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.
You get full dust value when you dust them , not like the card that goes to hall of fame ,so crafting golden aviana is pointless , you could dust the golden giggling and get the full dust .
Giggling nerf seems a little heavy, but oh well. So, so hyped about the Mana Wyrm nerf though, hated that card for many years.
Right? It’s been my most hated card for about 4 years now.
I won't miss it in standard really, as you dont run into mages too often these days. Really like the change for Brawls though, so many brawls were mana wyrm+sorc apprentice+flamewaker for the first hours. Finally some fresh air brewing brawl cocktails!
Meta is full aggro even now dude, wake up. Lots of Cancer decks like - HIV ROGUE/OBESITY Pallys and Toxiclocks everywhere. Now this will be worse.
Dude, wich rank u're? Stop fakin on internet, it's ugly. Rank 5 and above is full aggro farm players
thank god. i've been calling mana wyrm op for years. lmfaooo
Aha dead definently not. They'll just be a little slower.
Psychmelon needs a nerf instead of Aviana and they should nerf some aspect of druid stall/ramp/card draw in constructed.
You obviously haven't tried to play odd rogue against a druid with spreading plague. If you have you would not be able to play around spreading plague. If you hold back on playing small minions the Druid piles on 30 armor while collecting his important cards to drop kick you into tomorrow. Be a thinker.
So you want the strengths of a very aggressive deck without having the weakness of one?
Lol wow you resort to being a douche over an opinion that differs from you when I wasn't being rude at all. Grow up kid.
The thing is that nerfing Aviana instead of Psychmelon just shows that the designers don't want to admit that they screwed up when designing the spell in the first place and/or that they want to preserve as many pack sales as they can by not nerfing newer cards which could potentially discourage players from investing as much money on said involved nerfed sets.
There isn't just one way to approach balance in the game. Aviana or Kun weren't the only viable options. However, the decision to not nerf Psychmelon was for fairly transparent reasons.
Pretty much all of their three choices could have been handled differently.
Why nerf Aviana & leave the most broken tutor spell in the game untouched? So it can cause problems later on & get nerfed anyway (thus making the previous Aviana nerf pointless?
Why boost giggling two mana instead of one mana? One mana successfully weakens Quest Rogue majorly by finally preventing two double Valeera giggling boards from happening, plus preventing fungalmancer from curving out with giggling smoothly. What does the extra mana really accomplish?
Mana Wyrm. If the problem was standard why not just HoF it? If it was a problem in wild why not nerf trogg as well (it is the shaman version), or if it wasn't a big problem in wild than just implement the aforementioned HoF response.
for giggling ,f they increased it to even cost, it may find some uses for the even warlock or even shaman out there which is pretty strong already, 7 mana prevents it from being combo in quest rogue by using brewmaster on it on the same turn, then using the shadow copy of brewmaster to bounce the 1st brewmaster.
agreed with hall of faming the wyrm though, or if they nerf it at least make it into 1/2 1 drop, so it can still be cleared out.
for aviana , as much as i hate the amount of good tools they give druid that can be used in lots of different type of druid deck be it midrange token, i settled in for this one and just hope for the best, blizzard clearly doesn't really care about wild , it took them a long time for things like ak47 druid or naga warlock to reign free until people complain about it.
i still agree that psychmelon is way too good for it's cost just like some of the other druid card, but with aviana now nerf , they may be having a hard time comboing since they either need to get a thaurissan , which is a major arrow neon sign that point out hey i got key card in hand, which the opponent then can hope to use the bran and dirty rat combo or whatever combo disruption they have to ruin it, loatheb also can ruin their plan if they use innervate, and having innervate will clutter their hand , melon not able to draw aviana and kun at the same time, maybe the midrange or control deck can finally have a better chance of buying sometime.
Giggling inventor doesn't cost 6 cause the Even decks would be too broken and cause they did a stupid thing in create this card now they will nerf to a 7cost shit card (REALLY OVER EXPENSIVE DO THE MATHS - 1 MANA - 2/1 body 2 Mana - Annoy o'tron 2 mana annoy o'tron = 5 MANA even as a neutral card it's still fair)
Now for 6 mana would be a fair nerf, but for 7?! WTF, this is what happens when u don't previous test cards before launch or worse...did tested and waited for players to spend their time money in a new refreshed game and after this -boom - fuck u guys! Now u can't play ur card how it should be played cause we screwed the game meta/strategy to a level it becomes really annoying to care about in learn new aways to play, let's just nerf and make these guys buy new expansions with new cards to come (nerf)
“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.”
ok, not saying I’m for or against this buff. However, the part that says, “and it will be harder to buff w/ cheap spells early in the match” is completely illogical. I mean, the same spells that buff it can be used whether it’s played as 1 or 2 drop. Did Big B just need filler? Or just think, ehh, they’ll be happy w/ this buff, so don’t worry about the illogical reasoning. 🙄
✌️ Widespread Panic
6 mana would've meant giggling inventor in the already powerful even decks like shaman, pala and warlock and this would make them even stronger so I personally can understand the nerf.
The only thing that bothers me is that my beloved Odd Warrior will now be much worse. It's hard to find an adequate substitution.
The nerf to this badass wyrm was long overdue.
Aviana doesn't interest me much because I don't play wild.
Something had to be done about Giggling.
Something had to be done about Burn Mage.
Something had to be done about Combo Druid in Wild.
So...yeah! Not bad Blizz, not bad.
Initial really can't mean months after release. So, "how it should be interpreted" is the first round of play testing which would be before release. I'm saying that's not what I suspect they're trying to say. Which is just poor writing. Unless they really are telling us that before release they tried it at 6 mana and then thought "nah this will be better at 5" which lead to them needing to nerf the card. That would be a weird thing to point out to us at this point.
Some HS news barely gets over 30 comments, but this one is generating tons of them.
Already 550 comments and counting, most can be summed up as ''What the Hell blizz?!''
Can we also get a nerf to Druids life gain?? Its the one class that can beat all control decks while gaining enough life and spreading plague, DK taunts to survive heavy aggro decks too. They have the ability to extend the game, draw faster and ramp to powerful cards.
Ramp should be what druids are good at. They have so much life gain now that their arent even hard decisions to make in most games. Ramp to 10 gain life and stall with life gain and cheap taunts, draw cards, play combo.