WUAOH! Probably the best nerfs ever happened. The only thing I'd criticize is about Leeching Poison: I'd have made the Lifesteal effect active for two turns.
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 5 or Sunkeeper Tarim on 6 (the latter was actually already the scariest thing but having Tarim on turn 6 is much less consistent and he is rotating out soon). 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).
Edit: 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.
Sunkeeper Tarim is actually even, so it also cannot be used.
Typical Bli$$ard. Killing decks by nerfing cheap supporting cards. Level Up! is the only nerf which allows players with small collections to get anything back and build something new. Such a "Hold my beer, Bethesda and EA" move.
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 5 or Sunkeeper Tarim on 6 (the latter was actually already the scariest thing but having Tarim on turn 6 is much less consistent and he is rotating out soon). 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).
Edit: 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.
Sunkeeper Tarim is actually even, so it also cannot be used.
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.
Thinking the same. Yesterday I was planning to make a post in the Legendary Tier List & Crafting Guide about the viability of Captain Greenskin. I was going to ask how safe his craft is taking into consideration how he's being used only in Kingsbane decks and how he is dependent on their state. I would have also asked whether crafting him would become a trap, if a nerf would occur to this archtype. Today I got my answer.
Wild odd paladin will be just fine, people are just forced to craft Quartermaster now. Level Up! is much worse there anyway, as there ar e more ways to clear tokens.
Wild Growth nerf is on par with the Fiery War Axe nerf in a lot of ways. I think wild growth + nourish will have a domino effect [see September 2017 druid nerf explanations from Hearthstone] that will send the class into the same dead state that warrior was in for most of this past year. Im ok with it though, druid had a good long run.
WUAOH!
Probably the best nerfs ever happened.
The only thing I'd criticize is about Leeching Poison: I'd have made the Lifesteal effect active for two turns.
I came here expecting to be mad but... Wow!
...wait no hunter nerfs REEEEEE
Why u hav to be mad? is only card gaem.
This is because of Excess Mana in e.g. Malygos auctioneer druid.
This shows how incredibly OP Druid has been since the inception of Hearthstone, we will end up with every single Druid card getting nerfed.
I think Kingsbane will still be a good card, but it will now just fit into more aggro (and probably pirate) decks that don't care about the late game.
Keep your Leeching Poison, Rogues. I will run Skulking Geist.
So I guess Kingsbane is now for Pirate aggro decks, which is FINE and -boo-hoo- still playable. Not T1 but playable.
Paper is fine, nerf Rock. Sincerely, Scissors.
Sunkeeper Tarim is actually even, so it also cannot be used.
Typical Bli$$ard. Killing decks by nerfing cheap supporting cards. Level Up! is the only nerf which allows players with small collections to get anything back and build something new. Such a "Hold my beer, Bethesda and EA" move.
Auto squelch. That's all I'm asking for.
MY FAVOURITE NERFS SO FAR!!! THX BLIZZZ!!!
Expect druids to get card like this in next expansion or near future
2 mana Epic , choose one gain an empty mana crystal or draw a card
Fire Plume Harbinger + Murmuring Elemental + Seaforium Bomber + Zola, the Gorgon = up to 45 damage in bombs.
Shudderwock Shaman might make it after all...for a few more months.
I tried having fun once. It was awful.
Stonehill, boom!
Thinking the same. Yesterday I was planning to make a post in the Legendary Tier List & Crafting Guide about the viability of Captain Greenskin. I was going to ask how safe his craft is taking into consideration how he's being used only in Kingsbane decks and how he is dependent on their state. I would have also asked whether crafting him would become a trap, if a nerf would occur to this archtype. Today I got my answer.
wow, so good to see this big balance
but my saronita and odd pala :'(
Creer es poder
welcome to league of hunter
Creer es poder
I like the changes and the fact that they came so soon.
Does the Saronite copy now not keep the handbuffs? It's not completely clear from the text.
Definitely the best nerf I've seen and it's exactly what the game needed!
Thank you Blizzard for listening :) Spot on!
Wild odd paladin will be just fine, people are just forced to craft Quartermaster now. Level Up! is much worse there anyway, as there ar e more ways to clear tokens.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
*Jade Blossom
*Ferocious Howl
still feelsbadman
Wild Growth nerf is on par with the Fiery War Axe nerf in a lot of ways. I think wild growth + nourish will have a domino effect [see September 2017 druid nerf explanations from Hearthstone] that will send the class into the same dead state that warrior was in for most of this past year.
Im ok with it though, druid had a good long run.
Everything else is REALLY good to see.