Upcoming Hearthstone Balance Changes - Wild Growth, Nourish, Level Up!, Saronite Chain Gang, Leeching Poison CHANGES ARE NOW LIVE
Five card changes are coming to Hearthstone on December 19th, which is... today!
- [Discuss this Change] Wild Growth now costs 3, up from 2.
- [Discuss this Change] Nourish now costs 6, up from 5.
- [Discuss this Change] Level Up! now costs 6, up from 5.
- [Discuss this Change] Saronite Chain Gang now summons another Saronite Chain Gang, instead of a copy of the minion.
- [Discuss this Change] Leeching Poison now costs 1, down from 2, and only gives Lifesteal for 1 turn.
Check out Blizzard's post below for more information on each of the changes.
Quote from BlizzardIn an update scheduled to arrive December 19 PST, the following cards will be changed.
Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.
Wild Growth – Will cost 3 mana. (Up from 2)
Nourish – Will cost 6 mana. (Up from 5)
Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.
Level Up! – Will cost 6 mana. (Up from 5)
Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.
Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.
Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.
Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.
We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.
Kiwii's Thoughts
Resident deck architect Kiwiinbacon had some thoughts on the nerfs.
I HATE YOU!
well, the expensive cards in the deck are Baku and Leeroy, which are good cards anyway. it's just the corridor creeps that are wasted.
Have you never heard of a card called "Prince Keleseth"? Chain Gang getting double buff from Keleseth was a pretty big deal
Guess we're all playing Odd Druid now boys
i know that people seems happy for the change, and i am too, but where's the nerf to hunter's spellstone? this nerfs only make hunter better than before, welcome to huntardstone.
No one gonna run Leeching Poison anymore since its temporarily effect now maybe really late game. Kingsbane nerfed worse than quest.
Or it will make it's way to Odd Rogue. Another trigger for Vilespine Slayer, and healing against Hunters.
Ya, I think so...
Throw in a mill deck here and there.
Playing against Kingsbane and Shudderwock was unfunniest games I've played. So Im happy that they nerfed them, Kingsbane was problem in Wild so i think its fair, Shudderwock was always problem, worst card ever printed. As for nerfing Druid, I think that they shouldnt have nerfed Nourish, idk problem is branching paths for 4 imo. Wild growth probably deserved nerf. But idk about that Nourish, it looks like they killed few archetypes. Im not trying to guard druid, but lately i didnt find it that problematic, because of Mojomaster, welp everyone's thing. As for Odd paly, i dont think so it will be weak, it just wont be so op. Even pala will be stronger, doesnt mean it will be cancer.
For Kingsbane and Shudderwock im happy. For Druid and Odd paly idc, probably deserved. 🤔♠️
So with Kingsbane and Poison Seeds gone, there is only Even Shaman with Hex and Cubelock left to deal with Big Priest.... (Well, Mill Rogue without Kingsbane does exist....)
If I recall correctly, Jade Blossom does not give you Excess Mana when played at 10 mana. So unless you're playing a token deck or more Jade cards, Wild Growth is still better overall.
Not exactly the same, Wild Growth will let you draw a card if you already have 10 mana. IIRC Jade Blossom doesnt do that.
No one was invited on his hunts.
where is kingsbane and shudderwock NERF??
Shudderwock is nerfed with Saronite Chain Gang (no infinite Shudderwock) and Kingsbane is nerfed with the Leeching Poison Nerf, since you can't heal 10 health every turn and you only have 2 Leeching Poison
II always said that the shudderwock problem wasn't shudderwock by itself but the battlecries that he replayed, they nerfed the rigth card. Same with kings bane, not more reno punchs every single turn
Just noticed I have a golden Level Up!
kerrrrcing
haha i still can use chain gang in wild to play shudderwock combo!
Dumbest comment I've read on this site ever.
Lol literally have zero sympathy for salt odd paladin mains