More Reverted Nerfs Announced - Paladin, Priest & Rogue
A selection of Nerfed cards will see their nerfs reverted later this month and before Forged in the Barrens goes live. Blizzard announced the cards for Paladin, Priest and Rogue this time.
The Changes:
- Call to Arms Now costs 4 Mana again.
- Power Word: Shield Now also draws 1 card again, and costs 1 Mana.
- Blade Flurry Now a 2 mana card again, but still can't hit face.
- The Caverns Below Now 4 minions to complete and produces 5/5's after again.
- Necrium Apothecary Now costs 4 Mana again.
- Galakrond, the Nightmare Cards drawn now cost 0 Mana again.
- Edwin VanCleef Now costs 3 Mana again.
Quote from Alec Dawson20.0 nerf reverts. Paladin, Priest, and Rogue.
Paladin:
Call to Arms (4 mana)
Priest:
Power Word: Shield (1 mana, draws a card)
Rogue:
Blade Flurry (2 mana, no face dmg)
Caverns Below (4 minions, 5/5 stats)
Necrium Apothecary (4 mana)
Galakrond (cards cost 0)
Edwin (3 mana)
How come pally only got 1 nerf revert
myeah I don't really see how big priest got buffed?
But yeah please make Convincing Infiltrator's destroy a random minion effect a battlecry...
The Caverns Below power level heavily relies on charge keyword with Stonetusk Boar, Southsea Deckhand and Bluegill Warrior imo. I'm waiting for blizzard's final decision on whether they will change them to rush or not
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Caverns below, Secret mage, big priest: wild is going to be fun again... Wait...
Caverns below will be no higher than tier 3, guaranteed. You’ll see. And secret mage and big priest are already annoying so don’t see how those change at all.
They reverted Caverns Below?
Heheheheheheheh...looks like it's time to play Wild again...
Ah, yes, Cavern Below our favourite deck. It's not like they could keep at least one nerf (4/4 minions, or 5 minions needed for the reward).
I agree that completely reverting the direct nerfs is scary, however since prep remains nerfed (and sonja as well), both setting up crystal core and - more importantly - defending/progressing with vanish becomes a lot harder than it used to be, which is still a huge blow
Even bigger - they plan on having just the one cheap charge minion, right (Deckhand)? So the burst potential is heavily toned down. Maybe two with patches, depends, but I am doubtful he'll get reverted at the moment. That's going to hinder the deck's burst.
I think in the current meta where your opponent can play four 8/8s on turn 5 or 6, his maybe be viable, but still a little slow against some of the top tier decks.
I guess none of these changes actually change that much while Secret Mage and Token Druid decks keep deciding games somewhere around turn 3
It totally looks like Blizz dont care wild anymore, Cancer op decks will be destroy the fun and creative gameplay :/
They do care, that's why they keep trying to change things up. Have you seen quest rogue in wild recently? Or even paladin? If it becomes a real problem again, they'll nerf it again.
I was pretty excited about these reverted nerfs, but the one I was not looking forward to was Rogue's quest going back to how it is was. The mad lads actually did it.
Still, I think it might just be too slow for Wild these days.
It does mean anything is now possible. Can definitely see Patches getting his charge back...
Assuming that Blizz continue with their plan to remove the boar/murloc's charge, and that Patches isn't in charrrrrrge, there's only one charge minion to abuse with it? Might be fine with patches unnnerfed, but hard to predict,
i think in QUEST REBORN Call to arms is not that great, because u don't finish quest fast :)
this can also support reborn quest, with eggs/mechs etc.
Was galakrond not moving to wild?
Why are they doing this?
Because these cards will be going to Wild
The Cavern one makes no sense