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.
Mana wyrm probably got nerf to prepare the gruond for the next exp. When its come people will say: Oh thats why they nerfed MW.
Press f to pay respects
F
I have 21 Mana Wyrm's and 9 Giggling Inventor's (1 golden) feelsgoodman :)
This may be unpopular but I'm cool with it
Well well well, it's a good day to be focus on Wild. This month I went from rank 22 wild to rank 8. Just yesterday I got destroyed by a aggro/burn mage and a star aligned druid by turn 6! I cant tell you how happy I am now being that I'm trying for wild legend this and next month. The craziest part is this morning I made a burn aggro mage and a star aligner druid bc I kept getting slaughtered by them all weekend! Looks like I have 2 open deck slots again haha.
Now to review what just happened...
Mana Wyrm- a complete surprise to me, 2 mana is a shocker and ultimately will now be alot more manageable to deal with... that's if it is even playable anymore.
Giggling Inventor- this 1 is no surprise to me, my prediction was either keep at 5 mana no divine shields or go to 7 mana. 6 mana couldnt work because of even decks.
Aviana- another shocker but, I've read alot of posts and comments predicting this one. 10 mana is huge! To hold a coin or an innervate in hand sometimes the whole game to set off the combo is going to be difficult and if it isnt just drawing that extra innervate for 5he combo can be the deciding factor. I once pulled off the star aligner combo by turn 5.. opponent had 7 mana bc of biology project, I had 10. That game was the game that made me realize how OP that combo really is.
All in all a surprise buy a good surprise. Wish me luck on the grind to legend! Im rank 8, 0 stars currently ( lost 3 stars yesterday to aggro mage and star aligner druid last night) >.<
Giggling is a huge reason why Quest Rogue became dominant. I've lost every single game where my opponent has been able to start messing around with them and increasing it to 7 mana makes it much more slower, if not downright unplayable.
I like it. Awesome news!
Hearthstone on Giggling Inventor:
"Bye-bye, bye-bye!"
No please don't go. Who else is going to take your place in HS
These nerfs are fantastic.
Giggling Inventor - Do I even need to say anything?... It's too powerful for something that's so versatile and stops any agro dead in its tracks. It's still usable in Odd decks but... probably not at 7 mana.
Aviana - Brilliant idea for a nerf. Juicy Psychmelon isn't the one that's busted. But, since that card, can draw that entire game-winning combo, it gives it a chance to be broken. Now, people can still play this archetype, while it not being to busted. You'll need some help from Innervate which makes it less consistent.
Mana Wyrm - This card is way to powerful. To be a 1-mana 1/3 with an easy way to make it snowball is just insane. The newsetter above says it all. If you can't kill it, it usually spells out the game for you.
Well people, it's time to go on Magic Arena! Bye bye HS, see ya!
With Aviana being available forever in Wild combo druid would be staple in every meta because Aviana+Kun combo is kinda busted.
Nerfing the core of the combo is the only way to make those decks balanced now and in the future without limiting game design.
Everything is available in Wild forever. Big Priest is always going to be there. Jade Druid ain’t going anywhere.
That is why Wild sucks. Nothing changes.
almost everyone runs geist i do in almost every wild deck i can jade druid is dead
I like how they did not forget about wild. But to be honest, I think the nerf for Aviana is not that good, druid has too much defensive tools and shenanigans cards.
I can't believe this is the only card affected, branching paths should be nerf too :(
I saw only:
"Let the people think that we are doing something and they will buy more packs wohoo"
THAT'S ALL ?
"Oh, 5 mana strong card! Let's do it for 7 mana and it will be unplayable"
Why not 6 mana ? Is it that hard to use your mind ?
They didn't want it to be too strong in even decks.
ESPECIALLY Even Shaman would love to see that card.
EDIT: Also they stated they tried it at 6 and found it too strong. Is it that hard to read patch notes?
''Oh, mana wyrm was just a normal card for so many years, let's nerf it!"