Notice: Tomorrow's livestream will contain "some" new cards according to Hearthstone Game Designer IksarHS. (Source)
We will be fully covering tomorrow's livestream event which starts at 10 AM PDT. Be sure to follow us on Twitter and Facebook for updates!
Keeping Hearthstone Fresh - Card Nerfs!
Blizzard has announced basic and classic card nerfs! Check them out below and read on for their reasoning behind them. Be sure to click on our Discuss this Nerf links below each card to talk about it on the forums and to let us know what you think about it.
All cards below will be disenchanted at full crafting cost once the changes go live. If you're planning on disenchanting 2 of each of these cards, you'll get up with 4360 arcane dust! Epics are worth 400 dust, rares are worth 100, and commons will be worth 40.
Protip: If you aren't planning on using any cards immediately in decks, disenchant them after the patch. You can hold onto that dust for a bit and recraft the card with no penalty.
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Discuss the Nerf
Announcement Blog
Quote from BlizzardAs the Year of the Kraken approaches, the time has come to reveal the results of our Basic and Classic card review. We focused on Basic and Classic cards because those sets will form the foundation of both formats for years to come. It took much careful consideration to arrive here, but we believe that—between our own analysis and reading plenty of community feedback—we’ve identified the right cards to change.
There’s a simple guiding principle that underlies each of the changes you’re about to see: New card releases should have an impact on Standard and enrich Wild, to make sure that Hearthstone is always as dynamic, fresh, and fun as it can be.
Read on for the details!
Druid Cards
The most popular Druid decks are consistently composed of the same big chunk of Druid cards. That puts a damper on deckbuilding creativity and has left the Druids feeling stagnant. We want to inject some life into Druid deckbuilding, so we’re adjusting some of the worst offenders.It’s important to point out that, in general, we like that Classes in Hearthstone have signature cards that appear in decks frequently, since they help give each Class its identity. We also still think it’s good for some signature Class cards to be in Druid decks, too. For example, Innervate and Wild Growth embody the Druid’s unique strength, so we’ve chosen not to adjust them.
Ancient of Lore
Drawing cards is powerful in Hearthstone, and Ancient of Lore easily found its way into nearly every popular Druid deck. We’d like Druid players to feel that other cards can compete with Ancient of Lore, so we’ve reduced the number of cards drawn from 2 to 1.Force of Nature
The new version of Force of Nature lowers its mana cost by 1, but removes Charge and makes the summoned Treants permanent—like the other Treants that Druids summon. This change also removes the powerful one-turn combo of Force of Nature and Savage Roar. Now, opponents will have a chance to deal with the threat that the Treants represent, and it won’t feel mandatory to always include the combo.Keeper of the Grove
Keeper of the Grove is a strong and versatile minion that combines Silence with solid stats, which made the decision to include it in every Druid deck virtually automatic. Whether or not to introduce a source of Silence to a deck should require some decision making, so Keeper of the Grove shouldn’t be a default choice for all Druid decks. Its stats have been changed from 2/4 to 2/2.Silence & Removal
Speaking of Keeper of the Grove, Silence and minion removal are potent effects in Hearthstone. Currently, some removal options are too widely played, are attached to minions with efficient stats, or are simply too powerful. While removal is an important part of Hearthstone, it also makes playing big, exciting minions less rewarding. We are adjusting some of these cards so that the decision to add them to your deck comes with a cost, especially if you don’t end up finding an ideal target for them. These changes should help make cards with high attack or cool effects more interesting too.Ironbeak Owl
Ironbeak Owl is a staple source for an inexpensive Silence in many decks. In line with our overall goal to make Silence effects more costly, Ironbeak Owl is moving from 2 to 3 mana.Big Game Hunter
Big Game Hunter represents an inexpensive source of removal that is packaged with a minion. It’s efficient enough that some Heroes with powerful Class-based removal cards choose to run the neutral Big Game Hunter. We’re increasing the cost of the card from 3 mana to 5 mana.Hunter’s Mark
Hunter’s Mark is an important option for Hunters, but it’s too efficient at 0 mana. We are increasing its cost to 1.Blade Flurry
Blade Flurry is a problem because it enables both board clear and heavy burst damage, and it’s also an obstacle to adding better cards for Rogues. To address these issues, the cost of Blade Flurry is moving from 2 to 4 mana, and it will now only affect minions, so that Rogues have to choose between removing threats or damaging the enemy Hero.Powerful Neutral Minions
Strong, widely-played neutral cards can stifle deck-building decisions and homogenize decks. These cards also make it more difficult to create new cards that can compete with them. We’re adjusting these neutral cards so that other cards can become compelling replacements, and open the door for more of a deck’s power to come from its Class identity.Knife Juggler
Knife Juggler should be a good choice in decks that play many cheap minions, but with 3 Attack, it is played almost universally. We’re reducing Knife Juggler’s Attack from 3 to 2, so this card will move into a more specialized role in the decks that include it, instead of always being among the best choices for a 2 mana-cost minion.Leper Gnome
Leper Gnome is powerful for its cost, finds its way into almost every aggressive deck, and requires no further deck building decisions to be effective. We’d like other 1 mana minions to be more compelling, so we’re reducing its Attack from 2 to 1.Arcane Golem
Charge is an ability we’ve learned to use sparingly. Arcane Golem has been a staple in many aggressive and ‘one turn kill’ combo decks, and its drawback is rarely relevant. We’re addressing both issues by removing Charge and increasing Arcane Golem’s Health, while leaving its drawback. Arcane Golem will now be a 3 mana 4/4 with Battlecry: Give your opponent a Mana Crystal.Molten Giant
Molten Giant is an interesting card, but it’s too easy for players to reduce its mana cost to 0. We’re increasing Molten Giant’s mana cost to 25 to increase the risks players must take to get a free Giant. The changes to Force of Nature and Arcane Golem will make dropping to low health somewhat less risky as well, which helped spur this change.Master of Disguise
The ability of Master of Disguise to grant permanent Stealth has been a design obstacle for a long time, so we are changing Master of Disguise to only grant Stealth until the next turn. This change opens up exciting options for future cards.
Thanks for reading along as we’ve explored the decisions that have shaped these cards. These changes will arrive as part of Hearthstone Patch 5.0. Then be sure to join us on April 26 for the arrival of Hearthstone’s newest expansion: Whispers of the Old Gods, the introduction of formats, and the beginning of the Year of the Kraken!
Most of the time i play fun decks . Vs control i have chance ...vs burst unfunny 4-5 turn game. So yes ,i'm for slow meta.
"burst" pally is braindead deck kid just trow everything from your hand and win , not even flames strike can stop you if you have divine favor. In Zoolock or other class agro deck you have to thing for board clears and the cards in your hand...
I'm only upset of this card from all cards in the game. I'm not upset from losing games ,if i play fun/stupid decks . Now before big expansion is time for me to try some stupid combo decks from youtubers/forums/etc.
Do you think there is a card that Blizz missed to nerf or change ?
After all i think Divine favor need mana cost change 3->4 . So when you play it turn 7-8 after board clear to be little bit harder to invade board again
Zoolock is actually an aggro-control deck, it takes the same spot as fish used to do in magic. It can only survive by controlling the boards in efficient trading because it lacks the tools to win otherwise (Otk package, Control spells). That is why the zoo package is almost never the finisher, but Giants or other stuff is used to speed up the game once it is controlled.
Most Hearthstone decks fit under aggro-control as the game is to narrow to play real combo/control, which is sad.
Agro as you wish to define, is retarted stuff, like facehunter, face shaman, and to an extend Charge decks.
if you want to given lessons to people, make sure they are correct...
Hmph, Well Played.
Eat shit combo druid.
... and arcane golem was never heard from again
I'd actually say that Golem actually got BUFFED. Despite the fact that he does not have charge anymore, Arcane Golem represents value, with a 4/4 body for 3 mana. That makes it even worse because your opponents might have to trade into it TWICE to get rid of it. What used to take a Frost Bolt to get rid of now requires a Fireball. True, the opponent getting an extra Mana Crystal may be risky, but your opponent still has a 4/4 you played for 3 mana to work around. 4 attack for 3 Mana is exceptional value, even if it doesn't have charge anymore.
Early game - I'd rather not ramp up my opponent unless I get immediate value
Late game - who gives a shit about a 4/4
This is in no way a buff.
So Blizzard decides that dropping Knife Juggler to a 2/2 minion was great but leaving the Flamewalker a 2/4 minion was ok. It too should have met the same fate of being a 2/2.
Just a simple question: Golden cards will also be refunded as full dust ? I.e. 1600 dust for epics ? (sorry if someone already asked it before)
Thank you.
Master of Disguise new meta!!! Nerf the card that was used in 0 decks to get it to be played more :D Im rly looking forward to see those "new designs" that this card was holding back ...
Scaled Nightmare doesn't ring you a bell? When I first saw this card I was 100% sure that Master of Disguise would be nerfed.
Those two cards can not coexist, simple as that.
ROFL, cause 10 mana combo that gives u a 4/4 and another minion that u need to let grow over at least 3 turns is so OP :DDD ur funny.
Why did they nerf Master of Disguise? Who even uses that card?