Kingsbane nerf is so controversial LOL. It saw some play several expansions ago with Coldlight Oracle, now to be at its prime due to Raiding Party giving it more consistent draw for 2 weeks, now to be nerfed again. If this card never sees its prime, why bother even releasing it? The other nerfs are justifiable, but nerfing Leeching Poison just doesn't seem about right to me.
As someone who has played a fair amount of kingsbane rogue, I'm fine with the nerfing the archetype as long as other invincible late game 'combo' decks like shudderwock are as well. My issue is that they've screwed players out of the dust for crafting legendaries by nerfing common or rare cards in a way that severely effects the current archetypes that use them. Pretty underhanded. I'm glad I didn't craft it and actually opened it in a pack a long time ago, but imagine I could have crafted it yesterday and then found out I wasted 1600 dust today.
Every single one of these nerfs feels well deserved and well executed because they target the exact problems of the cards/decks that they are used in.
- Wild Growth and Nourish are now a lot harder to use, which makes ramping more difficult, which also makes it harder for druids to throw away their hand and refill it with Ultimate Infestation.
- Level Up! now straight up can't be used in odd paladin, so now the scariest thing they can do is Fungalmancer on turn 5. This does make Quartermaster seem pretty unfair though.
- The Saronite Chain Gang nerf completely prevents standard Shudderwock decks from gaining multiple copies of Shudderwock, and it forces wild Shudderwock decks to use the less powerful Doppelgangster (or Echoing Ooze but that's incredibly slow and inconsistent). This is great because, especially in standard, shudderwock should be a powerful one-turn effect like N'Zoth, the Corruptor or C'Thun used to be: strong but not completely gamewinning, and requires buildup.
- Whenever I thought about what would be the best way to nerf Kingsbane decks, I would always conclude that changing Leeching Poison to be a one-turn effect would be the best way so I'm really glad to see this nerf. (btw, I bet no one expected Leeching Poison to be nerfed back when it was released in KFT lol)
I have to give props to Blizzard for this one, can't wait to see how these nerfs will shake up both the standard and wild meta (I just hope hunters won't become too dominant).
Edit1: I forgot to mention that the saronite chaingang nerf also makes the card a lot less strong with buffs, which is a pretty big deal as well. I'm a little sad that this also hurts handbuff decks (rip Val'anyr synergy :'( ), but overall I think it's good for the game.
I also just realized I recently dusted my third Level up!... RIP 300 dust.
Edit2: Thanks to Lucrus007 for pointing out that tarim is an even cost card. I removed the part where I talked about Tarim. I guess this nerf got me a little too excited. :p
NOOOOOOOOO, I opened twoextra Nourish before the expansion and dusted them because I was sure they wouldn't touch it.
Rip 160 dust.
also I once had Golden Level Up! and dusted it back when people thought it was shit.... don't dust your goldens boys, it will only ever bite you in the ass.
Also, they nerfed Leeching POison the exact same way I was theorizing. This means I'm a smart boi
Awesome news, so cool nerfs and fast enough, but only 1 complain - where nerfs for dr hunter? It s opressive deck as all above and counters only with odd pala, who nerfed. Ithink they need to add 2 dr hunt triggering drs here, i mean, 3 mana guy and 2 mana play dead spell. After this it will be awesome
Yep... there are so many tier 1/2 hunter decks right now, with the silly 5 mana summon 12/12 spell stone and oppressive death rattle hunter, seems like a bad decision to leave them completely untouched.
Remember when that one guy predicted Nourish being nerfed and got -30(plus) downvotes on his post during a previous "guess what cards will get nerfed"? No you don't, because I was that guy.
The druid class has payed a steep price to keep Ultimate Infestation in the game!
That will be the 2nd and 3rd ramp card nerfed...
weird thing is that destroys the class identity they talk about all the time. instead of nerfing stall or draw cards. inconsistency is blizzards motto i guess.
Something fun about Saronite Chain Gang's nerf: it'll also affect it's role in Prince Keleseth decks, since the way the card is worded, it should mean that it'll summon an unbuffed Saronite Chain Gang now.
I have mixed feelings on the Saronite nerf. I get it, and definitely needed. However, it ruins my Shudderwock fun in Standard (Wild still has Doppelgangster if I really want to OTK with it), but more importantly, this kind of ruins my Wild Val'anyr Buff Paladin. I can still do some of the same shenanigans (again, Doppelgangster as well as Echoing Ooze) but I used the card in that list to get a Val'anyr buff on a copying minion, then deploy it to get the weapon back a few times before sending out another copying minion with the buff... or in some cases sending out Zilliax with 2x Val'anyrs on it (+8/+4), It wasn't top tier, but really fun to play none the less. May have a slightly lower fun level now... Maybe not seeing a billion Kingsbane Rogues in a row will make up for it though.
Echoing Ooze is absolutely fine, as it summons the copy of card at the end of turn, so not return back to hand via Grumble, Worldshaker.
Interesting nerfs, most likely deserved and needed. However I am worried about two things they left untouched. Big Priest in Wild and Hunter as a whole in Standard. Both of them are strong decks kept in check by some of the decks targeted by nerfs, yet they are both left untouched.
While I think these changes are all very good, idk how will it affect the hunter decks though. I felt like the hunter spellstone is too easy to upgrade. Cards like "Wandering Monster" can summon 2 cost minion instead, or "Explosive Trap" should not damage the enemy hero, only the minions.
As someone who has played a fair amount of kingsbane rogue, I'm fine with the nerfing the archetype as long as other invincible late game 'combo' decks like shudderwock are as well. My issue is that they've screwed players out of the dust for crafting legendaries by nerfing common or rare cards in a way that severely effects the current archetypes that use them. Pretty underhanded. I'm glad I didn't craft it and actually opened it in a pack a long time ago, but imagine I could have crafted it yesterday and then found out I wasted 1600 dust today.
Everybody asked for nerf.
Leper Gnome
Every single one of these nerfs feels well deserved and well executed because they target the exact problems of the cards/decks that they are used in.
- Wild Growth and Nourish are now a lot harder to use, which makes ramping more difficult, which also makes it harder for druids to throw away their hand and refill it with Ultimate Infestation.
- Level Up! now straight up can't be used in odd paladin, so now the scariest thing they can do is Fungalmancer on turn 5. This does make Quartermaster seem pretty unfair though.
- The Saronite Chain Gang nerf completely prevents standard Shudderwock decks from gaining multiple copies of Shudderwock, and it forces wild Shudderwock decks to use the less powerful Doppelgangster (or Echoing Ooze but that's incredibly slow and inconsistent). This is great because, especially in standard, shudderwock should be a powerful one-turn effect like N'Zoth, the Corruptor or C'Thun used to be: strong but not completely gamewinning, and requires buildup.
- Whenever I thought about what would be the best way to nerf Kingsbane decks, I would always conclude that changing Leeching Poison to be a one-turn effect would be the best way so I'm really glad to see this nerf. (btw, I bet no one expected Leeching Poison to be nerfed back when it was released in KFT lol)
I have to give props to Blizzard for this one, can't wait to see how these nerfs will shake up both the standard and wild meta (I just hope hunters won't become too dominant).
Edit1: I forgot to mention that the saronite chaingang nerf also makes the card a lot less strong with buffs, which is a pretty big deal as well. I'm a little sad that this also hurts handbuff decks (rip Val'anyr synergy :'( ), but overall I think it's good for the game.
I also just realized I recently dusted my third Level up!... RIP 300 dust.
Edit2: Thanks to Lucrus007 for pointing out that tarim is an even cost card. I removed the part where I talked about Tarim. I guess this nerf got me a little too excited. :p
NOOOOOOOOO, I opened twoextra Nourish before the expansion and dusted them because I was sure they wouldn't touch it.
Rip 160 dust.
also I once had Golden Level Up! and dusted it back when people thought it was shit.... don't dust your goldens boys, it will only ever bite you in the ass.
Also, they nerfed Leeching POison the exact same way I was theorizing. This means I'm a smart boi
I tried having fun once. It was awful.
Maybe you didn't. A lot of people were.
Fuck kingsbane.
Best news today
Yep... there are so many tier 1/2 hunter decks right now, with the silly 5 mana summon 12/12 spell stone and oppressive death rattle hunter, seems like a bad decision to leave them completely untouched.
RIP Kingsbane.
Stolen Steel
Remember when that one guy predicted Nourish being nerfed and got -30(plus) downvotes on his post during a previous "guess what cards will get nerfed"? No you don't, because I was that guy.
So you thought only Mage had an exodia combo eh
The druid class has payed a steep price to keep Ultimate Infestation in the game!
That will be the 2nd and 3rd ramp card nerfed...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
weird thing is that destroys the class identity they talk about all the time. instead of nerfing stall or draw cards. inconsistency is blizzards motto i guess.
Wow. Here I thought OP's was a trolling post, while it's actually all true. Unbelievable.
Druid deserved it to be honest, the class has been among the top decks for long enough.
Stolen Steel
Zoolock - nerfed
Druid - got hit big time. 3 mana wild growth is a huge difference.
Odd paladin - probably tier 2 now.
Kingsbane - just a meme deck now
This will be huge guys. Totally new meta incoming. <3
yea, same for Valanir in even pally
Echoing Ooze is absolutely fine, as it summons the copy of card at the end of turn, so not return back to hand via Grumble, Worldshaker.
--Alfi--
Interesting nerfs, most likely deserved and needed. However I am worried about two things they left untouched. Big Priest in Wild and Hunter as a whole in Standard. Both of them are strong decks kept in check by some of the decks targeted by nerfs, yet they are both left untouched.
While I think these changes are all very good, idk how will it affect the hunter decks though. I felt like the hunter spellstone is too easy to upgrade. Cards like "Wandering Monster" can summon 2 cost minion instead, or "Explosive Trap" should not damage the enemy hero, only the minions.
But overall the nerfs are very good.
Holy shit! Bye, bye Kingsbane morons!
bigest nerfs ever
i cant believe this is happening