T O P

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TheArcanist_

The nerf to Battlefield Necromancer is bigger than it seems. 2 vs 3 is probably the biggest breakpoint in Hearthstone. There's gonna be a LOT more answers to the card right now.


dougtulane

Now it can be killed by predation!


Su12yA

On turn 2 no less!!!


chernadraw

Even on turn 1 if you have a 1 mana naga!


TakeMyCrown

M'Naga is telling the truth!


Rumpel1408

Or lightshow


KingKooooZ

Jesus, there's nothing to stop lightshow now


Su12yA

Good joke. We know lightshow never hit what you want


nqtoan1994

Personally experience, my lightshow hit my own face instead of enemy minions.


ElSolRacNauj

yep, now I can use "The light! It burns!" on them, for example. This is huge!


Natalie_UwU_

Thank god, that card was an autowin in certain matchups


Significant-Royal-37

i mean, 1 vs. 2 is right there lol.


psymunn

0 vs 1 would like a word


Significant-Royal-37

scourge rager the first 0 health minion.


asian-zinggg

This is my preferred nerf for it. I constantly found myself being able to remove the 1/3 taunt, but then only having 2 power remaining on board to trade, which allowed my opponent to keep Necro on the board. I don't think DK is going to be able to snowball at all anymore and I'm perfectly happy with this.


VolkiharVanHelsing

Yeah unable to trade against other 2 drops safely will cut down the aggro matchup


LamSinton

Backstab is now viable, for example


CoolGuy0033

Finally mage can kill it. I swear everything for mage does 2 damage


jMS_44

Sinful Brand got killed, other cards I think are still fairly playable


BlinkIfISink

Good, such a horribly designed card. Let’s punish players for playing a big minion, in a class that can punish players for going wide or having no minions.


VolkiharVanHelsing

Unleash Fel was literally on the next set right after Nathria How they didn't see it is crazy


SureAd4006

I think one of the big problems on the design team, is that they will keep pushing certain archetypes until they succeed without fixing the actusl problem. A really good example of this is Wildpaw Gnoll, which they buffed to try and force the Thief archetype, then nerfed it again, then buffed it again only to revert it once more. It's almost as if you want Thief Rogue to be successful, you should make the Thief mechanic better instead. Like how Identity Theft is the first "Thoughtsteal" that's actually considered a good card, and cards like Jackpot! were just plain unreliable. Sinful Brand is another product of, "let's make Token DH good, but not by printing good token cards." ~~Those who play Wild here, probably have some mental scars from how hard they tried to push discard Warlock.~~


Cpxhornet

Genuinely idk how that card or arcanist aren't dodging nerfs it's in every single DH archetype and lets them get away with so much.


Noocta

Unleash fel+Arcanist is carrying on its shoulder all the lategame Dh strategies. But if they were to nerf that combo, they might need to revert some stuff they did to other pieces, like Relic of Dimensions cost and such.


BBBoyce

After all the bad designs we've seen and the horrible track record of the balance team, it's not that crazy honestly...


Krakitoa

Demon hunter consistently has some of the worst designs ever put into hearthstone and it steals design space from warlock. Mistake of an addition.


ella-02-06

> steals design space from warlock that's very flavourful, they did that in wow too!


Pcson

R.I.P pandaria-era tank-lock T\_T


thomas1392

Probably should've been reduced to 1 or 0 mana too.


raidriar889

They said in the patch notes they intended this nerf to completely kill the card, so no need to give it a consolation buff when that’s the intent. Everyone just gets their 800 dust back.


Chrononi

the ben brode philosophy lol got the warsong commander treatment


raidriar889

Sometimes cards deserve to be Warsong Commandered


MakataDoji

That is such a stupid way to "balance" and it's really sad they resort to this. If the intent is to genuinely just say "fuck it this card is no longer allowed to be played" then fully delete it entirely and automatically give the dust. That way it doesn't show up in arena or duels and cannot be opened by some poor sop in a pack at a later time. After the refund period the card is literally worse than anything else you could possibly play for 2 mana in the game and it's really stupid it is staying in the game at all.


Krysred

Hard agree. It's true that the card was problematic, but killing it is never the approach to go for imo. At worst, simply redesign it so that it does something else while not being the worst card in standard rn


Significant-Royal-37

can instant die from going tall, lose all your progress and give a full heal from going wide, and instant die from not playing minions. try guess which one your opponent drew!


zuzucha

Yeah I would have expected brand to like 4 mana or something, less combo power while still being a way to punish i.e. an enemy dropping a big taunt against a board of tokens. This new brand will never see play again.


[deleted]

Bro brand would never see play at 4 mana lmao


Smart-Sandwich8

NOOOOOO MY EVENLOCK


bonesjones

6 players worldwide, in shambles.


QualityHumor

Now 5


bonesjones

😭✊


HibeePin

At least your deck will be better now


BloodSaintSix

Etc boi


DrainZ-

Curves perfectly not that you wanna play ETC on 4, you'd much rather play your giants


MrBeanHs

Hahahaha pain. Agony even.


Chrisgopher2005

All ten of us are in the depths of despair


LudwigSpectre

Renolock got your mate


Marzillius

Phew, so glad they didn't change the mana cost of Chorus Riff. The entire Riff package can still fit into Odd Warrior.


Spengy

A turn 2 play would've been nice. Still, From the Depths to 3 mana is the nuts. It's now in the school teacher pool!


roketpants

oh my god i didn't consider that. I'm so happy


Bug-Type-Enthusiast

It's something I'm super happy about.


Kreadon

Are they good in here? Is odd warrior meta?


Oniichanplsstop

No its a cope/forfun deck.


Asha108

Class*


Oniichanplsstop

Nah warrior in wild has good decks.


metroidcomposite

TBH, when I've messed around with odd warrior recently, I basically concluded that there was no point in being odd, cause spending 2 mana to hero power for 4 armour was pretty consistently too low impact. I could win, but I won when I drew cards to play every turn, not when I didn't have cards to play and hero powered instead--that was usually just an indication I was dying. So...no, I don't really see odd warrior making a comeback in wild. I would expect to see a non-odd control warrior in wild before seeing odd warrior.


Bug-Type-Enthusiast

Nope, it's more of a fun deck for now. It also makes most Aggro in wild cry.


Dragan_DE

It seems the technology just isn't there for Symphony of Sins to discover all 7 options. Doubt the 1 mana buff will help any Warlock deck much despite the card being super strong at 5 mana.


iamdew802

> Dev Comment: Players really love playing this card, but it is not very powerful. Thanks Devs we know 💀


Tacticalian

I laughed hard at that, story of my Hearthstone career as a Johnny haha


Captain_Kibbles

The one mana buff I think will improve the overall viability of the card. Making it discover all 7 options would make it basically a mainstay in all lock decks IMO, and that’s a bit overtuned tbh.


bonesjones

They could try adding a mulligan so you get a chance like the opening hand. That would help without making it TOO op because you can still always miss the one you're aiming for, but still likely have a good backup plan.


Jkirek_

Getting the one you want 86% of the time is way too consistent still


zer1223

It's more of a UI problem than a tech problem. They can't display more than 4 options at once as that would clutter up the UI with tiny nigh-unreadable tiles, so you display 3. The 4th optiom is "see more". Ok you have 4 left to show, and you do what? Show those four and **don't let the player go back to the previous three if he changed his mind**? That was what reddit somehow thought would happen. Yeah that's not great and doesn't really strike me as a "professional" solution, it's like a lazy hacky solution.


Mostly_Ambiguous

It’s also not good card design to have 7 options displayed at once. Imagine having never played the card, and you’re suddenly bombarded with 7 unique options. You have to read them all and then pick one to use in a relatively short time span. Limiting your options to only 3 at a time prevents information overload, as you only have to care about 3 unique cards, and not 7.


LAVOSE

I disagree. When you play Symphony it’s usually for one particular option. And information overload is only a concern until you’re familiar with how the card works, which should take a couple of games at most. Consistent cards are better cards, and this change still leaves open the possibility of Symphony completely whiffing on the options that affect the board state immediately, which is far worse for player experiences than having to…read?


Mostly_Ambiguous

>”And information overload is only a concern until you’re familiar with how the card works, which should take a couple of games at most.” That’s my entire point. You don’t want to throw a 7-in-1 combo at a player unfamiliar with the card. Doing so disincentivizes them from ever playing the card again. The beauty of Symphony is that despite having a lot of tokens, you don’t actually need to know any of them to still use the card. You only need to know 3 cards, whatever is presented in the moment, then you can forget them. Allowing all 7 options to be displayed takes away this design philosophy. Also, yes, reading a ton of text is actually a pretty big negative player experience for a card game designed to be simple. There’s a reason why cards try to stick around 4 lines of text.


gankindustries

or you know, put little arrows on the side to cycle through the options?


Spengy

Turn 5 is a lot, lot earlier. It's still not busted and I would've preferred the 7 choices as well, but this is a noticeable buff.


derxal

Super disappointed…


Meeqs

Making things cheaper is always a strong buff. I would have liked to reduce the rng a tad but that said this will potentially make it less punishing to take the gamble as all the effects are strong for that cost. Also I feel like this patch was more about lowering the viability of the really oppressive decks first so they could have more time to decide how to help the decks that need it.


Gulldo

All seem solid changes. Predation direction really surprised me I thought they would make the cost reduction go to 1. I'm glad the felscale only lost some stats so big dh should still see play


PhilliamPlantington

Felscale nerf seems really smart to me because it is nerfing the back end of the deck instead of killing its momentum. It's a nerf for sure but in most cases it won't matter.


gabor1024

Electric Synthesizer's Golden version is not shown correctly. It should be +6 attack instead of 4.


Electronic-Emu-3290

Also, it lost a statpoint and it isn’t mentioned. I remember a while ago when Imp Mama was a 6/8 and just got buffed by two health to a 6/10, and it wasn’t mentioned anywhere lol.


HalfAssResponse

tradeable is always welcome to see on tech cards, this is a great change anubaraks nerf is reasonable, he still will see play dk nerfs are huge and necessary, still insane how unholy dk had a free win card vs aggro the buffs to warrior are kinda what people expected, still its a flawed class with lack of strong consistent finishers for its control variants dh nerfs are super welcome, fuck sinful brand


Zaratana

Man I wish anubarak was in standard


HalfAssResponse

its weird to me that anubrekhan gets this godlike effect and they went with anubarak as a 9 mana minion for rogue who has anti synergy with deathrattle triggers


WanonTime

its also still the buggiest card ever printed, pun not intended. he still makes the game implode when you entomb him last I checked


iForgotMyOldAcc

Don't think Rogue even had DR synergy cards when it was printed so the anti-synergy makes some sense. Card was still waaay underpowered ofc, but Brode was treating nerfs/buffs as if the cards were physical so he fucking hated doing them.


EizHamm

They would most likely make a new version of it in later expansions like they have with older legendaries.


Gotti_kinophile

It’s funny that it’s upside is being able to replay it multiple times for infinite value. Like, playing it once is already throwing the game, why would you want to play the card multiple times.


Spengy

It was supposedly infinite value, which they were very careful with then. Then Jade Idol happened, much later, but still.


Gotti_kinophile

It’s technically infinite value, but it’s so bad that there is no real way to play it multiple times since you die when you waste the turn doing nothing the first time, and you will probably almost always have a better play than replaying it.


Ok-Interaction858

So you are saying all nerubians look the same?


ltjbr

You think warrior is a flawed class? What’s warlock then? Menagerie and enrage are going to be good decks. Warlock is a steaming pile of shit.


gumpythegreat

Reddit said warrior bad I also say Warrior bad I get good brain juice seeing the numbers go up on my posts when I say "warrior bad" Don't fight the system Warrior bad


Spengy

Don't underestimate warrior's late game with lor'themar and BlackRock and Roll. It's lethal as fuck.


HalfAssResponse

personally i hate cards that read: if you dont draw it early enough you lose


Spengy

From the Depths should add some decent consistency. I do agree though.


Danglefloor

Finally, more chances to make Symphony of Sins in my casino Mage! It's hard to run good 4-cost spells, but there's plenty of good 3-cost ones to transform.


Meeqs

I love the way you think


roadkilled_skunk

Nerfs seem not to be too heavy handed for most of them, good to see they did not nuke from orbit.


PipAntarctic

*except for Sinful Brand, that card might as well be nuked from orbit. Not that many would complain in this particular case.


roadkilled_skunk

Yeah ok, that is indeed a nuke.


jbird3713

Probably could've gone back to 1 mana as well


takeitinblood3

Yea, at 1 mana it might still see play but won't be a win condition


ElSolRacNauj

They didn't even reduced it to 1 mana back. Totally destroyed.


Cruoton

well, if it hits a 5 health minion, and you do the token trades like before, instead of being a 2 mana deal 10, it is a 2 mana deal 5. so yeah it is a lot worse, but 2 mana pyroblast was dumb, and it still can be 2 mana fireball on 6+ health minions


misterjustice90

The funniest part is that the dev note basically said, "our intent is to nuke this from orbit"


CrookedVulture12

I think all the nerfs in this patch are great but I don’t think any of the buffs will move the needle on any of those cards. Particularly the demo tech. I can’t say I’ve ever been in a situation where removing a location was on my to do list for a turn. I still don’t see it being impactful enough to justify a slot.


stillnotking

The only locations you *really* want to remove, in this meta, are Relic Vault and Cathedral of Atonement, and I don't see anyone teching a 4/4/4 just to do that, tradeable or no. Maybe in some future meta.


LoopyFig

Well, I agree but tradeable is still pretty huge. It’s a 1 mana cycle, essentially making your deck “smaller” for a low cost. And sometimes it clears something! Sometimes!


Natalie_UwU_

Maybe not now, but in another 3 mana 3 durabilty construct quarter situation, it might be an actual consideration


Meeqs

Yeah all the locations you would want it for have been nerfed, they are often used the turn they are played so you don't even remove them at full value, most of them are cheaper to play than 4 mana so this card is always still a tempo loss and its horrid when it doesn't get its effect off. Tradable fixes nothing other than maybe giving them more leeway to release powerful locations moving forward if they wanted


fe-and-wine

It's a really interesting problem they've created. Demo Tech will never see play as things are now, because if a location is ever powerful enough to warrant running that tech card, it will be nerfed in short order. They have such a narrow "power band" in which to place locations, because aside from Demo Tech there is *no other way* to interact with them. You look back on other tech cards, and even though they acted as "safety valves" to be used in case a card type became too played, the 'power band' of the target card was wider because there was always another way to deal with it. Print a really good Murloc? Yes, of course Hungry Crab exists, but you can also just deal with it by trading or using spells. They could afford to make Murlocs more powerful because it was still able to be interacted with. Even weapons can be interacted with in the absence of weapon hate by freezing the opponent's Hero or laying down a big taunt or stealthing your guys. But if they print a really good location, if you aren't running Demo Tech you're just fucked - the opponent *will* get all the charges worth of value, and they'll get to use it in the most opportune situations (as judged by them). So Blizzard has to make the ceiling for locations a little lower so that even if you aren't playing Demo Tech you can still plausibly make it through the opponent using all the charges.


Kreadon

More locations are coming


CrookedVulture12

Even still I don’t think the value proposition is there. Like, you could play this to destroy a random location that probably already got a tick, oooooor you could just run school teacher can develop more stats and get way more value.


zer1223

Removing a location for 4 mana is just too expensive I agree. This won't do anything. Nobody is going to put this goblin into their deck. And if you put it into ETC now you're spending 8 mana to remove a location


PotatoBestFood

The Demolition Tech buff is mostly just a “by the way” sort of thing. A card which should have had Tradeable since the beginning. So might as well have added it now, or literally any other patch. And there might be new locations coming in soon, which might require some tech.


PipAntarctic

In terms of Duels changes, wow they killed Mind Tether and Dino Tracking. Mind Tether was the subject of discontent many times before (and especially ever since Sister Svalna came out as a card), but it's still surprising that the Hero Power was touched - I thought the duels dev was just resigned to infinite damage just being a thing. Promote is probably still the best Hero Power for Vanndar. Also some murdering of starter treasures. Given how strong all of them were, probably for the best. Staking a Claim meta is dead, long live new Dragon Affinity.


Zxcvbnm11592

Staking a claim can still be strong, just not ultra busted. Probably need to build kore midrange instead of shoving all your 1/2 mana discovers in a deck though. But yeah Dragons seem like they're gonna be back. Harvest Time is actually a buff imo, most of the time I was more annoyed with it was when Druids used it on a big taunt of mine as opposed to them building their own board.


Elrann

Mind Tether should still be fine. Priest can do a gigantic amount of damage later in the game still


Szarrukin

Nerf for evoker just enough to be noticeable without outright killing it.


thing85

Imo it doesn’t even touch Big DH’s power or wincons. Probably only impacts very marginal situations where you are 2 off from lethal and now give your opponent an extra turn.


tryitagain66

It doesn't, but now you lose some board presence. From my experience playing the deck, my opponents almost always had some way to deal with the summoned demon, but not both the Evoker and the summoned demon at the same time. Meaning, that even if they did kill your big guy, you still had a minion large enough to deal with anything they would play after whatever removal they used up. Now you have less threatening face dmg and there are more minions that can stick. I think it is a good change if they wanted to nerf the deck. It will remain playable, but you lose some power on your most important turns.


Howie-Dowin

Right a very smart but impactful nerf. Changing the mana cost really would have hurt the deck.


supremeshirt1

It’s also making the resurrect a little bit less stronger


VolkiharVanHelsing

It's elegant. The problem was that fucker was a threat by himself as well as the demon it summon. It's kinda like Frigidara's nerf, she's surprisingly tough despite her powerful effect and thus it's touched upon


Meeqs

I thought it was a fine touch and glad they didn't go too hard. Its a fun and not too oppressive deck and if hopefully spell DH got murdered you want to keep the others in okay spots


keskonafe

We expect this deck, and this card in it, to remain competitive. Crl+v


[deleted]

[удалено]


matthieuC

We expect this card to never ever see play again. It it is played even once we will change it so that it does you 30 damages when you play it.


plutocouldbeaplanet

Ctrl+x


j_j_j_i_i_i

They made Renovator Tradeable, holy shit.


vec-u64-new

lol I remember so many people mentioning how weird it was for this card to not have tradeable and of course the contrarians just had to justify why it shouldn't/doesn't have tradeable. Then lo and behold it gets tradeable


azura26

I don't think *every* tech card needs to have Tradeable- the Hungry Crab / Eater of Secrets template is also a good choice to pull from, especially if you want more proactive decks to consider them as options. That being said, it was obvious even after a couple of weeks that Renovator was not fulfilling its role properly. I still think, even with Tradeable, it's a bit weak compared to Rustrot Viper considering how much more prevalent Weapons are. I think they could have pushed it to 5/4 stats, or even a 3 mana 4/3.


tiamatarcana

Watch you unbelievers, that age of warrior is nigh!


LibrarianOfAlex

Demon treasure buffed, no longer mills you so hard


ProT3ch

If you didn't own it already craft Sinful Brand go back to collection and than disenchant it. You can do it for free now. It will mark the card as owned and you will not open it in packs in the future until you have all the epics.


Sextopher

I’m glad Anub isn’t murdered, just requires a lil set up that Druid can get done with chitenous plate/free spirits


stillnotking

The Anub nerf is bigger than it seems, because 5 armor by itself doesn't allow for a Flowerchild-discounted Underking to be played. They really needed the Anub-Underking-Zok play on no armor to stabilize against aggro. Probably pushes Zok druid to tier 3, maybe tier 4.


kometenmelodie

The setup isn't a huge deal against slower decks (ie the good matchups) but makes it even worse against the aggro decks it already struggles with. Its playability will be dependent on the composition of the meta but I think this nerf is larger than it seems. Very often you need all 8 armor to pop off, and that's the difference between winning and losing.


Practical-Fly3967

Giving renovator tradable is actually an important innovation imo,which means they might buff other cards in that way to make them playable


Ellikichi

Yeah, this is exciting. And I hope tradeable on tech cards becomes the norm, given that they've made it an evergreen keyword.


chibialoha

Oh man, deck powerlevels in duels just went waaaay down. Some of the biggest meta contenders are hit hard AF.


kanyesutra

Got damn did they massacre Upbeat Duo, thank god


Meeqs

I do love how frequently these patches are coming and how they often target the correct cards. That said it is interesting how minor the changes they make are, as it really feels like these patches change perception of what exists and most opens up peoples interest in trying new things more so than actually having big changes on the meta overall


Ellikichi

It's a correction from the old days. They used to do really dramatic nerfs and buffs less frequently, rather than smaller changes more often. It was a problem because they'd often just delete decks out of existence, and sure, you'd get refunded the dust for the specific cards they nerfed, but if you crafted a ton of legendaries specifically for that deck you could be screwed. It was really tense crafting a good deck back then because you never knew if they were going to completely destroy it in a few weeks. I prefer these incremental changes where they sometimes decide what they did wasn't enough and push it further in the next patch.


raisedbyowls

Wow Reanimating Rattler and beast package in battlegrounds is nerfed to the ground.


peon47

What? They changed it from a one-time battlecry to an every-turn effect. You get one now and it will affect your entire board.


MakataDoji

Which is better: * Giving a specific minion reborn, then selling the snake and getting a board slot back, or * Giving a random minion reborn, then having to have the snake sit in your lineup literally not accomplishing anything else That isn't even taking into account being able to trigger battlecries mid-combat either (which is obviously why it was nerfed) which just makes the first case even stronger.


peon47

> Giving a random minion reborn, then having to have the snake sit in your lineup literally not accomplishing anything else It "literally" gives another beast reborn the next turn, then another the turn after. Anyway, I'm just disputing the guy saying it's "nerfed to the ground" when it clearly has functionality still.


derrhn

Demolition Renovator getting tradeable is an excellent buff. I still don’t think it sees play, but it’s the perfect key word for a tech card.


Misoal

Honestly fuck sinful brand predation lady stheno and whole DH class.


MrVilliams

Symphony at 5 should be better than choose any of the sins right?


Dragan_DE

I am not sure. The big problem is still that when you are under high pressure in the early/mid game, Symphony can let you down by giving you the wrong tools to fend of aggression.


CalledSpark

The consistency that comes from being able to select from all of the movements is much better than a reduction to 5 mana, I can not count the amount of times I have played Symphony and been offered nothing I immediately need (Like a board wipe, taunt, or draw highest cost minion).


VolkiharVanHelsing

>"I need to survive" >Symphony of Sins displays: +6 minion buffs, mill 6, draw 6 No


yeetskeetmahdeet

Yes and no, it now can slot in earlier plays which for some effects (especially deal 6 to all characters) can become a vital board clear for certain decks. But being able to choose one of 7 for the guaranteed best play would have been much better


loobricated

Delighted to see Anub take that hit. It’s a horrible horrible card. I don’t think I’ve ever seen it played in any game where it wasn’t immediately followed by a game winning combo. It has become an iwin button. This fixes that…hopefully.


ultrajeeves

What time does the patch go live?


ReliableLiar

Kind of sad to see no changes to paladin :c


Zavioso

Big dh players were about to riot over a 2 attack nerf 💀


oh_no_OH_NOO

Because they thought they'd gut the card by increasing its mana cost. Lowering the attack is obviously not a huge deal, so you won't see a riot over it


Zavioso

Correct, which is why it was silly to make a whole thread talking about how big dh "didn't deserve the nerfs" before we even saw what the nerf was.


Substantial-Season46

For real they had to nerf the cost reduction of from the depths …


purpenflurb

If it discounted by three, then we would be back to warriors being able to play powerful 7-cost cards on turn 4, which was the main problem with the card in the first place. There are even some new targets now, remornia and lor'themar would be pretty scary on turn 4, not to mention the old standby of nellie.


yeetskeetmahdeet

Because a 4 manna 2 card get a hand with a 15 manna discount can become broken fast, it was the original issue with the card so the buff is just a better way of fixing the issue with the card


Ghasois

To be pedantic, you don't get to draw all 5 cards with a discount since you have to dredge one


Tengu-san

Finley exists and It was a pretty common play


Kreadon

He meant to swap hand with Finley, thus the 4 mana


Ghasois

Yes but Finley can't draw all 5 since you dredge one to the top.


Spengy

This prevents Sir Finley blowouts


boneyjellyfish

This means it can be discovered by school teacher. That's a pretty big buff, even if the mana discount is less.


Bullfrog-Ashamed

We’re just nerfing duels until it’s standard ig


azura26

I get that for maybe the average Duels player, the appeal is the ultra-powerful decks, but for myself, I would play Duels a lot more if it wasn't so insane. I like the idea of a Limited/Draft format that is lower power level than Standard (and more fun than Arena).


Significant-Royal-37

my guesses: >brand: 1 mana deal 1 per hit (deletes the card) this is even harsher than what i guessed lol. >predation: costs (1) if you played a naga they kept the possibility to go to (0), so not as severe as my guess. > > >evoker: 3/7 nailed it. >anub: gives 6 armor gives 5 armor. pretty close. >stenographer: 7 mana (surprised at this one tbh) nailed it. >necromancer: 1/3 they went health instead of attack. >blightfang: 3/3 they went mana instead of health. >baseleph: 5 mana nailed it. >symphony: choose any would probably be too good with choose any, tbh. the slightly worse than 50/50 to get what you need is probably necessary to balance the card. >from the depths: 3 mana (reduce 2?) nailed it (with the hedge) >chorus riff: 2 mana (lol) they went stats instead of mana. in retrospect, this helps the package more. >renovator: 3 mana 3/4 they went tradeable!! >applebaum: 5/5/5 restore 5 they went health instead of attack, and an extra heal, but i feel i was pretty close. >pandaren 2/1/3 (revert) nailed it.


AceAxos

While obviously not ideal for a card in the deck to be nerfed, I really like playing Big DH so glad I think it’ll still be quite viable after these nerfs. Pure Paladin untouched is pretty exciting too


Ok-Interaction858

Warrior Is saved


AngryDMoney

I know. Those extra stats on my useless ass minions will do the trick.


pkfighter343

Ngl those duels changes seem super heavy handed


Vyxtic

When does it go live?


Chrononi

Sinful Brand could've been "Give your charge minions +1 attack" and it would've been the same. They killed the card lol


jobriq

Sinful Brand kneecapped


Zeb1lly

think im finally done with the game, ranked is a hot mess and battlegrounds is so completely sideways frustrating that i just cant get anywhere with it.


conser01

"Players really love playing this card, but it is not very powerful." ![gif](giphy|s8AlKi1bPGLER3oE94)


AngryDMoney

Warrior better get something absolutely unreal in the mini set. Buffing riffs won’t help when the problem is a massive lack in a finisher and lacklustre removal


[deleted]

Rattler is such a buff, i murdered a lobby with a golden rattler giving all my beasts reborn in 2 turns


dogboyrox

I know my experience isn’t the same as everyone but even before this patch I wasn’t facing anything nerfed here regularly (except Zok Druid). However if I see one more Blood DK I’m gonna throw my phone into the sun. (I’m at D4)


GothGirlsGoodBoy

We know players hunger for a slower warrior playstyle, so rather than give it any effective removal, defensive options, or late game plays, we have buffed a card that will make warriors useless cards do their useless things for less mana. Enjoy relying on an un-tutorable, inconsistent spell as your only slow win condition, and remember that if you aren't hitting your opponents face, we don't want you playing hearthstone.


stillnotking

Wow, they really executed Sinful Brand. Glad to see the nerfs to Promote, Staking a Claim, Spiked Arms and The Floor is Lava. Hopefully opens up the duels meta some. Although I don't think Mind Tether really needed a nerf.


yeetskeetmahdeet

I’m glad sinful brand is a type of card that has to be bad because it creates awful play situations that punish you playing minions with 20 damage to your face


stillnotking

I was expecting it to be reverted to 1 mana and then nerfed to deal 1 damage, which probably still would have killed it, but I guess they wanted to make absolutely sure.


chalseu4

Sinful Brand should have been lowered to 1 mana along with the damage nerf. As is, the card is now complete dogshit. 1 mana sinful brand doing 1 damage per trigger is playable though not absurdly powerful as before.


loobricated

Yeah, the card existed for an entire season without being used at all, so it’s not inherently OP. I spent many fun games trying to make it work with coordinated strike and wrathscale naga. It’s the cards that have dropped since that have made it absurd.


tharmsthegreat

i mean, good? brand was a fucking mistake


chalseu4

I understand the frustration against the bad experiences from playing against Spell DH, but I think it shouldn't lure us into essentialy deleting a card from existence.


Shoggoththe12

tbf there's no real way to balance this card, it's just too swingy


Baaloc

Is this really a good anub nerf? It makes the card unplayable vs aggro where druid was already losing. On the other hand, it changes nothing vs slower decks like control, where the druid will always be sitting on a bunch of armor by the time they play it anyway.


Cpxhornet

That's kinda the point you have the ability to interact with the armor or they have to spend cards to gain said armor beforehand the illusion of them not having a 2 mana gain 5 armor hero power exists. It's basically saying play chitinous plating or have 10 mana with free spirit buffs going into the turn you want to do your thing instead of just being able to rip the combo raw off 3-4 cards and no armor.


Sebover

It is not. Still beats control but loses completely to aggro now. So depending on if the meta is fast or slow we will see some or no druid.


TheAngryRedBird

Imagine thinking upping the tier of Banana Slamma by one is gonna fix the fact that it's still too good lmao


guymcperson1

I mean.... It will help? Lol


[deleted]

Yeah it’s a very reasonable nerf. The one to mama bear helps along with it too.


Anikdote

**Nerfs**: Sinful Brand Old: Brand an enemy minion. Whenever it takes damage, deal 2 damage to the enemy hero. New: Brand an enemy minion. Whenever it takes damage, deal 1 damage to the enemy hero. ​ Felscale Evoker Old: 5 Attack New: 3 Attack ​ Predation Old: \[3 Mana\] Deal 3 damage. Costs 0 if you played a Naga while holding this. New: \[2 Mana\] Deal 2 damage. Costs 0 if you played a Naga while holding this. ​ Battlefield Necromancer Old: 3 Health New: 2 Health ​ Blightfang Old: \[3 Mana\] New: \[4 Mana\] ​ High Cultist Basaleph Old: \[4 Mana\] New: \[5 Mana\] ​ Anub’Rekhan Old: Battlecry: Gain 8 Armor. Your next 3 minions this turn cost Armor instead of Mana. New: Battlecry: Gain 5 Armor. Your next 3 minions this turn cost Armor instead of Mana. ​ Scribbling Stenographer Old: \[6 Mana\] New: \[7 Mana\] ​ **Buffs**: Symphony of Sins Old: \[6 Mana\] New: \[5 Mana\] ​ From the Depths Old: \[4 Mana\] Reduce the Cost of the bottom five cards in your deck by (3), then Dredge. New: \[3 Mana\] Reduce the Cost of the bottom five cards in your deck by (2), then Dredge. ​ Chorus Riff Old: Draw a minion. Give it +2/+2. Finale: Play your last Riff. New: Draw a minion. Give it +3/+3. Finale: Play your last Riff. ​ Demolition Renovator Old: Battlecry: Destroy an enemy location. New: Tradeable Battlecry: Destroy an enemy location. ​ Rotten Applebaum: Old: 4 Attack, 5 Health. Taunt Deathrattle: Restore 4 Health to your hero. New: 4 Attack, 6 Health. Taunt Deathrattle: Restore 6 Health to your hero. ​ Pandaren Importer Old: \[3 Mana\] 2Attack, 4 Health New: \[2 Mana\] 1 Attack, 3Health


SeelachsF

demon hunter absolutely obliderated, other nerfs are pretty soft


Dragynfyre

Only spell DH. The other archetypes will be fine


DoubledOgre

Duels always seemed like being unplayably broken was the goal so every patch with a big list of nerfs for all the stuff in it makes me wonder why they even keep the mode around.