21.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Warlock Quest Banned In Wild & More!
Blizzard just released patch notes for the upcoming patch that will be released tomorrow. Check out what's new.
Quote from BlizzardThe 21.3 patch, releasing tomorrow, includes several updates across Standard, Wild, Battlegrounds, Duels, and Arena.
Standard and Wild Updates
The following cards have been adjusted down in power level.
Irebound Brute
- Old: [Costs 7] →New: [Costs 8]
Dev Comment: Irebound Brute was playable a bit earlier than intended on average. Pushing it back a turn should soften extreme turns.
Mindrender Illucia
- Old: Battlecry: Swap hands and decks with your opponent until your next turn. →New: Battlecry: Replace your hand with a copy of your opponent’s until end of turn.
Dev Comment: With the refinement of Shadow Priest in recent weeks, Mindrender Illucia has been overperforming in the archetype, in an unintended way. Instead of being used as a late game disruption tool, Shadow Priests have been using Illucia as an early game play to essentially skip the opponent’s turn. This change is aimed at removing that problematic gameplay from Illucia, while still keeping her in a similar space with her effect.
Perpetual Flame
- Old: [Costs 1] →New: [Costs 2]
Dev Comment: Perpetual Flame is a very efficient removal tool for Questline Shaman. Going up one mana here will give board-based decks a better shot against Shaman in the early- and mid-game.
Command the Elements
- Tame the Flames (the third portion of the Questline)
- Old: Play 2 cards with Overload. Reward: Stormcaller Bru’kan. →New: Play 3 cards with Overload. Reward: Stormcaller Bru’kan.
Dev Comment: Slowing down the speed at which Questline Shamans can get their final reward should open up more room for counterplay, particularly from slower strategies.
The Demon Seed
- The Demon Seed (part 1 of the Questline)
- Old: Take 6 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. →New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
- Establish the Link (part 2 of the Questline)
- Old: Take 7 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero. →New: Take 8 damage on your turns. Reward: Lifesteal. Deal 3 damage to the enemy hero.
- Additionally, The Demon Seed is now banned in Wild.
Dev Comment: After monitoring both Standard and Wild since the release of Stormwind, we’ve decided to both increase the damage required on the first two steps for Standard and ban the Questline in Wild. In Standard, we are slightly upping the amount of damage needed to complete the Questline to slow down the speed at which Tamsin locks up games. In Wild, where there are many more efficient self-damaging cards, The Demon Seed can be completed at an unintentionally fast rate. We are banning the card to protect the format from the problematic gameplay it created. When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.
Runed Mithril Rod
- Old: [Costs 3] →New: [Costs 4]
Dev Comment: Runed Mithril Rod is overperforming relative to mana-generation sources in other classes, mainly due to Warlock’s card draw potential. Going up one mana will bring Runed Mithril Rod’s power level more in line with what other classes have access to.
The cards listed above will be eligible for a full dust refund for 2 weeks after the 21.3 patch goes live.
The following cards have been adjusted up in power level.
Dev Comments: We’re looking at opening up a few more strategies for some of the less-diverse classes and underrepresented archetypes in the Standard metagame. These buffs are aimed at some of the weaker archetypes to make them more appealing options to play with. Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.
Leatherworking KitSelective Breeder
- Old: [Costs 2] →New: [Costs 1]
Wildfire
- Old: 1 Attack, 1 Health →New: 1 Attack, 3 Health
Mordresh Fire Eye
- Old: [Costs 2] →New: [Costs 1]
Stormwind Freebooter
- Old: [Costs 10] 10 Attack, 10 Health →New: [Costs 8] 8 Attack, 8 Health
Stonemaul Anchorman
- Old: 3 Attack, 3 Health →New: 3 Attack, 4 Health
Bloodsail Deckhand
- Old: 4 Attack, 5 Health →New: 4 Attack, 6 Health
- Old: 2 Attack, 1 Health →New: 2 Attack, 2 Health
Battlegrounds Updates
GENERAL UPDATE
- Turn lengths have been reverted to their pre-21.2 times (turns 3-9 have been reduced by 5 seconds after they were temporarily increased by 5 seconds in Patch 21.2).
HERO UPDATES
ShudderwockGalewing
- Snicker-snack
- Old: [Costs 0] → New: [Costs 2]
Master Nguyen
- Dungar’s Gryphon (Eastern Plaguelands Option)
- Old: In 5 turns, upgrade your Tavern Tier. →New: In 5 turns, your next Tavern Tier upgrade costs (5) less.
- Power of the Storm [Passive]
- Adjusted the odds of hero power offerings (no text changes).
MINION UPDATES
Impatient Doomsayer
- Defiant Shipwright has been removed from the minion pool.
- Southsea Captain has been returned to the minion pool.
Kathra’natir
- Old: [Tavern Tier 3] Avenge (3): Add a random Demon to your hand. →New: [Tavern Tier 4] Avenge (4): Add a random Demon to your hand.
Leapfrogger
- Old: [Tavern Tier 4] 7 Attack, 5 Health. Your other Demons have +3 Attack. Your Hero is Immune. →New: [Tavern Tier 3] 5 Attack, 4 Health. Your other Demons have +2 Attack. Your Hero is Immune.
Monstrous Macaw
- Old: Deathrattle: Give a friendly Beast +2/+2 and this Deathrattle. →New: Give a friendly Beast +1/+1 and this Deathrattle.
Reanimating Rattler
- Old: After this attacks, trigger a random friendly minion’s Deathrattle. →New: After this attacks, trigger another friendly minion’s Deathrattle.
Whelp Smuggler
- Old: [Tavern Tier 4] 6 Attack, 2 Health. →New: [Tavern Tier 5] 7 Attack, 3 Health.
Impulsive Trickster
- Old: 2 Attack, 4 Health. After a friendly Dragon gains Attack, give it +2 Health. →New: 2 Attack, 5 Health. After a friendly Dragon gains Attack, give it +1 Health.
Master of Realities
- Old: Deathrattle: Give this minion’s maximum Health to a friendly minion. →New: Deathrattle: Give this minion’s maximum Health to another friendly minion.
Peggy Brittlebone
- Old: [Tavern Tier 6]. →New: [Tavern Tier 5].
- Old: 5 Attack, 3 Health. After a card is added to your hand, give another random Pirate +1/+1 →New: 6 Attack, 5 Health. After a card is added to your hand, give another friendly Pirate +1/+1.
Dev Comment: The text change portion of this change is just to clarify the card’s current, intended functionality. It does not represent any functional change.
GoldgrubberSalty Looter
- Old: 2 Attack, 2 Health. →New: 4 Attack, 4 Health.
Prophet of the Boar
- Old: 4 Attack, 4 Health. →New: 4 Attack, 5 Health.
Roadboar
- Old: 2 Attack, 3 Health. →New: 3 Attack, 3 Health.
Bristleback Brute
- Old: 1 Attack, 4 Health. →New: 2 Attack, 4 Health.
Dynamic Duo
- Old: 3 Attack, 3 Health. →New: 4 Attack, 4 Health.
Charlga
- Old: 3 Attack, 4 Health. →New: 4 Attack, 5 Health.
- Old: At the end of your turn, play a Blood Gem on all other friendly minions. →New: At the end of your turn, play a Blood Gem on all friendly minions.
Duels Updates
- Party Replacements, Rally the Troops, and Oops, All Spells! have all been moved from Passive Treasure Pool 2 to Pool 2 Ultra Rare.
- All Together Now has been moved from Passive Treasure Pool 1 to Pool 2.
- Voidtouched Attendant is now banned from deck creation.
Arena Updates
Ramming Mount will no longer be draftable in Arena. Additionally, we discovered a bug with some card offering rates. We’ve addressed that bug and will be re-adjusting the offering rates to match the intended rates, which should help move all classes closer to the 50% class winrate.
Bug Fixes & Game Improvements
- Fixed a bug causing crashes when the friends list was opened.
- Fixed a bug where friends could sometimes not be challenged.
- Fixed a bug where Maestra of the Masquerade would sometimes have you start the game as a Rogue (not her best disguise).
- Fixed a bug that prevented Grand Magus Antonidas from hitting Stealth targets and resulted in Antonidas potentially hitting the caster’s own face if the enemy hero was in Stealth.
- Fixed a bug where Tradeable cards would keep enchantments if shuffled into your deck by something other than Tradeable.
- Fixed bugs where cards like Razormane Battleguard would not properly reduce the cost of cards after Celestial Alignment was played.
- Fixed a bug where Barrens Scavenger’s cost could be reduced below 1 while you had 10 or fewer cards in your deck.
- Fixed a bug where Highlord Fordragon would trigger on minions that were not in play.
- Fixed bugs where cards like Master of Realities and Whelp Smuggler would have an incorrect number of triggers.
- Fixed a bug where swapping a Tavern Tier 6 minion (such as with Arcane Alteration, Malygos’s Hero Power) would sometimes cause it to disappear.
- Fixed a visual bug that caused enemy Tavern Tiers to show as reset to Tavern Tier 1.
Perpetual Flame should have dropped to 2 damage or stayed at 3 damage but randomly attacked ALL minions.
Odd HP mage should see a boost with Wildfire dropping to 1 damage.
2 damage would have been an overnerf and ALL minions isn't that much of a nerf (shaman is already the king of empty board benefits, so while changing it to ALL minions would have been perfectly thematic, it wouldn't have the intended effect of the nerf in the first place)
Agree. I think a better nerf would have been to 2 dmg instead. I hate that card :)
Man, I am really tired of their shady manipulation with RNG by "adjusting the odds" without any numbers giving. What the heck!?
Seems like easy + 2,5k dust for me.
Already over 2k gold for mid expansion ready - there was a lot of "noise" about this new progress system, but I personally fells better with it - good news.
BUT - what will "mid-exp". bring - that's the most exciting for me ;)
Where did you hear about mid-exp?
I like how no one's even talking about the (beast) Hunter buffs.
Not sure what they think they're accomplishing here.
Give it time. Once some pro player refines a deck that starts getting high legend rank, we'll all be cursing beast hunter the same we are with warlock right now.
It just needs to get some steam first...
Those buffs are a joke, they're still much worse than Warsong Wrangler or Scavenger's Ingenuity.
im just glad i have a golden command the elements to disenchant and recraft regular
Hey, me too. It was my first legendary opened on day 1 and I was disappointed... now look who's laughing! :)
ヘ( ^o^)ノ\(^_^ )
Can someone explain the warrior buffs? There are load of cards in wild in need of rework or buff but they decide to buff already oppressive deck? What are these stats on these minions? Wtf Pirate Warrior will take crown from Warlock and start harassing wild. It is more interactive than warlock was but damn... they still have no clue how to make the game overall better.
They're clueless it seems. They only cared about Warlock in Wild, not what would happen when they removed it. Pirate Quest Warrior will now be nearly unstoppable.
I seriously doubt credibility, inspiration and imagination of the team of this game. They must know that pirate warrior was and is really powerful deck but why give their minions premium stats? Low mana cost with good stats, effect and pirate tag? No wonder control and any homebrew decks don't stand a chance to these overwhelming synergies and pressure that these decks produce.
Im playing Quest Warrior since weeks for 500 wins @ Legend Rank (<5.000)
Pirate Warrior has so many bad matchups, literally no removal or AOE. If your opponent is be able to build a wide board or big minions, you probably loose.
You also loose nearly every single Match vs Shadow Priest / Swarm Druid / Face Hunter / Handbuff Paladin
My winrate @ Legend with Quest Warrior is 46%
You must be getting pretty lucky, because my winrate with quest warrior was like 20%. It is such a horrendously bad deck. Hopefully these buffs move the needle a little bit, but there's still no way it will be a tier 1 deck, or even tier 2.
Guys, we're talking about Wild. Quest Warrior is the top non-Warlock deck.
Hmmm.... I guess I'll still be conceding against Warlock until that deck isn't in the meta. No fun playing against someone that has every tool at their disposal
This game is a joke. Which is fine, but there are tournaments with prize money. Which is surprising.
Glide should design like what Blizzard killed Illucia. It should not shuffle opponent's hand into deck!!! Glide hurts any control and combo decks! Control Players need lot cards in hand (not 4 cards). Glide is rare, it can use 2nd glide... But Illucia is one card!! I think glide is more op than Brute with Quest Demon Hunter!!