24.0.3 Patch Notes - Constructed & Battlegrounds Balance Changes, Duels Updates & More
Blizzard just published Patch Notes 24.0.3 featuring the Constructed & Battlegrounds balance changes & Duels updates.
Quote from Blizzard
Patch 24.0.3, launching today, includes adjustments to Standard, Wild, Battlegrounds, and Duels, as well as a couple bug fixes!
Dev Comment: The current power level of the top decks after the launch of Murder at Castle Nathria is pretty close to the level that we’d like it to be. We’re happy with decks like Imp Warlock and Control Shaman being powerful, but we’re less happy with the power level of the weakest classes. So while we did a few touches to the top decks with the goal of reducing play-against frustration, the primary goal of this patch was to elevate the classes that are struggling in the current meta.
The following cards have been adjusted down in their power:
- Old: Set each player to 0 Mana Crystals. Set the cost of all cards in hands and decks to (1). → New: Set your Mana Crystals to 0. Set the cost of all cards in your hand and deck to (1).
Dev Comment: We hear you. Alignment has been a frustrating card to play against for a while now and has remained that way after the release of Murder at Castle Nathria, even if it is not a balance outlier. This change is targeted at removing as much of that frustration as possible while still retaining the primary effect for players who enjoy the big turns it can allow.
Stag Spirit Wildseed
- Old: Dormant for 3 turns. When this awakens, equip a 4/2 Greatbow. → New: Dormant for 3 turns. When this awakens, equip a 3/2 Greatbow.
Dev Comment: The Wildseed package has been a fun addition to Hunter, but Stag Spirit Wildseed has been putting out more face damage than we intended. We hope Wildseeds will remain a key part of Hunter decks going forward, but will be a little less ubiquitous across all Hunter archetypes.
- Old: 3 Attack, 3 Health. Battlecry: Freeze all other minions. Gain +1/+1 for each Frozen minion. → New: 5 Attack, 5 Health. Battlecry: Freeze all other minions.
Dev Comment: Control Shaman has been one of the most dominant decks since the expansion launch. A big part of their power comes from their ability to repeatedly freeze enemy boards while also pressuring their life totals, thanks to Snowfall Guardian. We hope that by removing the pressure this card applies, it will be less difficult for players to navigate.
- Old: Give a friendly minion +1/+1. Repeat for each Imp you control. → New: Give a minion +1/+1 for each Imp you control.
Dev Comment: We’re happy to see that Imp Warlock has been one of the top performing decks in this expansion, but a little bit too much of its power is coming from the burst damage this single card allows. We’re lightly touching Vile Library because we don’t want it to go away, we just want to bring the deck more in line with the other decks in the meta.
- Old: [Costs 4] → New: [Costs 5]
Dev Comments: Big Rogue has developed into a powerhouse that too consistently summons powerful minions too early in the game for players to meaningfully interact with. We’re adding a mana cost to Kobold Illusionist to slow the deck down and break up some of its consistency.
The above craftable cards, as well as Spirit Poacher, Stag Charge, Wild Spirits, and Ara’lon will be eligible for full dust refunds for two weeks following Patch 24.0.3.
The following cards have been adjusted up in their power:
- Old: [Costs 3] → New: [Costs 2]
Relic of Extinction
- Old: [Costs 2] → New: [Costs 1]
Dev Comment: Relics are a fun and flavorful new archetype from Murder at Castle Nathria, but they haven’t had their chance to shine. We’re hoping that a couple buffs will make these cards easier to squeeze into turns and make the whole package feel better to try in a variety of decks.
- Old: 4 Attack, 4 Health → New: 5 Attack, 4 Health
- Old: 2 Attack, 2 Durability → New: 3 Attack, 2 Durability
Dev Comment: We were a little too safe on the numbers for the new Aggro Demon Hunter cards. We hope these buffs will make the low-hand-size deck a little more appealing!
- Old: [Costs 4] → New: [Costs 3]
- Old: 2 Attack, 1 Health → New: 2 Attack, 2 Health
- Old: [Costs 8] → New: [Costs 7]
Dev Comment: Demon Hunter has been struggling in a big way this expansion. We felt that changes to new cards alone might not be enough to bring the power level of this class in line with the rest of this meta. So we’re buffing a few older cards to help bridge the gap. We’re hoping that Abyssal Depths can now function as a powerful tool for a variety of Demon Hunter decks, new and old alike. The reverts to Battleworn Vanguard and Irebound Brute should make them more attractive options for the class. Broot me dood!
Legendary Invitation (generated by The Countess)
- Old: [Costs 3] → New: [Costs 2]
Dev Comment: As the big reward for the Pure Paladin archetype, the Countess wasn’t, well, rewarding enough. This change should make her feel better in decks that are willing to pay the cost of cutting all Neutral cards.
Stand Against Darkness
- Old: [Costs 5] → New: [Costs 4]
- Old: Your Silver Hand Recruits Have +1 Attack. → New: Your Silver Hand Recruits have +2 Attack and Taunt.
- Old: Give a Silver Hand Recruit +3/+3. → New: Give a Silver Hand Recruit +3/+3 and Taunt.
Dev Comment: The new Silver Hand archetype has come up much shorter than we hoped it would. Cards like Stand Against Darkness and Warhorse Trainer were simply not at the power level of modern Hearthstone, so we're buffing them up to see what they can do in this new age. To top it off, Promotion now comes with a raise!
Edwin, Defias Kingpin
- Old: [Costs 4] 4 Attack, 4 Health → New: [Costs 3] 3 Attack, 3 Health
- Old: [Costs 6] → New: [Costs 5]
- Old: [Costs 2] → New: [Costs 1]
- Old: Deathrattle: If you control a Secret, store Halkias' soul inside of it. It resummons Halkias when triggered. → New: Stealth. Deathrattle: Store Halkias's soul inside of a friendly Secret. It resummons Halkias when triggered.
Dev Comment: Card draw has traditionally been one of Rogue’s strengths, but it doesn’t feel like a strength in the current meta. The buffs to Edwin, Sprint, and Silverleaf Poison are all made with the intention of reinforcing card draw as a strength of the class. Miracle Rogue has not been overperforming in power, but we are aware it can win in frustrating ways, so we’ll be keeping an eye on how it develops following these buffs. We also wanted to show a little love to the new secret package. We’re starting with a buff to Halkias that makes him feel better to play, but we may revisit this package later if it needs additional support.
- Old: Deal 1 damage to a minion and give it +1 Attack. → New: Deal 1 damage to a minion and give it +2 Attack.
- Old: After your hero attacks, give your damaged minions +1/+1. Infuse (3): +2/+2 instead. → New: After your hero attacks, give your damaged minions +1/+2. Infuse (2): +2/+2 instead.
- Old: 2 Attack, 2 Health → New: 2 Attack, 3 Health
Dev Comment: Along with Demon Hunter, Warrior has been struggling this expansion. A big part of that is that their new Enrage Warrior archetype hasn’t been nearly as powerful as we’d hoped it to be. These three buffs are targeted at improving the Enrage Warrior archetype, which we hope to see become a player in the metagame.
- Old: Battlecry: Deal 5 damage. Gain 5 Armor. → New: Battlecry: Deal 5 damage. Gain 8 Armor.
- Old: Deal 4 damage to all minions. Costs (1) less for each Armor you have. → New: Deal 5 damage to all minions. Costs (1) less for each Armor you have.
- Old: [Costs 2] → New: [Costs 1]
- Old: [Costs 3] → New: [Costs 2]
Dev Comment: We may have been a little over zealous when we were addressing Control Warrior in the last balance patch. We’re correcting that here. We’re also giving them a couple new tools in Slam and Bash, which might even make their way into non-control Warrior lists.
- Lich Baz’hial has been moved to Armor Tier 1
- Dancin’ Deryl, Deathwing, Elise Starseeker, Guff Runetotem, and Sneed have been moved to Armor Tier 2
- Old: Take 2 damage and add a Gold coin to your hand. → New: Take 4 damage. Gain 2 Gold this turn only.
- Old: Give a friendly minion of each Tavern Tier +3/+2. → New: Give a friendly minion of each Tavern Tier +2/+2.
- Old: Passive: Give ALL minions +2 Attack. → New: Passive: Give ALL minions +3 Attack.
- Old: Every third minion you buy gets +2/+2. → New: Every third minion you play gets +2/+2.
- Old: When you upgrade Bob’s Tavern get a ‘Recruitment Map’. → New: [Costs 1] Discover a minion from your Tavern Tier. Costs (1) more after each use.
- Old: Give a minion: “Deathrattle: Summon a random minion from a lower Tavern Tier.” → New: Give a minion: “Deathrattle: Summon a random minion from a Tavern Tier lower.”
- Dev Comment: This is only a clarifying text change, not a functional change.
- Lieutenant Garr and Grease Bot have been returned to the minion pool.
- Old: Divine Shield. After a friendly minion loses Divine Shield, give it +3/+2 permanently. → New: After a friendly minion loses Divine Shield, give it +2/+2 permanently.
- Old: [Tavern Tier 6] → New: [Tavern Tier 5]
- Old: Taunt. Deathrattle: Summon another random Elemental and add a copy of it to your hand. → New: Taunt. Deathrattle: Add another random Elemental to your hand and summon a copy of it.
- Dev Comment: This means that you will now receive the copy of the Elemental in your hand, even if you can’t summon it.
- Old: 1 Attack, 1 Health. After you upgrade your Tavern Tier, gain +1/+1 for each friendly Dragon. → New: 1 Attack, 4 Health. After you upgrade your Tavern Tier, gain +1 Attack for each friendly Dragon.
Great Deal (Darkmoon Prize)
- Old: Reduce the cost of upgrading Bob’s Tavern by (6). → New: Reduce the cost of upgrading Bob’s Tavern by (5).
- Brittle Bones now only triggers if an enemy minion is destroyed with a spell.
- Killmox, the Banished One is now counted as an Imp.
- Darius Crowley’s “Fire!” hero power reduced from 2 mana to 1 mana.
- Darius Crowley’s “Fire at Thee!” hero power reduced from 3 mana to 2 mana.
- Darius Crowley’s “Grizzled Reinforcement” signature treasure reduced from 6 mana to 5 mana.
- Corrected the text on two of Brightwing’s Mercenary Abilities.
- Removed Duels Achievements based on heroes not in the game.
I'm glad they're offering full refunds for all Wildseed summoning cards, I didn't think they'd actually do it.
Relics needed more buffs, these two are actually laughable. They needed to discount the other 2 Relics by 1 mana as well and turn Xy'mox into a 6/6 with Infuse (4) because he keeps getting eaten or Theotar'd anyways.
Wild's still in hell, Hunter Questline dodged another nerf patch, and Enrage Warrior buffs are always welcome. Dude Paladin buffs look damn solid now too, but the archetype has most of its support in Wild now, and I'm not sure if it's good enough to roll there still.
All of the wildseed cards were directly nerfed. There is no way they could justify not giving refunds.
I agree that Relic DH still feels pretty weak.
Those Silver Hand Recruit buffs would have been dope while Lothraxion the Redeemed was sitting dead in my standard collection for over a year. Thanks for nothing.
Okay so mage that has a million answers to everything doesnt get a single nerf. great
Why would you nerf mage? The deck is sitting at around 50 % win rate and is actually fun to play
Doesnt really matter if its fun to play now does it? when it can stomp on most decks with constant answerrs.
It's winning half the time
Ya because 80% or something of the people who can play it do.
I don't think guff needs a nerf, but druid ramp needs a nerf. Change Nourish back to 6, make either Capture Cold tooth or Moonlit be 3 mana, unprint Widowbloom Seedsman, maybe also hit Scale of Onyxia to 8 or summon five 2/1s
i think that only decks with too much higher win rate should be nerfed and not the cards that bronze players find "frustrating" to play against
Literally what I've been thinking. If Druid was truly as broken as what people on this forum make him out to be you would think his winrate is absurd. Druid is just good. Theotar is literally one of the most used cards of this expansion and usually wins the game against them.
Druid's winrate is being kept in check by imp lock alone, no other deck can generate so much extreme pressure so fast that you just die on turn 4-5 before druid can win the board with flipper/scale. The vile library nerf isn't big enough to make it matter, either. On the other hand, druid absolutely obliterates midrange or control decks so hard it's not even funny, it's a very polarizing class. Saying that the entire class can be kept in check by one neutral legendary (which isn't even guaranteed, druids have very big hand sizes) definitely sounds like an issue.
The term 'unprint' really made my laugh a bit. Like just reverse its existence ^^
But I agree, ramp druid still feels off. They didn't have a ridiculously high winrate, but it feels very disheartening when they hit their dream hand, ramp to a million mana while you don't even have 10 and then just explode from a Denathrius.
Deathrattle rogue was fun so they immediately nerfed it. Big priest is the most miserable experience from both sides, always has been in every incarnation. So they leave that alone because they desire as many Hearthstone games as possible to be extremely unfun.
Deathrattle Rogue was fun but too strong like Big Priest, i'm surprised they didn't changed like just Illuminate which allows T2/T3 Neptulon like 70-80% of the games or just ban it
Ok sire denathrius will keep hitting face for something like 80 or 100 damage when played with brann or Maccaw .time to change for runeterra untill next patch or expansion
The year is 2026: sprint costs 2 mana
It’s balanced in an 80 card 80 health mecharenathal deck.
2 mana draw 4 cards? Too slow
Let's buff common cards into powercreep so that we can reroll them without arming the game economy. And let's not adress the real balance issue of some legendary cards.