In addition to a handful of changes in Battlegrounds (which you can find our thoughts about them here), constructed Hearthstone also got several balance changes. After about half a month of playing with the new cards, there were several outliers in terms of power. Aggro Demon Hunter, Paladin, Hound Hunter, and Excavate Warlock all got hit with some form of nerf to hopefully bring them more in line with the rest of the meta. Without any further delay, lets jump into the new changes!


Blindeye Sharpshooter

Blindeye Sharpshooter Card Image

Now has 3 health (Down from 5)

One of the breakout stars of the set, Blindeye Sharpshooter has very quickly become the core of both Aggro Demon Hunter as well as Naga Demon Hunter. However, in these decks Blindeye Sharpshooter is almost never a turn 3 play, instead coming down when multiple Naga and spells can be strung together to draw a bunch of cards and deal a load of damage, which makes this nerf somewhat negligible. As someone who had played too much of this card for the first week of the expansion, the only matchup where I felt fine running the sharpshooter out on turn 3 was against Druids, which notably now can snipe the naga with Amber Whelp. Other removal also lines up significantly better with cards like Turn the Tides, Keeper's Strength on a Silver Hand Recruit, and a forged Sanitize

All of this is to say the card is still ridiculously strong, but now properly punishes players who try to get a game-winning turn early on. The fact the card is more easily cleared by most AoE also results in these pop-off turns being easier to recover from, assuming that the turn doesn’t win on the spot. The meta might shift away to favor decks that have a good matchup against aggressive demon hunters, but this card is almost definitely still on the radar for a more impactful nerf and is something players should keep in mind.


Order in the Court

Order in the Court Card Image

No longer draws a card

Order in the Court has quietly been one of the strongest cards in the majority of Paladin’s recent decks. This one card allows players to play the best aggro cards in the early game while not letting the quantity weigh down a strong end-game from a few select cards. Being able to guarantee draw The Countess for a decent turn 7 is strong on its own, but what pushes the card over the top is that all flavors of Paladin have some variant of expensive card that can easily cheat its mana costs. Whether it be Lightray, The Garden's Grace, Living Horizon, or Sea Giant (which despite being a neutral class minion, both copies are guaranteed to be drawn so The Countess is still active), Order in the Court almost always comes with a massive threat resulting in the loss of tempo from casting 2 mana "do nothing" non-existent.

This nerf does a great job at making sure that this is the durdle play that it was designed to be. Finding your late game on demand is still a very strong effect, especially considering that it still lets Paladin have a great early game and endgame, but it does make these expensive cards significantly worse. They still do a great job at giving a strong tempo push after giving some up, but the extra breathing room will allow players to better approach this endgame as opposed to immediately staring down a 8/8 or a creature that just got +5/+5 and divine shield. I still expect the card to see play, albeit with less of the expensive cards that come down for free and more cards like The Leviathan, Reno, Lone Ranger or The Countess.


Always a Bigger Jormungar

Always a Bigger Jormungar Card Image

Now costs 2 mana (Up from 1)

One of the stronger cards Hunter has gotten in recent sets was Hollow Hound, who’s ability to clear multiple threats while padding the player’s life total turned out to be too strong. However, combining this ability to cleave away multiple threats with the bunch of extra face damage proved to be too much, which is what Always a Bigger Jormungar did. What pushed this playstyle over-the-top was both the printing of Messenger Buzzard and Azerite Chain Gang. Messenger Buzzard added both consistency for the deck in terms of finding Hollow Hound or Stonebound Gargon as well as pumping their attack to make getting excess damage easier. As for Azerite Chain Gang, the ability to create two or three bodies that scale off of Hunter’s other hand/deckbuff cards like Bestial Madness or Hope of Quel'Thalas allows the deck to put on considerable more pressure to make the required excess damage to kill the opponent lower.

Ultimately, Always a Bigger Jormungar and the rest of the Hound Hunter deck put opponents into a “damned if you do, damned if you don't” situation. Playing no minions results in you being rolled over by the attack-buffed threats, while playing minions just results in being clobbered by a cleave threat and taking a load of damage upstairs. While the nerf leaves this combo still relatively easy to cast as a 6 or 8 mana for a game-ending play is still pretty strong, it hurts the consistency quite a bit. Now the combo is a fair bit more lopsided, as finding one of the cleave threats is much easier, but finding Always a Bigger Jormungar when it’ll actually be good will be much less common. This nerf feels like it will have the cards more reliant on it to be good like Stonebound Gargon being dropped in favor of cards that better work with the other handbuff cards such as Bovine Skeleton or the newly buffed Defense Attorney Nathanos. Speaking of him…


Defense Attorney Nathanos

Defense Attorney Nathanos Card Image

Now has 4 attack (Down from 5) and Deathrattle is gained before triggered.

In the midst of 4 nerfs, there is also a minor rework for Defense Attorney Nathanos to work properly with a lot of the newer cards in Showdown in the Badlands and the Fall of Ulduar mini-set. Simply put, Defense Attorney Nathanos did not work with Bovine Skeleton, Twisted Frostwing, and Spurfang while now it will summon a Bovine Skeleton, a 3/3 and a 4 cost beast. Does this make the card better? Sure, Nathanos is going to fit better into any deck that runs them, but I’m not too sold on it while hunter still has other great options for a grindy top-end that is not reliant on playing specific cards earlier like Aggramar, the Avenger or Hydralodon. I would love to see Nathanos see more play, but I just don't see it happening right now.


The Azerite Snake

The Azerite Snake Card Image

Now drains 7 health (Down from 10)

So despite the initial hype (and day 1 of endless Snake mirror matches) The Azerite Snake had, the card went on to be more or less fine once more players started to gravitate towards aggressive decks again. However due to such a miserable play experience, nerfing the Snake makes perfect sense. This nerf definitely hurts the counter-racing potential as healing for 7/14 is much more tolerable than healing 10/20 per turn, but beyond that, the excavate cards still feel like they will be playable. Right now slow warlock decks have two main ways of closing out the game, these being Abyssal Curses or the Azerite Snake, and fortunately for the Azerite Snake, curses pale in comparison. Pretty much all of the cards that give curses to the opponent are subpar on their own while the Excavate cards have more of a direct impact and any amount of healing Za'qul can heal you is negligible compared to being able to bounce the Snake.

All of this is to say that I still think The Azerite Snake will still be the go-to win condition for Control Warlocks, but is this nerf enough to make that deck fall off completely? While I've seen people say it takes 5 battlecries to kill with the Snake I feel like this is a bit counterproductive. It's not difficult to get 2 damage over the course of a long game to bring it down to 4 battlecries, and dealing a total of 9 damage is also fairly easy when you have threats like Tram Conductor Gerry, Dar'Khan Drathir, and Sargeras, the Destroyer which all provide a decent amount of chip damage. While the Azerite Snake still is going to do a majority of the work closing out the game, I feel like decks will adapt to not be entirely reliant on it anymore and instead treating it like a Lifedrinker on steroids that buys the Warlock player enough time to string together some other game-winning threats.


Wrapping Up

Overall all of these nerfs seem pretty solid and should hopefully bring in some other decks into the metagame. However, there is one deck that I am worried about going untouched in this balance patch, that being Enrage Warrior. While paladin being less precedent could help bring it more in line, Enrage Warrior was already one of the strongest decks at high legend running 0 cards from the new set and I don't see it falling in win rate much. Am I being a bit of a doomsayer for thinking the meta is going to centralize on this one deck? Maybe, but I think its something to keep an eye on for sure. Anyway, that is our thoughts on the latest constructed balance changes, what are your stance on them? Excited to play with the reworked Defense Attorney Nathanos? Let me know in the comments below!