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 Kit
- Old: [Costs 2] →New: [Costs 1]
Selective Breeder
- Old: 1 Attack, 1 Health →New: 1 Attack, 3 Health
Wildfire
- Old: [Costs 2] →New: [Costs 1]
Mordresh Fire Eye
- Old: [Costs 10] 10 Attack, 10 Health →New: [Costs 8] 8 Attack, 8 Health
Stormwind Freebooter
- Old: 3 Attack, 3 Health →New: 3 Attack, 4 Health
Stonemaul Anchorman
- Old: 4 Attack, 5 Health →New: 4 Attack, 6 Health
Bloodsail Deckhand
- 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
Shudderwock
- Snicker-snack
- Old: [Costs 0] → New: [Costs 2]
Galewing
- 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.
Master Nguyen
- 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.
- 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.
Kathra’natir
- 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.
Leapfrogger
- Old: Deathrattle: Give a friendly Beast +2/+2 and this Deathrattle. →New: Give a friendly Beast +1/+1 and this Deathrattle.
Monstrous Macaw
- Old: After this attacks, trigger a random friendly minion’s Deathrattle. →New: After this attacks, trigger another friendly minion’s Deathrattle.
Reanimating Rattler
- Old: [Tavern Tier 4] 6 Attack, 2 Health. →New: [Tavern Tier 5] 7 Attack, 3 Health.
Whelp Smuggler
- 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.
Impulsive Trickster
- Old: Deathrattle: Give this minion’s maximum Health to a friendly minion. →New: Deathrattle: Give this minion’s maximum Health to another friendly minion.
Master of Realities
- Old: [Tavern Tier 6]. →New: [Tavern Tier 5].
Peggy Brittlebone
- 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.
Goldgrubber
- Old: 2 Attack, 2 Health. →New: 4 Attack, 4 Health.
Salty Looter
- Old: 4 Attack, 4 Health. →New: 4 Attack, 5 Health.
Prophet of the Boar
- Old: 2 Attack, 3 Health. →New: 3 Attack, 3 Health.
Roadboar
- Old: 1 Attack, 4 Health. →New: 2 Attack, 4 Health.
Bristleback Brute
- Old: 3 Attack, 3 Health. →New: 4 Attack, 4 Health.
Dynamic Duo
- Old: 3 Attack, 4 Health. →New: 4 Attack, 5 Health.
Charlga
- 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.
I came back to see this moment. The moment where Hearthstone is already finished. it has become another google play game BS.
Ben Brode really was the Boss of this game, after his departure, look at the state of the game.
All the questline bosses should have been set to 9 mana. It would slow all the questlines and would fit the Priest mana curve perfectly.
As for Illucia, the devs should have kept the disruption effect without the unwanted skipping a turn effect. She should have still had access to her opponent's hand and deck but the effect should have ended at the end of her turn so that her opponent isn't totally busted. Now she's nothing but 1600 dust.
I never complain about nerfs, but those one are the worst I have ever seen
Cant keep up... everytime more nerfs
so with leapfrog, still basically the same thing huh ? just instead of going into galactic millions it will maybe only go in the the thousands now ? this is not the last we heard of frog
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.
Basically nerf to control priest , buff to quest decks because aggro decks are toxic ? yep seems about right!
this game needs more! disruption not less, what they should have done is made it not swap hands if a players hand was empty
maybe with the ban of warlock quest we see a rise of control/reno deck who will deal with pirates and hunter quest.both of this deck are so good in current meta because of quest warlock influence.
I'm looking forward to play my reno WL after this update.
Please stop looking at meaningless data to make points.
1. Class percentage data says exactly nothing at all, a class could have a 90% winrate deck and 3 10% winrate ones and it's average would be 30%....
2. You're mentioning the dumpster rank percentages, where stuff like secret paladin reigns. Filter it to legend and it shows a completely different picture.
Shadow priest has been oppressive from diamond up for a long time now, and illucia literally makes entire archetypes unplayable. That should never be in the power of a single card.
Also Any Combo decks killed Control or Quest Priest before 8th turn. Well Quest and Control Priest need Illucia but can change it for swap cards and deck with Opp until end of Turn. Shadow Priest will not use it.
Well! I haven't see many aggro shadow priests in legend rank lately! You can tell me about data??!! I think Priest could fell to 40% or less soon!! Zetalot's quest priest is working well but it still hard to play against combo decks.
Maybe not the biggest talking point here, but I'm glad they fixed the Maestra bug
Any form of Pirest is dead now. There is zero way to beat any quest or combo deck. Devs are pathetic. Horrible changes
So basically for Wild legend, pirate warrior only.
I've said it before, and I'll keep harping on this until the devs hear:
Having a banlist at all in Wild is fundamentally a problem.
The whole point of Wild - in Blizzard's own words - is that you can play all your old decks. They've gone on to elaborate that they intended to mean that the cards would all *function* the same way they did before, even if the individual numbers/power level changed.
Banning a card in Wild runs completely counter to this, since it means they intend to rework the card when it eventually rotates... but if they rework it, it's no longer the same card functionally. And if they don't rework them, those cards are extremely toxic to the Wild format, and will ruin the experience for everyone, so they'd have to stay banned, and be unplayable in *any* gamemode.
Banning cards in Wild is the same as sending the message "we're okay with just flat out deleting your card collection", even if that isn't the intended message.
Every major card game in existence has ways to balance eternal formats. Usually, it is bans because you can't change paper cards in a convenient way
MTG bans cards all the time... They have long ban lists for all formats.
Just like in MTG, those banned cards can only be used in friendly matches. Your broken bs card isn't deleted, you just can't play it against strangers, anymore.
Even Vintage format, a format made to use the most broken cards ever printed in MTG, has a ban list (and a restricted list). Temporary banning cards from wild while the card is being played in standard is the right call.
why do i feel like you're 11?