Last Reverted Class Nerfs Announced - Shaman, Warlock & Warrior
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 Shaman, Warlock & Warrior this time.
The Changes:
- Spirit Claws Now costs 1 Mana again.
- Corrupt Elementalist Now costs 5 Mana again.
- Invocation of Frost Now costs 1 Mana again.
- Dragon's Pack Now reads “…If you’ve Invoked twice, give them +3/+3.” again.
- Flametongue Totem Now costs 2 Mana again, but will have an 0/2 statline.
- Fiendish Rites Now cost 3 Mana again.
- Scion of Ruin Now costs 3 Mana again.
- Bloodsworn Mercenary Now has a 3/3 statline again instead of 2/2.
- Charge Now costs 3 Mana again and reads "Give a friendly minion +2 Attack and Charge".
Quote from Alec Dawson20.0 nerf reverts. Shaman, Warlock, Warrior.
Shaman:
Spirit Claws
Corrupt Elementalist
Invocation of Frost
Dragon's Pack
Flametongue Totem (2 mana, 0/2)
Warlock:
Fiendish Rites
Warrior:
Scion of Ruin
Bloodsworn Mercenary
Charge (3 mana, +2 attack and Charge)
Neutrals Tomorrow?
Quote from Alec DawsonYep, neutrals tomorrow
Can confirm from my own experience. If you play Charge on, say, Underbelly Ooze, if the Ooze survives to see your next turn and takes damage on that turn, the newly summoned Ooze will have the Charge buff, and not the "can't attack heroes this turn" debuff, and yet it still can't attack face.
Like... come on, Blizzard, whatever happened to card text actually having some correlation with the card's actual effect?
The "can't attack heroes this turn" buff is implicit, so when a new minion gets summoned with it, it applies that turn. Just another piece of pasta in their spaghetti code.
I'm really surprised by all the Warrior reverts vs Warlock. On the other hand, warlock already has a lot of good decks in wild and cubelock is still a decent deck, whereas Galakrond decks have seen next to no play in the format. A positive surprise for me :)
Raging Worgen+inner rage+charge+Mercenary
9 mana , 4 cards 32 dmg OTK>ETC
absolutely viable
ETC doesn't get blocked by taunts. ETC> charge
ETC needs enemy minions on board and certain amount of HP, thats why ETC builds are usually tempo; to force enemy come to board
i love this unnerfed cards lets go, make wild great again
I was hoping for a revert on Possessed Lackey and Dark Pact to play old school cube lock again :( . Reverting Raza the Chained and The Caverns Below seemed a lot riskier in my opinion but they still did it.../shrug.
I'm a bit surprised that cubelock didn't get a single revert, although the deck still is pretty decent in wild I think. The Carverns and call to arms reverts are certainly a lot bigger than a 5 mana Possesed lackey ...
Exactly. If I remember correctly...even the 5 mana lackey wasn't always a 2 of in wild even back then. And prenerf dark pact would be really strong yes...but so will a lot of these reverted cards. Seems like they are bit stingy with warlock reverts.
I think cubelock was just a pinch too good to make the cut... Darkpact might be too versatile and warlock does well with a lot of slow decks, but that 5 mana lackey wasn't even THAT broken back in standard and now versus caverns below? They could have just thrown cubelock half a bone and he'd probably be about the same place as he is now...
No 0 mana Soulfire? :O
---> Classic Mode
No one will be using Galakrond in Wild.....
I was so sad back in the day when they nerfed charge and I didn’t played the Worgen OTK for the “last time”. Now it’s my time to do things right.
The Shaman unnerfs are okey-ish for the most part. I missed the flametongue totem in even Shaman, and Spirit Claws will not have that “25% chance of winning the game instantly on turn 2” anymore.
I can’t remember the last time I was so happy with those changes overall, for better or worse, this means a lot for the future of the game.
Novice Zapper
</header>Wild is going to be a hellscape.
Why are they doing this?
Because Wild mode has a much higher power level of cards and since all of them won't be playable in standard, period, It doesn't really matter if they un-nerf them and make some cool new/old archetypes playable once again.
So Flametongue Totem will be a 2 mana 0/2 in wild and a 2 mana 0/3 in classic - is that how this is going to work?