Upcoming Hearthstone Balance Changes - Giggling Inventor, Mana Wyrm, Aviana
Three card changes are coming to Hearthstone later this week on October 18th and one of them is purely for Wild!
- [Discuss this Change] Giggling Inventor now costs 7, up from 5.
- [Discuss this Change] Mana Wyrm now costs 2, up from 1.
- [Discuss this Change] Aviana now costs 10, up from 9.
Check out Blizzard's post below for more information on each of the changes.
Quote from BlizzardIn an update that is scheduled to arrive October 18 PDT, the following cards will be changed.
Giggling Inventor – Will cost 7 mana. (Up from 5)
Giggling Inventor is one of the most powerful and popular cards we’ve ever created. There’s virtually no downside to including it in a deck, and because it’s neutral, it’s played in almost every deck. We think it’s important to take risks when making powerful cards, especially when it comes to neutral taunts, given the role they can play in encouraging minion interactions and making games more interesting. However, Giggling Inventor has stepped beyond its intended role, and we don’t feel that it should be as effective as it currently is.
We initially tested this card at (6) mana in both the current Standard format as well as with cards that will be released in the future. Ultimately, we felt that its power level was still higher than is appropriate for a Neutral card with no build-around requirements. At (7) mana, we expect Giggling Inventor will find its way into fewer decks in general—and be much less effective in Quest Rogue—while it might remain situationally playable within specific deck archetypes, such as Evolve Shaman.
Mana Wyrm – Will cost 2 mana. (Up from 1)
Over time, we’ve been moving away from powerful, early-game 1-drops like Mana Wyrm. It can often feel like the outcome of a game is decided by whether Mana Wyrm was played on turn one, and if it could be removed quickly by an opponent. Mana Wyrm has also steered us away from making powerful low-cost Mage spells. We’d like Mana Wyrm to remain an option for decks it synergizes with, while preventing it from being a huge turn one threat.
At (2) mana, it will be easier to deal with Mana Wyrm the turn it’s played, and it will be harder to buff it with cheap spells early in the match. We still expect it to remain an option in decks that have a heavy focus on cheap spells, but it should be a less appealing option in decks that aren’t built with that focus in mind.
Aviana – Will cost 10 mana. (Up from 9)
Changing Aviana to (10) mana means it will no longer be possible to play Aviana and Kun the Forgotten King on the same turn without some additional help from cards like Innervate or The Coin. It also means Juicy Psychmelon will no longer draw both Aviana and Kun. This should make the combos Aviana and Kun produce less consistent, while still allowing decks that use the combos to exist for the players that enjoy playing them.
Well, with you quitting there is 1 less of those.
Smoke less, think more, it'll help you in the future.
Started to play yesterday mate? Each expansion stays Standard for 2 years since launch. They remove some and keep others. Kobolds will not be gone in April. Ungoro and KoFt sure.
Lol look at all the INTPs mad and trying to make logic out of this when it's already logical on their own...they are all broken and even if they are the quote on quote "wrong cards to nerf right now when there are more broken cards" these cards right now are broken too and better late than never, and sooner or later the other cards you are crying about may get nerfed and so on.
so i have 2 questions,
1. is aviana still playable, or should i dust her to craft odd warrior.
2. when is the patch live? it is already 3pm (PDT)
You can play Aviana decks like you would standard combo decks with Emperor.
? Are u allright dude? R' u smokin smth rotten? Sonya is from Kobold and Catacombs, it will be another year to take her out. Get ur shit straight dude
Where tf are the nerfs?
They usually hit around noon pst
It is around noon PST.
Hm, thx guys :)
Haha, Thanks for the down vote.... "usually"..... Who knows what is taking so long.
Hm, no patch yet. When is this thing supposed to go live? And when do we get those extra cards to classic to replace the hall of fame class cards?
The cards that everyone says are shitty? Why do you care?
It's actually not so simple with spreading plague when comparing it to AOE especially when it comes to the battle against a druid. If your gameplay is to win through wide board then there is no other way to win than building it. Power of zoolock and dude paladin comes from an ability to refill their hand quickly while putting many whatever minions on a board which packed up build up to meaningful dmg.
There is known tactic of forcing your opponent to use a board clear because you know there is an easy way to refill it. BUT it doesn't work against druid because there is a high chance that by doing so you will not lose your board but worse, yours will be now weaker than the opponent's. Even if not worse you're still giving him enough time to proceed to his late game plan against which you will not be able to come back.
Okay so now you say - don't build such a wide board. What happens is that druid don't have to react to it and again he can proceed to his late game plan just by clearing 1 or 2 of your minions with efficient removals (wrath, spellstone). It's not a board clear. It's a spell that punishes zoo like tactics and low cost minions to the limit. Playing against board clears is easier and much fairer.
Third nerf to quest rogue!
giggling was a problem is more than quest rogue. Quest rogue will be able to still be around. They wont be able to stall the game for 6 turns and then infinite giggling.
Probably just more garbage to throw at the face. So much creativity in class design. WOW!
I'm going to be real with you for a sec.
Learn to not over commit to the board dammit!
Back when many of us first started playing there were things called board clears & the concept called being punished for greedy plays. Back in Vanilla HS & even at some stages of beta good aggro players didn't vomit their hands on turn 6 against mage, nor did they dump everything on turn 4 against priest. And you know what? We got rewarded by being able to refill the board with the resources we reserved in our hands knowing that Flamestrike & Holy Nova were a thing.
Fast forward to Boomsday generation players and you get Odd Rogues and Odd Pallies and Zoolocks dumping everything from hand to build wide boards and *gasp* are suddenly surprised when they get punished on turn 6 or later by a card they KNOW druids play doubles of. You guys play right into the equivalent of a standard format druid board clear without having to think and then complain for not playing around the obvious strategy that the druid will make if you flood the board. You have full control over how much Spreading Plague screws you over, but you act like you have to over commit all of the time. You don't. It's called making tall boards with things like thug, doomguard, doubling imp, a cold blooded minion & something else & pushing pressure that way. Quit being so damn greedy with your damage.
This is overextension 101. I swear players should be required to play HS from the initial live patch before playing the current game because there are just too many players who didn't learn these basic game concepts and just fill up the vocal minority echo chambers demanding things to be nerfed for punishes brought on by their own bad plays.
While you are correct about some aspects, you are also wrong about others. One area where you are incorrect is that in the past, there were in fact board clears that punished greedy players that dumped there hands. Still are in fact. The fact nowadays that differs from the past, is that Druid thrives in anything late game, so you can be punished both ways. 1. You don't play greedy, which equates to less pressure, and the Druid gets to late game with boat-loads of armor and can start playing all their big cards. 2. You play greedy and try to pressure so they don't get into their late turns, and they Spreading Plague you. Then you find out they are not even late game, they are token, and they Roar / Treant you... either way, any of the Druids decks really take until turns 5-6 or even later to figure what archetype they are.
Basically your comparison, and request that new players play some version of Hearthstone from 4-5 years ago is not "Apples to Apples" and would not even be close to what we have now.
Also, you state "This is overextension 101" with regard to Zoolock, Odd Paladin, or Odd Rogue. That is what those decks are in fact designed to do. Quite often, they will win the game before T6 anyways if they get the right draws and play effectively. For them to in fact no play greedy and dump their hands, this would in fact nullify the design of their "Aggressive" deck.
I say at least increase the giggling inventors base stats to a 3/2 or even a 3/3 as compensation for the nerf