I think it's less a power level thing (although she's probably the 2nd best card in the deck behind Voidtouched Attendant) and more that they printed with the intent of using her to waste your opponent's value or combo cards and instead she's being used to lock out counterplay.
Yep. As she currently stands, she’s basically a mini-Time Warp.
Although it’s funny when she ends up giving Mind Blast for lethal.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
They banned Stealer of Souls in Wild a bit ago. This is probably a Demon Seed ban in Wild.
E: I suppose there is a non-zero chance they ban Darkglare instead and just nerf Seed but I think it's a lot less likely.
I think that Darkglare gets banned and Seed gets nerfed. I think that they’re happy with Darkglare in Standard, but Seed is just too strong there too. My guess is Seed goes to 6/8/10. Darkglare is just far too strong in Wild.
I think that Ilucia gets redesigned. Maybe something like “at the end of your turn, add a card from your opponent’s hand to your hand.” I dunno.
I think that DH quest requirements go up by 1, to 5/6/7. Or possibly 5/6/6.
I think that Perpetual Flame is the Shaman card hit.
I feel like nerfing the DH quest like that would probably just kill it. I'm not even sure if the Questline is really the problem for DH. I could see them nerfing Brute (mana or stats) because a lot of what makes the deck feel awful to play against is Brute + Felosophy where they hit the nuts and drop like 3 Brutes on turn 4 (or worse!). If it cost more you wouldn't see the game-winning mass Brute drops as early/often.
Agree on Perpetual Flame. That 1 card can instantly win the game for the Shaman in some matchups. I think if the Questline didn't exist then Flame could possibly be a fair card, but the Questline just erases almost all the downsides of Flame. If anything, I think the Shaman Questline probably deserves a nerf more than the DH one. It seems just a bit too easy to complete for how little tempo needs to be sacrificed to do so. Maybe the Flame nerf alone would be enough, but seeing that Questline nerfed would not at all be a surprise to me.
Edit: I could possibly see a Backfire nerf because it's basically a key in every Warlock deck right now. Draw 3 for 3 mana is pretty crazy, even with the downside.
As for the 7 buffs, the specific cards that will be touched are really anyone's guess. It might be fun to guess at the archetypes that the buffs will be associated with. My WAGs are:
Hunter: Rat/Swarm/Beast/whatever hunter. The majority of the Stormwind Hunter cards tried to push this archetype and have been a total wet fart. Possibly something for Questline Hunter but it always feels on the edge of viable and maybe the nerfs will open up space for it.
Mage: Even though the stats say it's not amazing, Questline Mage probably doesn't need buffs, so I feel like none of the cards it plays would get touched. Stormwind tried to push some sort of weird Fire Mage build, but I don't know what they could buff to make that a thing without going absolutely crazy. Maybe Hero Power mage since they've tried twice now to make that an archetype and it's just never really played out (it felt like it was closer in Rastakhan but flopped pretty bad in Barrens).
Warrior: My heart hopes for Questline/Pirates, but I think I've heard those are already good in Wild (I could be misinformed about this) and they might be wary about buffing a solid Wild deck. Still, Questline Warrior has an incredibly Hearthstone payoff which I feel like they'd want to see get some time in Standard, so maybe they'll go for it anyway.
Alternatively, maybe they won't be going for archetype pushes and will just be randomly buffing 2-3 of the terrible unplayable cards in those classes and hoping something interesting magically comes of it.
Officially the unluckiest CCG player ever.
+1
GrobianWhat's on sale?Pliers!Registered Userregular
Without an announcement they can change still but the main things are 3 nerfs to frogger (frog itself to +1/+1, macaw can't trigger itself anymore and reborn snake to tier 5) and doomsayer double nerfed (+tier, +avenge).
Also some light buffs to quilboar and pirates. And the useless non-pirate guy was replaced with captain again.
So basically nothing interesting or creative, just what the community was demanding for the last weeks. I don't know what took them so long, maybe they had to wait for the constructed patch?
I believe the best Hearthstone players in the world, piloting a viable Quest Priest deck, cannot beat a middling player with a Quest Warlock deck. Quest Warlock is just too efficient.
Dev Comment: Irebound Brute was playable a bit earlier than intended on average. Pushing it back a turn should soften extreme turns.
Mindrender Illucia
Old: Battlecry: Swap hands and decks with your opponent until your next turn. → New: Battlecry: Replace your hand with a copy of your opponent’s until end of turn.
PRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.pngcardchanges_arrow.pngPRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.png
Dev Comment: With the refinement of Shadow Priest in recent weeks, Mindrender Illucia has been overperforming in the archetype, in an unintended way. Instead of being used as a late game disruption tool, Shadow Priests have been using Illucia as an early game play to essentially skip the opponent’s turn. This change is aimed at removing that problematic gameplay from Illucia, while still keeping her in a similar space with her effect.
Dev Comment: Perpetual Flame is a very efficient removal tool for Questline Shaman. Going up one mana here will give board-based decks a better shot against Shaman in the early- and mid-game.
Command the Elements
Tame the Flames (the third portion of the Questline)
Old: Play 2 cards with Overload. Reward: Stormcaller Bru’kan. → New: Play 3 cards with Overload. Reward: Stormcaller Bru’kan.
SHAMAN_SW_031t2_enUS_TametheFlames-64324_NORMAL.pngcardchanges_arrow.pngSHAMAN_SW_031t2_enUS_TametheFlames-64324_NORMAL.png
Dev Comment: Slowing down the speed at which Questline Shamans can get their final reward should open up more room for counterplay, particularly from slower strategies.
The Demon Seed
The Demon Seed (part 1 of the Questline)
Old: Take 6 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
Establish the Link (part 2 of the Questline)
Old: Take 7 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
Additionally, The Demon Seed is now banned in Wild.
WARLOCK_SW_091_enUS_TheDemonSeed-64900_NORMAL.pngcardchanges_arrow.pngWARLOCK_SW_091_enUS_TheDemonSeed-64900_NORMAL.png
Dev Comment: After monitoring both Standard and Wild since the release of Stormwind, we’ve decided to both increase the damage required on the first two steps for Standard and ban the Questline in Wild. In Standard, we are slightly upping the amount of damage needed to complete the Questline to slow down the speed at which Tamsin locks up games. In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
Dev Comment: Runed Mithril Rod is overperforming relative to mana-generation sources in other classes, mainly due to Warlock’s card draw potential. Going up one mana will bring Runed Mithril Rod’s power level more in line with what other classes have access to.
The cards listed above will be eligible for a full dust refund for 2 weeks after the 21.3 patch goes live.
The following cards have been adjusted up in power level.
Dev Comments: We’re looking at opening up a few more strategies for some of the less-diverse classes and underrepresented archetypes in the Standard metagame. These buffs are aimed at some of the weaker archetypes to make them more appealing options to play with. Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.
Mordresh Fire Eye
Old: [Costs 10] 10 Attack, 10 Health → New: [Costs 8] 8 Attack, 8 Health
MAGE_BAR_547_enUS_MordreshFireEye-63064_NORMAL.pngcardchanges_arrow.pngMAGE_BAR_547_enUS_MordreshFireEye-63064_NORMAL.png
Stormwind Freebooter
Old: 3 Attack, 3 Health → New: 3 Attack, 4 Health
WARRIOR_SW_093_enUS_StormwindFreebooter-64975_NORMAL.pngcardchanges_arrow.pngWARRIOR_SW_093_enUS_StormwindFreebooter-64975_NORMAL.png
Stonemaul Anchorman
Old: 4 Attack, 5 Health → New: 4 Attack, 6 Health
WARRIOR_BAR_896_enUS_StonemaulAnchorman-63701_NORMAL.pngcardchanges_arrow.pngWARRIOR_BAR_896_enUS_StonemaulAnchorman-63701_NORMAL.png
Bloodsail Deckhand
Old: 2 Attack, 1 Health → New: 2 Attack, 2 Health
WARRIOR_CS3_008_enUS_BloodsailDeckhand-62462_NORMAL.pngcardchanges_arrow.pngWARRIOR_CS3_008_enUS_BloodsailDeckhand-62462_NORMAL.png
Battlegrounds Updates
GENERAL UPDATE
Turn lengths have been reverted to their pre-21.2 times (turns 3-9 have been reduced by 5 seconds after they were temporarily increased by 5 seconds in Patch 21.2).
HERO UPDATES
Galewing
Dungar’s Gryphon (Eastern Plaguelands Option)
Old: In 5 turns, upgrade your Tavern Tier. → New: In 5 turns, your next Tavern Tier upgrade costs (5) less.
NEUTRAL_BG20_HERO_283p_t3_enUS_EasternPlaguelands-75706_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_HERO_283p_t3_enUS_EasternPlaguelands-75706_NORMAL.png
Master Nguyen
Power of the Storm [Passive]
Adjusted the odds of hero power offerings (no text changes).
MINION UPDATES
Defiant Shipwright has been removed from the minion pool.
Southsea Captain has been returned to the minion pool.
Impatient Doomsayer
Old: [Tavern Tier 3] Avenge (3): Add a random Demon to your hand. → New: [Tavern Tier 4] Avenge (4): Add a random Demon to your hand.
NEUTRAL_BG21_007_enUS_ImpatientDoomsayer-72066_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_007_enUS_ImpatientDoomsayer-72066_NORMAL.png
Kathra’natir
Old: [Tavern Tier 4] 7 Attack, 5 Health. Your other Demons have +3 Attack. Your Hero is Immune. → New: [Tavern Tier 3] 5 Attack, 4 Health. Your other Demons have +2 Attack. Your Hero is Immune.
NEUTRAL_BG21_039_enUS_Kathranatir-76566_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_039_enUS_Kathranatir-76566_NORMAL.png
Leapfrogger
Old: Deathrattle: Give a friendly Beast +2/+2 and this Deathrattle. → New: Give a friendly Beast +1/+1 and this Deathrattle.
NEUTRAL_BG21_000_enUS_Leapfrogger-72042_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_000_enUS_Leapfrogger-72042_NORMAL.png
Monstrous Macaw
Old: After this attacks, trigger a random friendly minion’s Deathrattle. → New: After this attacks, trigger another friendly minion’s Deathrattle.
NEUTRAL_BGS_078_enUS_MonstrousMacaw-62230_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BGS_078_enUS_MonstrousMacaw-62230_NORMAL.png
Whelp Smuggler
Old: 2 Attack, 4 Health. After a friendly Dragon gains Attack, give it +2 Health. → New: 2 Attack, 5 Health. After a friendly Dragon gains Attack, give it +1 Health.
NEUTRAL_BG21_013_enUS_WhelpSmuggler-72072_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_013_enUS_WhelpSmuggler-72072_NORMAL.png
Impulsive Trickster
Old: Deathrattle: Give this minion’s maximum Health to a friendly minion. → New: Deathrattle: Give this minion’s maximum Health to another friendly minion.
NEUTRAL_BG21_006_enUS_ImpulsiveTrickster-72059_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_006_enUS_ImpulsiveTrickster-72059_NORMAL.png
Peggy Brittlebone
Old: 5 Attack, 3 Health. After a card is added to your hand, give another random Pirate +1/+1 → New: 6 Attack, 5 Health. After a card is added to your hand, give another friendly Pirate +1/+1.
NEUTRAL_BG21_016_enUS_PeggyBrittlebone-72070_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG21_016_enUS_PeggyBrittlebone-72070_NORMAL.png
Dev Comment: The text change portion of this change is just to clarify the card’s current, intended functionality. It does not represent any functional change.
Charlga
Old: At the end of your turn, play a Blood Gem on all other friendly minions. → New: At the end of your turn, play a Blood Gem on all friendly minions.
NEUTRAL_BG20_303_enUS_Charlga-70165_NORMAL.pngcardchanges_arrow.pngNEUTRAL_BG20_303_enUS_Charlga-70165_NORMAL.png
Duels Updates
Party Replacements, Rally the Troops, and Oops, All Spells! have all been moved from Passive Treasure Pool 2 to Pool 2 Ultra Rare.
All Together Now has been moved from Passive Treasure Pool 1 to Pool 2.
Voidtouched Attendant is now banned from deck creation.
Arena Updates
Ramming Mount will no longer be draftable in Arena. Additionally, we discovered a bug with some card offering rates. We’ve addressed that bug and will be re-adjusting the offering rates to match the intended rates, which should help move all classes closer to the 50% class winrate.
Bug Fixes & Game Improvements
Fixed a bug causing crashes when the friends list was opened.
Fixed a bug where friends could sometimes not be challenged.
Fixed a bug where Maestra of the Masquerade would sometimes have you start the game as a Rogue (not her best disguise).
Fixed a bug that prevented Grand Magus Antonidas from hitting Stealth targets and resulted in Antonidas potentially hitting the caster’s own face if the enemy hero was in Stealth.
Fixed a bug where Tradeable cards would keep enchantments if shuffled into your deck by something other than Tradeable.
Fixed bugs where cards like Razormane Battleguard would not properly reduce the cost of cards after Celestial Alignment was played.
Fixed a bug where Barrens Scavenger’s cost could be reduced below 1 while you had 10 or fewer cards in your deck.
Fixed a bug where Highlord Fordragon would trigger on minions that were not in play.
Fixed bugs where cards like Master of Realities and Whelp Smuggler would have an incorrect number of triggers.
Fixed a bug where swapping a Tavern Tier 6 minion (such as with Arcane Alteration, Malygos’s Hero Power) would sometimes cause it to disappear.
Fixed a visual bug that caused enemy Tavern Tiers to show as reset to Tavern Tier 1.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I feel like nerfing the DH quest like that would probably just kill it. I'm not even sure if the Questline is really the problem for DH. I could see them nerfing Brute (mana or stats) because a lot of what makes the deck feel awful to play against is Brute + Felosophy where they hit the nuts and drop like 3 Brutes on turn 4 (or worse!). If it cost more you wouldn't see the game-winning mass Brute drops as early/often.
Agree on Perpetual Flame. That 1 card can instantly win the game for the Shaman in some matchups. I think if the Questline didn't exist then Flame could possibly be a fair card, but the Questline just erases almost all the downsides of Flame. If anything, I think the Shaman Questline probably deserves a nerf more than the DH one. It seems just a bit too easy to complete for how little tempo needs to be sacrificed to do so. Maybe the Flame nerf alone would be enough, but seeing that Questline nerfed would not at all be a surprise to me.
As for the 7 buffs, the specific cards that will be touched are really anyone's guess. It might be fun to guess at the archetypes that the buffs will be associated with. My WAGs are:
Hunter: Rat/Swarm/Beast/whatever hunter. The majority of the Stormwind Hunter cards tried to push this archetype and have been a total wet fart. Possibly something for Questline Hunter but it always feels on the edge of viable and maybe the nerfs will open up space for it.
Mage: Even though the stats say it's not amazing, Questline Mage probably doesn't need buffs, so I feel like none of the cards it plays would get touched. Stormwind tried to push some sort of weird Fire Mage build, but I don't know what they could buff to make that a thing without going absolutely crazy. Maybe Hero Power mage since they've tried twice now to make that an archetype and it's just never really played out (it felt like it was closer in Rastakhan but flopped pretty bad in Barrens).
Warrior: My heart hopes for Questline/Pirates, but I think I've heard those are already good in Wild (I could be misinformed about this) and they might be wary about buffing a solid Wild deck. Still, Questline Warrior has an incredibly Hearthstone payoff which I feel like they'd want to see get some time in Standard, so maybe they'll go for it anyway.
As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.
So is new Shudderwock OP? It doesn't seem to be as far as I can tell, but it's getting hit pretty hard with the nerf bat, so Blizzard's stats must know something I don't.
Galewing being nerfed isn't a huge surprise. He's definitely one of the strongest. I wonder if the "correct" way to play it now will just be spamming the middle flight path since only the 5 turn one was nerfed.
It's pretty funny that they just immediately threw Defiant Shipwright in the garbage rather than try to tweak it.
The BG nerfs look good. Frogfest is dead, Demons card fiesta should be no more, Whelp Smuggler is no longer OP. Seems like we could be in a world of Quilboars and Pirates now. And maybe Mechs? I hear Mecharel and divine shield resets are good but with people so focused on the busted stuff right now it's hard to tell.
Officially the unluckiest CCG player ever.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.
It will probably be fine. No Questlock means the return of Reno decks and Darkglare giants, which means the return of Secret Mage in turn.
Reno should be a fine Quest Hunter matchup because you can just draw go a couple turns and then hero power for 30, and Flare is quite good into Secret Mage. People will also be teching for Pirate Warrior which has no effect on you.
The problem with banning quest warlock in wild is that I’ve got ~100% win rate against them as Shadow Priest.
Yea, please, smack yourself in the face some more.
Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”
Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”
Yeah, I really don't get the Illucia change. I never used her but that card was super unique and fun
0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.
Edit: I don't possibly see how it could be done on Turn 5 though.
As a Wild Questline Hunter player, I am mildly concerned about the Warlock Questline being banned from Wild; it was largely a safe match-up for me, and it was very prevalent in high ranks, making it easier for me to rank up. With it eliminated, I'm going to have to deal with a different deck, possibly one that is more resistant to Questline Hunter. Boo.
It will probably be fine. No Questlock means the return of Reno decks and Darkglare giants, which means the return of Secret Mage in turn.
Reno should be a fine Quest Hunter matchup because you can just draw go a couple turns and then hero power for 30, and Flare is quite good into Secret Mage. People will also be teching for Pirate Warrior which has no effect on you.
I believe you, you're way more knowledgeable and experienced with this, but my personal experience with Reno is: I rush Questline, get them to like 5 health, and then they Reno next turn and I'm out of gas. I guess I'll have to learn how to recognize a Reno deck ahead of time, and pace myself.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.
Well, we'll have to see. I think by and large folks were playing him for tempo rather than value, it's possible a really juiced value shudder can still get some work done with the right comp.
If you had board control OR if your hand was empty / useless, Illucia was a three mana "your opponent skips their next turn" most of the time. Way too powerful of an effect imo, even if more typical Priest archetypes weren't blowing it up with her right this very second (given that no control archetypes are).
The problem with banning quest warlock in wild is that I’ve got ~100% win rate against them as Shadow Priest.
Yea, please, smack yourself in the face some more.
Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”
Illucia seems nearly useless now. They could have at least tried taking her back to 2 mana like she used to be now that she doesn't trade hands.
I guess that makes getting 1,600 dust from her all the easier to swallow.
Officially the unluckiest CCG player ever.
0
GrobianWhat's on sale?Pliers!Registered Userregular
0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.
Edit: I don't possibly see how it could be done on Turn 5 though.
The overall stats don't paint the whole picture, Shudder was broken with both tokens in (and in higher ranks). Then he was a better Jandice and Jandice is already arguably op in that situation.
0 mana Shudderwock was regularly being used to get 3-5 T6 units on turns 5-7 by spamming tokens and powerleveling. It was definitely something that needed to get looked at.
Judging from the stats, it looks like going for that strategy whiffed nearly as often as it succeeded. I get the need to tone down blowout heroes, but I get the feeling this puts Shudderwock back in the dumpster. I guess we'll see.
Edit: I don't possibly see how it could be done on Turn 5 though.
Also, if the main problem was a big double Shudderling swing turn, it seems like a more reasonable nerf would have been to limit Shudds to only being able to play one Shudderling per turn.
Also Deckhand is kind of nutty now? 1 mana 2/2 with a highly relevant tribe and a tempo battlecry.
It's solid, but Quest Warrior needed something because it's kind of weaksauce. And it's only ever played on turn 1 if you're on the coin. I'll note that in practice the Battlecry doesn't always matter because sometimes on your weapon turn you end up floating a mana anyway.
I think +6 health to the deck overall will help though, should be better than T4 for sure now! Well, unless the new meta sees a big rise in counters (which it might, since Warlock and Quest Shaman were far from its only bad matchups).
Posts
Yep. As she currently stands, she’s basically a mini-Time Warp.
Although it’s funny when she ends up giving Mind Blast for lethal.
Agree on Perpetual Flame. That 1 card can instantly win the game for the Shaman in some matchups. I think if the Questline didn't exist then Flame could possibly be a fair card, but the Questline just erases almost all the downsides of Flame. If anything, I think the Shaman Questline probably deserves a nerf more than the DH one. It seems just a bit too easy to complete for how little tempo needs to be sacrificed to do so. Maybe the Flame nerf alone would be enough, but seeing that Questline nerfed would not at all be a surprise to me.
Edit: I could possibly see a Backfire nerf because it's basically a key in every Warlock deck right now. Draw 3 for 3 mana is pretty crazy, even with the downside.
Hunter: Rat/Swarm/Beast/whatever hunter. The majority of the Stormwind Hunter cards tried to push this archetype and have been a total wet fart. Possibly something for Questline Hunter but it always feels on the edge of viable and maybe the nerfs will open up space for it.
Mage: Even though the stats say it's not amazing, Questline Mage probably doesn't need buffs, so I feel like none of the cards it plays would get touched. Stormwind tried to push some sort of weird Fire Mage build, but I don't know what they could buff to make that a thing without going absolutely crazy. Maybe Hero Power mage since they've tried twice now to make that an archetype and it's just never really played out (it felt like it was closer in Rastakhan but flopped pretty bad in Barrens).
Warrior: My heart hopes for Questline/Pirates, but I think I've heard those are already good in Wild (I could be misinformed about this) and they might be wary about buffing a solid Wild deck. Still, Questline Warrior has an incredibly Hearthstone payoff which I feel like they'd want to see get some time in Standard, so maybe they'll go for it anyway.
Alternatively, maybe they won't be going for archetype pushes and will just be randomly buffing 2-3 of the terrible unplayable cards in those classes and hoping something interesting magically comes of it.
Without an announcement they can change still but the main things are 3 nerfs to frogger (frog itself to +1/+1, macaw can't trigger itself anymore and reborn snake to tier 5) and doomsayer double nerfed (+tier, +avenge).
Also some light buffs to quilboar and pirates. And the useless non-pirate guy was replaced with captain again.
So basically nothing interesting or creative, just what the community was demanding for the last weeks. I don't know what took them so long, maybe they had to wait for the constructed patch?
Well damn: Hearthstone's Fairy Tale Hero Skin Bundle Preview
Stupid sexy Anduin.
Quillboar unnerfs though lollll
CHARLGA FINALLY BUFFS HERSELF TOO LMAO
edit:
Jfc you weren't kidding, home boy's showing off more tiddy than original Jaina was, goddamn
Battle.net Tag: Dibby#1582
I legit forgot that was ever a thing tbh
Battle.net Tag: Dibby#1582
And Elemental Shaman will still probably be really good after the patch since I suspect it will only focus on Quest Shaman nerfs.
OK, the minimum number of cards needed to complete the quest.
My point was the quest rewards are unbalanced in standard.
Make Quest Warlock bad, then. It's too popular at Diamond 10.
Battle.net Tag: Dibby#1582
Like I don’t think I’ve ever played against a Quest Shaman that was actually overloaded.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Text dump version:
Standard and Wild Updates
The following cards have been adjusted down in power level.
Irebound Brute
Old: [Costs 7] → New: [Costs 8]
DEMONHUNTER_SW_037_enUS_IreboundBrute-64373_NORMAL.pngcardchanges_arrow.pngDEMONHUNTER_SW_037_enUS_IreboundBrute-64373_NORMAL.png
Dev Comment: Irebound Brute was playable a bit earlier than intended on average. Pushing it back a turn should soften extreme turns.
Mindrender Illucia
Old: Battlecry: Swap hands and decks with your opponent until your next turn. → New: Battlecry: Replace your hand with a copy of your opponent’s until end of turn.
PRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.pngcardchanges_arrow.pngPRIEST_SCH_159_enUS_MindrenderIllucia-59643_NORMAL.png
Dev Comment: With the refinement of Shadow Priest in recent weeks, Mindrender Illucia has been overperforming in the archetype, in an unintended way. Instead of being used as a late game disruption tool, Shadow Priests have been using Illucia as an early game play to essentially skip the opponent’s turn. This change is aimed at removing that problematic gameplay from Illucia, while still keeping her in a similar space with her effect.
Perpetual Flame
Old: [Costs 1] → New: [Costs 2]
SHAMAN_WC_020_enUS_PerpetualFlame-63098_NORMAL.pngcardchanges_arrow.pngSHAMAN_WC_020_enUS_PerpetualFlame-63098_NORMAL.png
Dev Comment: Perpetual Flame is a very efficient removal tool for Questline Shaman. Going up one mana here will give board-based decks a better shot against Shaman in the early- and mid-game.
Command the Elements
Tame the Flames (the third portion of the Questline)
Old: Play 2 cards with Overload. Reward: Stormcaller Bru’kan. → New: Play 3 cards with Overload. Reward: Stormcaller Bru’kan.
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Dev Comment: Slowing down the speed at which Questline Shamans can get their final reward should open up more room for counterplay, particularly from slower strategies.
The Demon Seed
The Demon Seed (part 1 of the Questline)
Old: Take 6 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
Establish the Link (part 2 of the Questline)
Old: Take 7 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. → New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
Additionally, The Demon Seed is now banned in Wild.
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Dev Comment: After monitoring both Standard and Wild since the release of Stormwind, we’ve decided to both increase the damage required on the first two steps for Standard and ban the Questline in Wild. In Standard, we are slightly upping the amount of damage needed to complete the Questline to slow down the speed at which Tamsin locks up games. In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
Runed Mithril Rod
Old: [Costs 3] → New: [Costs 4]
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Dev Comment: Runed Mithril Rod is overperforming relative to mana-generation sources in other classes, mainly due to Warlock’s card draw potential. Going up one mana will bring Runed Mithril Rod’s power level more in line with what other classes have access to.
The cards listed above will be eligible for a full dust refund for 2 weeks after the 21.3 patch goes live.
The following cards have been adjusted up in power level.
Dev Comments: We’re looking at opening up a few more strategies for some of the less-diverse classes and underrepresented archetypes in the Standard metagame. These buffs are aimed at some of the weaker archetypes to make them more appealing options to play with. Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.
Leatherworking Kit
Old: [Costs 2] → New: [Costs 1]
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Selective Breeder
Old: 1 Attack, 1 Health → New: 1 Attack, 3 Health
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Wildfire
Old: [Costs 2] → New: [Costs 1]
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Mordresh Fire Eye
Old: [Costs 10] 10 Attack, 10 Health → New: [Costs 8] 8 Attack, 8 Health
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Stormwind Freebooter
Old: 3 Attack, 3 Health → New: 3 Attack, 4 Health
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Stonemaul Anchorman
Old: 4 Attack, 5 Health → New: 4 Attack, 6 Health
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Bloodsail Deckhand
Old: 2 Attack, 1 Health → New: 2 Attack, 2 Health
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Battlegrounds Updates
GENERAL UPDATE
Turn lengths have been reverted to their pre-21.2 times (turns 3-9 have been reduced by 5 seconds after they were temporarily increased by 5 seconds in Patch 21.2).
HERO UPDATES
Shudderwock
Snicker-snack
Old: [Costs 0] → New: [Costs 2]
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Galewing
Dungar’s Gryphon (Eastern Plaguelands Option)
Old: In 5 turns, upgrade your Tavern Tier. → New: In 5 turns, your next Tavern Tier upgrade costs (5) less.
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Master Nguyen
Power of the Storm [Passive]
Adjusted the odds of hero power offerings (no text changes).
MINION UPDATES
Defiant Shipwright has been removed from the minion pool.
Southsea Captain has been returned to the minion pool.
Impatient Doomsayer
Old: [Tavern Tier 3] Avenge (3): Add a random Demon to your hand. → New: [Tavern Tier 4] Avenge (4): Add a random Demon to your hand.
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Kathra’natir
Old: [Tavern Tier 4] 7 Attack, 5 Health. Your other Demons have +3 Attack. Your Hero is Immune. → New: [Tavern Tier 3] 5 Attack, 4 Health. Your other Demons have +2 Attack. Your Hero is Immune.
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Leapfrogger
Old: Deathrattle: Give a friendly Beast +2/+2 and this Deathrattle. → New: Give a friendly Beast +1/+1 and this Deathrattle.
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Monstrous Macaw
Old: After this attacks, trigger a random friendly minion’s Deathrattle. → New: After this attacks, trigger another friendly minion’s Deathrattle.
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Reanimating Rattler
Old: [Tavern Tier 4] 6 Attack, 2 Health. → New: [Tavern Tier 5] 7 Attack, 3 Health.
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Whelp Smuggler
Old: 2 Attack, 4 Health. After a friendly Dragon gains Attack, give it +2 Health. → New: 2 Attack, 5 Health. After a friendly Dragon gains Attack, give it +1 Health.
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Impulsive Trickster
Old: Deathrattle: Give this minion’s maximum Health to a friendly minion. → New: Deathrattle: Give this minion’s maximum Health to another friendly minion.
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Master of Realities
Old: [Tavern Tier 6]. → New: [Tavern Tier 5].
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Peggy Brittlebone
Old: 5 Attack, 3 Health. After a card is added to your hand, give another random Pirate +1/+1 → New: 6 Attack, 5 Health. After a card is added to your hand, give another friendly Pirate +1/+1.
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Dev Comment: The text change portion of this change is just to clarify the card’s current, intended functionality. It does not represent any functional change.
Goldgrubber
Old: 2 Attack, 2 Health. → New: 4 Attack, 4 Health.
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Salty Looter
Old: 4 Attack, 4 Health. → New: 4 Attack, 5 Health.
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Prophet of the Boar
Old: 2 Attack, 3 Health. → New: 3 Attack, 3 Health.
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Roadboar
Old: 1 Attack, 4 Health. → New: 2 Attack, 4 Health.
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Bristleback Brute
Old: 3 Attack, 3 Health. → New: 4 Attack, 4 Health.
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Dynamic Duo
Old: 3 Attack, 4 Health. → New: 4 Attack, 5 Health.
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Charlga
Old: At the end of your turn, play a Blood Gem on all other friendly minions. → New: At the end of your turn, play a Blood Gem on all friendly minions.
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Duels Updates
Party Replacements, Rally the Troops, and Oops, All Spells! have all been moved from Passive Treasure Pool 2 to Pool 2 Ultra Rare.
All Together Now has been moved from Passive Treasure Pool 1 to Pool 2.
Voidtouched Attendant is now banned from deck creation.
Arena Updates
Ramming Mount will no longer be draftable in Arena. Additionally, we discovered a bug with some card offering rates. We’ve addressed that bug and will be re-adjusting the offering rates to match the intended rates, which should help move all classes closer to the 50% class winrate.
Bug Fixes & Game Improvements
Fixed a bug causing crashes when the friends list was opened.
Fixed a bug where friends could sometimes not be challenged.
Fixed a bug where Maestra of the Masquerade would sometimes have you start the game as a Rogue (not her best disguise).
Fixed a bug that prevented Grand Magus Antonidas from hitting Stealth targets and resulted in Antonidas potentially hitting the caster’s own face if the enemy hero was in Stealth.
Fixed a bug where Tradeable cards would keep enchantments if shuffled into your deck by something other than Tradeable.
Fixed bugs where cards like Razormane Battleguard would not properly reduce the cost of cards after Celestial Alignment was played.
Fixed a bug where Barrens Scavenger’s cost could be reduced below 1 while you had 10 or fewer cards in your deck.
Fixed a bug where Highlord Fordragon would trigger on minions that were not in play.
Fixed bugs where cards like Master of Realities and Whelp Smuggler would have an incorrect number of triggers.
Fixed a bug where swapping a Tavern Tier 6 minion (such as with Arcane Alteration, Malygos’s Hero Power) would sometimes cause it to disappear.
Fixed a visual bug that caused enemy Tavern Tiers to show as reset to Tavern Tier 1.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Galewing being nerfed isn't a huge surprise. He's definitely one of the strongest. I wonder if the "correct" way to play it now will just be spamming the middle flight path since only the 5 turn one was nerfed.
It's pretty funny that they just immediately threw Defiant Shipwright in the garbage rather than try to tweak it.
The BG nerfs look good. Frogfest is dead, Demons card fiesta should be no more, Whelp Smuggler is no longer OP. Seems like we could be in a world of Quilboars and Pirates now. And maybe Mechs? I hear Mecharel and divine shield resets are good but with people so focused on the busted stuff right now it's hard to tell.
It will probably be fine. No Questlock means the return of Reno decks and Darkglare giants, which means the return of Secret Mage in turn.
Reno should be a fine Quest Hunter matchup because you can just draw go a couple turns and then hero power for 30, and Flare is quite good into Secret Mage. People will also be teching for Pirate Warrior which has no effect on you.
100% agree that questlines were a huge mistake, nothing has ever warped the meta like this aside from DK heroes
Yea, please, smack yourself in the face some more.
Also the change to Illucia sucks ass. “This was supposed to be used for late game disruption, and it wasn’t, so we made it so it doesn’t work for that, either.”
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Yeah, I really don't get the Illucia change. I never used her but that card was super unique and fun
Xbox Live / Steam
Edit: I don't possibly see how it could be done on Turn 5 though.
Well, we'll have to see. I think by and large folks were playing him for tempo rather than value, it's possible a really juiced value shudder can still get some work done with the right comp.
I guess that makes getting 1,600 dust from her all the easier to swallow.
The overall stats don't paint the whole picture, Shudder was broken with both tokens in (and in higher ranks). Then he was a better Jandice and Jandice is already arguably op in that situation.
I think +6 health to the deck overall will help though, should be better than T4 for sure now! Well, unless the new meta sees a big rise in counters (which it might, since Warlock and Quest Shaman were far from its only bad matchups).