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.
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.
MtG isn't on record saying that your cards will always be playable.
It isn't that there is or isn't a banlist at all - there being rotated sets in standard is itself a form of banlist. Duels has a banlist because some cards are legitimately a problem.
The issue is that the devs have pitched X thing (you will always be able to use XYZ cards in wild, even if those cards numbers change) and will need to turn around and immediately contradict X. (We will change cards in wild so they don't function the same way they did in standard) in order to unban said cards from Wild, come rotation.
Put another way: having a Wild banlist is not a gameplay issue, but a "how trustworthy are the devs" issue - if they're willing to go back on this small promise, what prevents them from going back on bigger promises?
I feel as though the baseline effect of Runed Mithril Rod and the reward for Gain Momentum should be switched. I feel like discounting a full hand twice is still good even at 4 mana and the first two parts of the Demon Hunter Questline don't meant much since you often times already used the cards you drew to draw more.
They could - imagine a legenday neutral spell that says "Swap hands and decks with your opponent until your next turn and summon a 1/3".
Job done. The non-shadow nature of the spell would kill the interaction with Darkbishop
Edit: By "neutral" I mean spell type - not avaiable to all classes
Because counterspell exists?
Make illucia a spell instead of a minion, "Mindrender Illucia's scroll of topsy turvy." and make that spell holy. Think outside the box.
She is now useless as why I want a copy of my opponents hand for 3 mana? She can join the ranks of many of the other useless priest legendaries.
Very lazy.
Yeah, when I first read it, I thought it was a swap until the end of your turn (which I liked)... it took me a few moments to realize it was just a copy LOL. The whole point of the card was combo disruption... it doesn't do anything anymore.
yeah and you don't even get to keep the cards.
Still waiting to be able to disenchant Zayle, Shadow Cloak
I'm still waiting for the permanent standardization of Whizbang :(
You wanna slow Tamsin? Make it a 10 7/7
I almost never comment on these things but these recent nerfs may actually ruin hearthstone for me. It's the only triple a game I play so it would be a huge hole to fill. I just can't allow other people to be this bad at their jobs (releasing wantonly broken cards, letting you buy the entire archetype, then crushing it by nerfing individual cards into the ground) and still support them. I don't feel as if I'm off base here, Team 5 is objectively weak on balance. It's not even that they simply don't forsee the consequences, they are actively malicious and predatory in their design decisions. Sell someone one thing, change a part of that thing after the fact (obviously without the consent of the buyer) , and diminish the value of their purchase. Is this how other franchises are? Are they all this disgusting?
As you said, with consent of the buyer, nerfs are always annoying when they hit your deck, but sometimes you can see them coming (and this time it was obvious)
They are not diminishing the value of the purchase because you're getting back the same amount of dust you used to craft the cards, the fact that a whole deck is gonna get worse doesn't change how much the nerfed card is worth
When you craft all the cards for a deck that requires a specific card to work, then they nerf that specific card making the rest of the deck void. That's diminishing the value of the purchase and is indeed a predatory way of doing things.
Not in Hearthstone, you're getting the full refound for any number of cards in a deck. The value of those cards (for the first week or so) remains unchanged because you don't lose anything, the rest of the deck not being viable anymore is not accountable for diminishing the value of a card. In other physical cars game you can argue it does because cards have a price that its gonna flactuate after a ban but in Hearthstone that doesn't change meaning the "value" that people give to cards is purely theoretical, if they changed Millhouse to be 2 mana 2/2 that makes all your spells costs 0 he would still be worth 1600 dust and you couldn't complain about having disenchanted it.
Oops: I basically repeated that other guy lelolel
Me: How to make players even more angry?
HS team: Hold my beer.
They have completely lost it.
Why not just let illucia borrow the hand and not mess up the opponents turn? Control priest would be better but it's control priest.....
They could simply fix the Battlecry to only be valid until the end of your current turn.
exactly!