Blizzard just released a balance post regarding multiple classes and also one wild card
The following cards are being nerfed on August 26th:
- The mana cost of Conjurer's Calling is going up from (3) to (4).
- The mana cost of Luna's Pocket Galaxy is going up from (5) to (7).
- The mana cost of Dr. Boom, Mad Genius is going up from (7) to (9).
- The mana cost of Extra Arms is going up from (2) to (3).
- The mana cost of Barnes is going up from (4) to (5).
Quote from BlizzardNow that Saviors of Uldum is live, new cards have been introduced and powerful decks have started to surface. To make for a better ladder experience for Hearthstone players in this new expansion, we’ve decided to make the following card adjustments in an update next week:
Mage
While Conjurer’s Calling is a powerful tool that’s found in a number of Mage decks, when used in decks focused around cards like Mountain Giant and Sea Giant, it was creating extremely powerful board states at a point in the game where opponents didn’t have effective answers.
Increasing the mana cost of this card will make using both copies of the Twinspell card in a single turn significantly more difficult, postponing these potentially overwhelming turns until later in the game when the Mage’s opponent has more available resources to react to the board.
Buffing cards with the Rise of the Mech event was a big change in philosophy for us. While we are happy with the overall outcome of the changes, Luna’s Pocket Galaxy has proven to be an exception.
An early Luna's Pocket Galaxy can often leave opponents feeling helpless if late-game minions were drawn in subsequent turns. This has occurred more often than we had intended, therefore we're reverting its mana cost back to its original value of 7, as was the case before the Rise of the Mech event.
Warrior
We’d still like Dr. Boom, Mad Genius to be a great option for control Warrior decks looking to close out games, but right now the card gets played a bit too early. Increasing the mana cost to 9 should make it more difficult to find a good turn to play Dr. Boom, giving opponents time to make powerful plays as well.
Priest
During the Rise of the Mech event, Priest was one of the weaker classes in the game. Buffing Extra Arms gave Priest a powerful spell for the early game to enable some of their board-focused strategies.
With the release of Saviors of Uldum, Priest has access to many more powerful early game minions and has seen a large jump in both popularity and winrate. Between all of Priests buff spells and heal effects, it can be hard to fight for the board against them early in the game. Increasing the mana cost of Extra Arms back to 3 should give room for other decks to challenge them early on, while leaving the powerful Priest minions and combos untouched.
Neutral
Barnes has been a hot topic in Wild format discussions for quite some time now, especially regarding how oppressive this card can feel when facing certain Priest decks.
While we’re okay with Wild having a higher power level in general, Barnes stood out as too consistently powerful early in the game. Increasing his mana cost by 1 will let opponents have an easier time reacting, but still lets Barnes retain its identity as a way to summon specific minions early in the game.
Be sure to let us know what you think of these upcoming changes on the official Hearthstone Forums. We’ll see you in the tavern!
Probably Ok for now but I kind of wish that they would have done something about giants as well. They acknowledge that the problem lies within the interaction with giants so i feel like the nerf should have gone in that direction.
Conjurer's Calling will propably end up still being a powerful tool for mages
Luna's Pocket Galaxy should be nerfed to 6 mana otherwise there is a big chance it would go to the unplayable teritory (and if 6 mana lunas would be to strong they could always nerf it to 7 mana on the next balance patch)
Dr. Boom, Mad Genius feels ok as a nerf but i propably would still see control warrior played.
Extra Arms i dont think this was the problematic card of the coin flip priest but it is quite powerful as a spell. propably making first arms 2 mana and then the more arms 3 mana would make it a much better change
Barnes Finaly...
Sad to see they didn't HoF Inner Fire.
Why I think it should? Because it creates the same deck archetype over and over again, every time a new health buff is made.
Yeah,so sad this shitty combo it's the only way to have Priest in the meta
Will More Arms also cost 3 now?
Ehmm... Yes?
Almost definitely. It would actually be a nice middle ground to see the extra arms left at 2 though imo since the card was previously unplayable. That way the cleric>extra arms opener happens way less (and when it does happen it costs the coin) and more importantly the spell is no longer a strictly better Blessing of Kings without also getting relegated back to trash tier.
2 words come to mind when i read this: knee, and jerk.
Why are you people still complaining about boom? You realize the card is going to be gone within 6 months. Nerfing it to the point of unusable just so you can be happy against warrior for 6 months is not going to help. 9 mana nerf is fine. If you nerf it more, it will be complete !@#$ in wild once it rotates. When all the other hero cards were in standard with dr boom, he wasnt as good. He got good once they all left cause he was the best hero left in standard. If you mess with him more by removing his rush and etc., he will be complete %^-* in wild compared to the other heroes like Rexxar. Calm the heck down with wanting to nerf every thing that seems to bother you when playing your favourite deck. He should of just been hall famed instead of being tampered with but 9 mana is reasonably fair but nothing more then that or you are just ruining a good card to appease people in standard for 6 more months.
He became OP not when cards were rotated, but when cards like omega devastator was added. Clearing every big minion plus rush is insane.
You're not always going to have devastator in hand nor will you always discover devastator especially when boom gets rotated to wild in 6 months and his pool of mechs get much bigger. Plus devastor alone is not going to win you games. Boom is slower now, you cant benifit from him until turn 10, he has no immediate impact on the board. His hero power is also random, you're not always going to discover mechs which is also a weaker hero power compared to Rexxars who gets played at turn 6 and is consistent. Boom needs the rush, since he does nothing at turn 9 and without rush you're potentially playing him just so you can deal 1 damage to everything the next turn or use a weaker power compared to Rexxar.
Devastor also does nothing until turn 10 and now wont even be able to rush or potientally be discovered until turn 10. Rexxar can discover you far better minions consistently much earlier which can have rush or charge with things like poison.
Plus hes getting rotated soon. Devastator is not going to change the landscape of wild.
Rexxar was the card that made me quit HS for 6 monts,
You may not discover omega, but you can also play it like 6 turns in a row... Discover 3 mechs, draw 2 devastators and discover a mech (hero power) between them. So when i was playing big shaman I loved to see how omega kills every my minion, reserve a minion on the board to magnet and face me for 10 dmg... So yea it deserve to be nerfed.
Comparing a standard card to one of the best cards in wild is the entire problem. The powerlevel of other hero cards was insane, but they wanted the power level in standard to be weaker, which is why they didnt print overpowered cards after the rotation of the hero cards. Boom is way to powerful for standard and seven or nine mana doesnt make much of a difference. Also I think hero cards in general are problematic, because they affect the game for such a long time, the rest of the game, which is particularly problematic in warrior, because they have such good ways to drag out the games for ever. I do think boom needs a nerf and I play a lot of warrior myself, so it isn’t just because it beats my favourite deck. Zul‘jin is ok as far as hero cards go I guess, since the hero power doesn‘t change that much. hagatha is also bad design, but control shaman isn‘t really good enough so who cares.
Except Boom will be in wild soon. It wont be as easy to discover devastor anymore since there are a lot more mechs. Standard doesnt have a lot, so its easier to find devastators.
Tempo Rogue slaughters Murloc pally.
The deck isn't that great though. It's inconsistent and gets beaten by faster paced decks.
so that's why it has one of the highest win-rates?
In top legend its almost non existant, in last 3 days at top 200 I saw maybe 1 or 2 murloc paladins and crushed them easily even with mage. Their plan is super linear and is easily countered by board clears if they don't highroll super hard.
Both murloc paladin and quest druid were super popular at start, but quickly fell off in popularity at higher ranks once people realised they are not that great.