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.
one is a wall of taunts and the other isn't...
so?
I am not saying Giggling should also be 7/7 ... it is epic card you can have 2 in deck, but it's still disproportional...
You know that Dr Boom sees nearly no play at all in Wild these days, do you?
It doesn't matter.
Saving my 9+ Mana Wyrms finally paid off!
wait, REALLY?!?!?!
you are the smartest guy...
I am really surprised that Sonya Shadowdancer wasn't nerfed. Yes Giggling Inventor was strong in quest rogue, however combo's like Sonya and Vicious Scalehide or Stonetusk Boar are borderline broken, and I honestly feel that a quest rogue who draws those cards early, as well as Shadowstep, is near unbeatable.
I agree with the others that Giggling Inventor should be 6 mana. I'm not sure about Mana Wyrm, it seems to me the problem is more around the number of cheap spam spells along with Cosmic Anomaly was the more immediate problem, although I have no idea how that should be nerfed. I did think that the smorc power of the mage needed to be addressed somehow though.
Spreading Plague is still busted though. If fact standard Druid in general (along with Quest Rogue) seemed like it was the class that needed addressing the most yet it got no attention. How many times do you see a druid play Plague on turn 6 along with an Arcane Tyrant?. Assuming you've got 4 minions on board then they get 32 worth of stats (as well as taunts) for just 6 mana.
I think they didn't want to make her 6 mana because of even warlock and even shaman...
So... they are waiting for The Caverns Below to terrorize Wild before nuking it?
without 5 mana giggling it might fall a bit short...
Quest Rogue has been relatively suppressed because of Aggro Mage and being able to drop Mana Wyrm on turn one to wreak havoc on...
...wait a minute...
I dont think quest rogue will ever be meta in wild coz of the refined aggro decks in there esp mage and shaman that does insane burst to face. Not sure why people keep saying "quest rogue will become meta in wild when it rotates out" you could use standard cards in wild and u do know no one plays quest rogue in wild even when it was 5/5 lol
Laughs in Druid...
I was just about to play this game again not really feeling that anymore
Giggling Inventor was killed.
Mana Wyrm will have to see but probably dead.
There will still be ways to use Aviana because of the Juicy Psychmelon, Innervate and Wild Growth
I have a Golden Aviana so this is nice. Idk how much I'll be needing it in wild. Worse case scenario I'll craft it non-golden with a value of 1,600 dust left over for another legendary.
I leave the game, Blizzard a bunch of fuckers
Stop nerfing classic cards and fix the classic set by letting it rotate. Just replace every card with another card from another set. If you own the card being replaced you can get a full refund on it or get half off a craft of the card replacing it. This will help build peoples wild collections and not hurt people who only play standard, and at the same time stop them from nerfing every good card. Plus with a rotating set they will know what will be available when making a new set and rotate in a way that will stop dumb combos. Here are a few examples. Replace wild growth with Darnassis aspirant, Druid will keep its ramp but only under certain conditions. Flaming torch can replace fireball for a bit, now mage still has a good closer but has to cycle a bit instead of "o look i have 2 fireballs gg''. I think something along these lines will keep the game fresh and new for many years to come. Its like having another new set at the start of ever year.
Rotates the classic set it's a horrible idea, and fireballs are from basic, which is sad, but, you can't let people without a base, make that kind of rotation would be a hit for the old players, and no, i'm not talking about those that spends money cause they cn, or streamers + the gigantic dust refund is something that blizzard never EVER would do.
I prefer the nerfs, and the mana wyrm was needed ages ago, like the tonnel trogg you cant have a one drop that trades 4 to 20 drop and kills it (unless it has poisonous). Need to spend a High removal card like syphon soul or even a fireball from another mage to a 1 drop and feel good about it cause you killed the little s*** should never be a thing
Ok for the nerfs. But the game will still be bored.