothing but mockery" like you're a castlevania villain giving me a speech before a boss fight
>"See you next time." like you're my anime rival as if i will even remember this interaction 10 minutes after typing this when im hitting a sweet kickflip and slurping my favorite flavor of Capri-Sun
also while im at it your assessment of miracle priest does literally nothing to counter my original argument which was that the deck performs especially well at high legend because it rewards players that invest time into getting good with the deck so even if you're coming at this from your r/Atheism debatelord perspective you still havent actually said anything to counter my point
lmao
I've never played ramp druid, I downvoted you for the attitude.
damn you must be real fun at parties
edit: i like that you specified that you've never played ramp druid because even you didnt want people thinking you play that degenerate deck
No, I specified it because you did the classic "poisoning the well" fallacy of trying to forestall other opinions by disqualifying them out of hand. Then again, since you're continuing the exact sour attitude I was critiquing in the first place, I think the effort was wasted.
my brother in christ i was making fun of ramp druid because i dont personally like that deck and i wanted to put a joke at the end of my rant that made fun of both them and the needless like/dislike system on this website you cannot actually think me putting an arrow in a smaller font size pointing down to the like ratio calling dislikers "cringe" was me being serious
also spending the first half of this comment explaining to me what poisoning the well means is extremely funny
Tome Tampering wasn't the offender of Discard Warlock being broken, it was Soul Barrage. Should have made it so it only hit minions, because it is you cannot build boards against it. Minions only serve to mitigate Soul Barrage's damage.
I hope the card does not stay permanently banned, though. The great thing about HS being digital is that Team 5 can errata cards to give them completely different effects, which is not possible in physical games. It would be dumb if you could only ever play Tome Tampering in solo stuff after it gets rotated out.