Sad about extra arms, was hoping to see a tempo priest being a real thing, but here we are back at 3 mana arms. the others seem fine, although very boring solutions but whatever.
Awesome. I get to craft a gold lunas for 1600 dust instead of the 2800 ...they put the shit back to 7 lmao. I just laugh at players who de cards and they wonder why they have nothing.
Sad about extra arms, was hoping to see a tempo priest being a real thing, but here we are back at 3 mana arms. the others seem fine, although very boring solutions but whatever.
All this does is change Aggro Priest into Tempo Priest. I'm sure there's still a deck there.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Conjurer's Calling from (3) to (4) Mana. This is a good nerf. It will hinder the deck a bit. But it is not going to kill it either.
Luna's Pocket Galaxy from (5) back to (7) Mana. Horrible nerf! This is going to kill Reno Mage. Realistically, it will be a tier 3 deck. There is no way playing 7 Mana do nothing will hold in this meta or any other meta. It was clear (6) Mana was the sweet spot for it.
Dr. Boom, Mad Genius from (7) to (9) Mana. I don't like this nerf, though I admit it might do its job in lowering Control Warrior winrate. But still might not be enough. I would have preferred if they kept the cost and nerfed its Hero Powers and Omega Devastator.
Extra Arms from (2) back to (3) Mana. This nerf wasn't needed in my opinion. And even if they need to do it. I would have preferred the first copy to be (3) Mana and More Arms! stays at (2) Mana.
Barnes from (4) to (5) Mana. Hard to tell if this nerf will affect Big Priest that much. I still think the deck is very consistent and have so many tools that it will evade any harm from this nerf.
Conjurer's Calling I believe that removing twinspell and having it remain a 3 cost spell would be the right choice but ok I guess
Extra Arms whatever, I've never seen this card played so ok I guess
Barnes I have an actual issue with. This doesn't do anything! Wow, Barnes comes out 1 turn later than usual. Guess priest will just drop that 1 extra boardwipe a turn early and then play Barnes. 0 impact on Big Priest although the deck hasn't been that much of a problem lately.
What a pathetic nerf patch, basically 60% of the nerfed cards are irrelevant. Let me explain:
Barnes is wild only, and the nerf is not even enough, delaying him by one turn makes no difference as Archmage Vargoth can still be played on turn 4, and shadow essence is played on turn 6 following a turn 5 Barnes or board clear.
Luna's Pocket Galaxy & Extra Arms basically returned to their original state so this is a mistake on Blizzard's part. I think Extra Arms could have been 3 mana and the More Arms! to 2 mana but whatever. Luna's Pocket Galaxy could have been redesigned (many nice ideas from the folks on these forums) or made into 6 mana but again whatever typical Blizzard obliterating a card, it was "buffed" for a reason that it was crap and not seeing play.
So the only real nerfs are Conjurer's Calling and Dr. Boom, Mad Genius. While Conjurer's Calling is substantial and deserved it will not greatly affect mage as their freeze and stall can let them be patient for a Khadgar + x1 Conjurer's Calling turn. Nerfing Dr. Boom, Mad Genius by two mana while significant doesnt change much from control Warrior as their deck and game plan will remain the same, the change will just give midrange decks and some aggressive decks a chance which is nice.
So in conclusion this won't shake up the meta as people will think, where is Prismatic Lens nerf or Omega Devastator. Maybe singleton "Control" hunter can compete now.
Luna nerf is really gross. They made a top tier deck that cost 20k dust and then go straight back to unplayable. Why not put it at 6 mana? Reno mage was still getting beat by aggro. It was silly at 5 mana often, but it's a legendary highroll card.
Now warrior will be just as nasty without a top tier deck to compete with. Boom was never the aggro killer as much as things like mummy and warpath. Maybe now you don't keep boom in your starting hand, I guess that's good...wont change the winrate much though.
Conjurer's Calling from (3) to (4) Mana. This is a good nerf. It will hinder the deck a bit. But it is not going to kill it either.
Luna's Pocket Galaxy from (5) back to (7) Mana. Horrible nerf! This is going to kill Reno Mage. Realistically, it will be a tier 3 deck. There is no way playing 7 Mana do nothing will hold in this meta or any other meta. It was clear (6) Mana was the sweet spot for it.
Dr. Boom, Mad Genius from (7) to (9) Mana. I don't like this nerf, though I admit it might do its job in lowering Control Warrior winrate. But still might not be enough. I would have preferred if they kept the cost and nerfed its Hero Powers and Omega Devastator.
Extra Arms from (2) back to (3) Mana. This nerf wasn't needed in my opinion. And even if they need to do it. I would have preferred the first copy to be (3) Mana and More Arms! stays at (2) Mana.
Barnes from (4) to (5) Mana. Hard to tell if this nerf will affect Big Priest that much. I still think the deck is very consistent and have so many tools that it will evade any harm from this nerf.
Look at the 5 cost and 7 cost cards that would replace Luna. Astromancer is the only card I could see replacing it. Luna nerf doesn’t kill Reno mage I win without ever drawing Luna seriously.. Luna at 5 was so over the top stupid but the effect of Luna is still so over the top stupid it will still be used because there are no other effects that gain a 7 mana tempo loss back and then some on the next draw. Reno mage is here to stay. Lunas 7 draw Alex 5 mana you are at 15 health and I have two 9 cost minions and 3 mana left...after the coc nerf too.
I agree. These nerfs are bad. Dr booms problem was not the mana cost it was the hp’s and battlecry. Luna’s pocket galaxy could easily be changed to 6 just to try the sweet spot but nope.
Barnes was not the problem. It was resurrect cards
What a pathetic nerf patch, basically 60% of the nerfed cards are irrlevant. Let me explain:
Barnes is wild only, and the nerf is not even enough, delaying him by one turn makes no difference as Archmage Vargoth can still be played on turn 4...
You understand the concept of consistency, right?
Barnes AND Vargoth for 4 make the big priest strategy much more solid, after the nerfs, if they don't draw Vargoth then don't have more the crucial 4 turn play, giving aggro and midrange the precious extra turn to deal with it.
Slow controls decks that don't make the diference but for the others archetypes this nerf is a godsend.
Big priest will be a lot weaker now, maybe in the edge of being playable.
This sadly does barely anything. Mages have enough stall to survive the meager nerfs they are getting here, and even if their usual shenanigans does get delayed by a round, it won't change the outcome.
Warrior is the real slap in the face though. That Boom could come out on turn 7 were never the issue. His insane infinite value is, along with the automatic rush to all mechs.
Neither Conjurer Mage, nor Control Warrior, are going anywhere when this is all that happens to them, and off the two, Warrior must be celebrating the hardest.
Conjurerers: is probably reasonable. Kinda a bummer it can’t be discovered with Magic Trick, so that’s a secondary nerf.
LPG: 7 could very well be over kill, it was never played before the buff because, unsurprisingly it’s difficult to spend a whole turn of seven mana and not just lose. They didn’t want to try it at 6 because then they would have to give you dust again if they had to nerf it finally to 7.
Boom: not bad, similar to LPG, it makes it difficult to find turns to play the card. Though warrior has better tools to stay alive and at least you get some armor.
Arms: Priest already has possibly the beat one drop in the game, probably the don’t deserve anything to make it even better.
Barnes: I don’t play wild so my opinion is weak, but I guess that some decks are so fast in wild that the delay of one more turn dropping Barnes makes the difference in winning or losing.
I'm really surprised they didn't touch Omega Devastator or Mountain Giant. Was really hoping to see these getting changed in some way. I heard a few streamers say though that they do not like to change the way a card interacts because they have to change coding and whatnot (sounds a little lazy to be honest) but i had high hopes with all of the unprecedented changes they've made in the last year, ie. Boomsday buffs.
Nerfing extra arms makes no sense to me whatsoever maybe they thought the snowballing was too out of control but how the hell did they not just give Divine Spirit and Inner Fire the Equality treatment just nerf it until the rotation and then hall of fame them. Getting killed by a 20/20+ minion by turn 5 because the priest god rolled their mulligan and card draw is not fun and happens more times than not. I've stated time and again these cards needed to be dealt with. The developers are trying to remove/nerf classic and basic cards that have been staples in decks throughout the game and they don't do it with a combo that has been around since day 1. I'm triggered
Luna's Pocket Galaxy from 5 to 7 mana (Original card) Will probably go back to seeing next to no play. At 7 mana it's just too late against anything not a control deck and a dead card otherwise
Agree. This is the hardest nerf and makes the current Mage decks a lot weaker. The card wont see play and with it, the archetype is dead. Mage will want to fully embrace Aggro/Secret decks.
Dr. Boom from 7 to 9 mana I think it will alleviate some issues but ultimately this does nothing to curb the warriors ability to just RNG infinite removal which to me was the most annoying thing about facing this card, win or lose.
Agree. Control Warrior is one of the few aggro gatekeepers left in the game. Blizzard knows this and thats why they didnt touch the hero power buttons. Some other good nerfs would've been sending Brawl to Hall of Fame or increasing the cost of Warpath by 1. With this change, the deck becomes weaker but in the end it doesn't lose any tools to deal with big boards.
Conjurers Calling from 3 to 4 mana Hard to say what this will do. It does put off early giant pressure in some cases. Most of my experience with this card both playing and facing is that it got played late game anyway.
Disagree. The nerf weakens the ability to regain board presence and now in most cases Mages will have to play Khadgar with Conjurer's Calling twice and nothing else.
Extra arms from 2 mana to 3 mana (Original) I don't think this is going to effect combo priest much if at all. It can still be hard to keep minions below a certain threshold and with Healing circle DS and IF they can still burst you down easily from full health.
Agree. This doesn't do much against the deck and while now its harder to snowball Northshire Cleric, or tempo with Wild Pyromancer, it still has a lot of tools to dominate early game.
Barnes from 4 to 5 mana People are still going to complain about big priest. No real change here.
This was very much unneeded and the deck doesn't lose that much tempo with one turn delay.
What a pathetic nerf patch, basically 60% of the nerfed cards are irrlevant. Let me explain:
Barnes is wild only, and the nerf is not even enough, delaying him by one turn makes no difference as Archmage Vargoth can still be played on turn 4...
You understand the concept of consistency, right?
Barnes AND Vargoth for 4 make the big priest strategy much more solid, after the nerfs, if they don't draw Vargoth then don't have more the crucial 4 turn play, giving aggro and midrange the precious extra turn to deal with it.
Slow controls decks that don't make the diference but for the others archetypes this nerf is a godsend.
Big priest will be a lot weaker now, maybe in the edge of being playable.
Yes I understand but you are way overstating that it will be not even playable, but weaker sure a nerf is a nerf. But with that being said there are versions that have been successful even without Barnes you know. He was a high-roll for the win sure, but the main culprit of the deck is the cheap and various resurrect mechanics along side Shadow Visions. Archmage Vargoth is much more devastating than Barnes.
And most importantly I was trying to state that this is barely a "nerf" patch, I expected a few more cards to be addressed as mentioned.
Sad about extra arms, was hoping to see a tempo priest being a real thing, but here we are back at 3 mana arms. the others seem fine, although very boring solutions but whatever.
Why u hav to be mad? is only card gaem.
Awesome. I get to craft a gold lunas for 1600 dust instead of the 2800 ...they put the shit back to 7 lmao. I just laugh at players who de cards and they wonder why they have nothing.
All this does is change Aggro Priest into Tempo Priest. I'm sure there's still a deck there.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Luna's Pocket Galaxy should have been moved to 6 cost. Now it won't see play anymore.
Dr. Boom, Mad Genius being moved to 9 is a good nerf, no complaints there.
Conjurer's Calling I believe that removing twinspell and having it remain a 3 cost spell would be the right choice but ok I guess
Extra Arms whatever, I've never seen this card played so ok I guess
Barnes I have an actual issue with. This doesn't do anything! Wow, Barnes comes out 1 turn later than usual. Guess priest will just drop that 1 extra boardwipe a turn early and then play Barnes. 0 impact on Big Priest although the deck hasn't been that much of a problem lately.
Looks like a mage got an overkill, gonna be solid T2.
What a pathetic nerf patch, basically 60% of the nerfed cards are irrelevant. Let me explain:
So in conclusion this won't shake up the meta as people will think, where is Prismatic Lens nerf or Omega Devastator. Maybe singleton "Control" hunter can compete now.
De Boom nerf is i joke. Rush is the real problem.
Luna nerf is really gross. They made a top tier deck that cost 20k dust and then go straight back to unplayable. Why not put it at 6 mana? Reno mage was still getting beat by aggro. It was silly at 5 mana often, but it's a legendary highroll card.
Now warrior will be just as nasty without a top tier deck to compete with. Boom was never the aggro killer as much as things like mummy and warpath. Maybe now you don't keep boom in your starting hand, I guess that's good...wont change the winrate much though.
Look at the 5 cost and 7 cost cards that would replace Luna. Astromancer is the only card I could see replacing it. Luna nerf doesn’t kill Reno mage I win without ever drawing Luna seriously.. Luna at 5 was so over the top stupid but the effect of Luna is still so over the top stupid it will still be used because there are no other effects that gain a 7 mana tempo loss back and then some on the next draw. Reno mage is here to stay. Lunas 7 draw Alex 5 mana you are at 15 health and I have two 9 cost minions and 3 mana left...after the coc nerf too.
I agree. These nerfs are bad. Dr booms problem was not the mana cost it was the hp’s and battlecry. Luna’s pocket galaxy could easily be changed to 6 just to try the sweet spot but nope.
Barnes was not the problem. It was resurrect cards
You understand the concept of consistency, right?
Barnes AND Vargoth for 4 make the big priest strategy much more solid, after the nerfs, if they don't draw Vargoth then don't have more the crucial 4 turn play, giving aggro and midrange the precious extra turn to deal with it.
Slow controls decks that don't make the diference but for the others archetypes this nerf is a godsend.
Big priest will be a lot weaker now, maybe in the edge of being playable.
When they originally buffed Luna's Pocket Galaxy, I bought Boomsday Project packs with my daily quest gold in the hopes that I'd pull a copy.
Needless to say, I'm now even happier that I ended up opening a gold copy of it. :)
This sadly does barely anything. Mages have enough stall to survive the meager nerfs they are getting here, and even if their usual shenanigans does get delayed by a round, it won't change the outcome.
Warrior is the real slap in the face though. That Boom could come out on turn 7 were never the issue. His insane infinite value is, along with the automatic rush to all mechs.
Neither Conjurer Mage, nor Control Warrior, are going anywhere when this is all that happens to them, and off the two, Warrior must be celebrating the hardest.
Conjurerers: is probably reasonable. Kinda a bummer it can’t be discovered with Magic Trick, so that’s a secondary nerf.
LPG: 7 could very well be over kill, it was never played before the buff because, unsurprisingly it’s difficult to spend a whole turn of seven mana and not just lose. They didn’t want to try it at 6 because then they would have to give you dust again if they had to nerf it finally to 7.
Boom: not bad, similar to LPG, it makes it difficult to find turns to play the card. Though warrior has better tools to stay alive and at least you get some armor.
Arms: Priest already has possibly the beat one drop in the game, probably the don’t deserve anything to make it even better.
Barnes: I don’t play wild so my opinion is weak, but I guess that some decks are so fast in wild that the delay of one more turn dropping Barnes makes the difference in winning or losing.
I'm really surprised they didn't touch Omega Devastator or Mountain Giant. Was really hoping to see these getting changed in some way. I heard a few streamers say though that they do not like to change the way a card interacts because they have to change coding and whatnot (sounds a little lazy to be honest) but i had high hopes with all of the unprecedented changes they've made in the last year, ie. Boomsday buffs.
Nerfing extra arms makes no sense to me whatsoever maybe they thought the snowballing was too out of control but how the hell did they not just give Divine Spirit and Inner Fire the Equality treatment just nerf it until the rotation and then hall of fame them. Getting killed by a 20/20+ minion by turn 5 because the priest god rolled their mulligan and card draw is not fun and happens more times than not. I've stated time and again these cards needed to be dealt with. The developers are trying to remove/nerf classic and basic cards that have been staples in decks throughout the game and they don't do it with a combo that has been around since day 1. I'm triggered
Google search: Is Hearthstone free to play?
I actually like the dr boom nerf, now it cant be played as early and its impossible to play him and hero power the same turn
Yes I understand but you are way overstating that it will be not even playable, but weaker sure a nerf is a nerf. But with that being said there are versions that have been successful even without Barnes you know. He was a high-roll for the win sure, but the main culprit of the deck is the cheap and various resurrect mechanics along side Shadow Visions. Archmage Vargoth is much more devastating than Barnes.
And most importantly I was trying to state that this is barely a "nerf" patch, I expected a few more cards to be addressed as mentioned.
I think you meant to say “ they DON’T know what they are doing”