A huge balance update was just announced! It’s scheduled for tomorrow – September 21, 2021 – and includes multiple updates to Constructed, Battlegrounds, Arena and Duels. In this post, we’ll focus on what is probably the probably most anticipated part – Constructed. If you want to read more about other changes (Battlegrounds and more), check out this post.
The patch includes changes 14 cards in total. Here’s a full list:
Nerfs
- The Demon Seed & Establish the Link – Now require 8 self-damage to progress (up from 6 & 7 respectively).
- Runed Mithril Rod – Now costs 4 mana (up from 3).
- Tame the Flames – Now requires 3 Overload cards to finish final step of Questline (up from 2).
- Perpetual Flame – Now costs 2 mana (up from 1).
- Irebound Brute – Now costs 8 mana (up from 7).
Buffs
- Bloodsail Deckhand – Now has 2 health (up from 1).
- Stonemaul Anchorman – Now has 6 health (up from 5).
- Stormwind Freebooter – Now has 4 health (up from 3).
- Leatherworking Kit – Now costs 1 mana (down from 2).
- Selective Breeder – Now has 3 health (up from 1).
- Wildfire – Now costs 1 mana (down from 2).
- Mordresh Fire Eye – Now is an 8 mana 8/8 (down from 10 mana 10/10).
Rework
- Mindrender Illucia – Now reads “Battlecry: Replace your hand with a copy of your opponent’s until end of turn.” (instead of Battlecry: Swap hands and decks with your opponent until your next turn.)
Ban
- The Demon Seed got banned in Wild format.
And here’s a visual roundup of all the changes:
You can find out more about the changes, including some dev comments, in the official patch notes below:
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
Why do i not get the whole dust when i disentchant the nerfed Shaman Questline Card?
Because a bunch of clowns are in charge of the game and half the time when there are nerfs they don’t show up until the game is restarted.
Thank you for the info and for the phrasing. Had to laugh 😉
Illucia is dead!
She should have kept some disruption effect and instead of that they made her a random value card and still 3 mana? sure might be usefull sometimes in control games but I don’t see it possible in the current meta where everyone is rushing their own winconditions.
I said the same thing how stupid it is and my comment is still awaiting moderation. They need to get out of the habit of thinking they can just remove/nerf cards whenever they are bored for a meta shift. The entire point is to stand behind the cards you make and stop lazily thinking they’ll never get the balance right to start.
I’m Laughing here after reading that demon seed got banned in wild
God dammit blizbliz
Warrior got way too many brainless buffs. Why 2/2 for 1 that you play for its ability?? Why make the rush that draws have more health than mana cost?? Really stupid. Other than that, warlock overnerfed – the deck will be unplayable now. And why nerf the weapon? It’s unusable even for a control deck at 4 mana. But then the sad demise of Illucia. There was already a card that did something like what they’re changing it to. This completely defeats the fun functional aspect of the card like some whiny baby didn’t want it touching their hand & deck. That’s the whole point! It had to be used creatively to even work especially in this meta. You could never wait until 8 mana to use it and then their quest reward if they even have it in hand.
“When The Demon Seed rotates to Wild, we will unban it and reposition the card to be more appropriate for the format.”
I’m going to take a leaf out of hirumaredx’s TheDuelLogs and say, “Could The Demon Seed be taken off the Wild format banlist? Maybe if Team 5 stopped creating self-damage cards or nerfed half the self-damage cards that already exist, they… could? The devs really enjoy making the ability to damage yourself a part of the Warlock playstyle and this trend has not exactly gone away, so the answer might likely be a “no”. How could they fix The Demon Seed to become unbanned? They kind of already have by making most of the deck’s major tools weaker in Standard format, and I don’t really see how they could weaken the Questline itself even more without making it unplayable there. The problem with Wild is its access to far too many self-damage tools. If the devs could force players to run Hecklefang Hyena and Ornery Tortoise instead of Crystallizer, that might help… But really, not making too many self-damage synergy cards would at least go a long way.”
Also I’m not sure Warrior genuinely needed the Pirate Quest help. It’s somewhat sad that a 1-drop needs to be buffed to a 2/2 with beneficial effect. Or funny, depending on who you ask.
I think that instead of further nerfing the Warlock Questline, they will just remake it completely once it rotates out to Wild and the ban is lifted. Either make it a different condition or give it a different reward that can’t be exploited that easily in the format.
I suppose one way would be to restrict the damage to “Take damage from your cards” like how the Amethyst Spellstones used to be powered up? They could go one step further and limit it to “Take damage from your class cards” to prevent Crystallizer abuse – which I imagine other readers might have already proposed in other comments.
Haha, i read the read it in that dudes voice.
“Also don’t forget to don’t not subscribe.”
Even mage in shambles…
DH hit feels like a slap on the wrist while Shaman got hit hard. DH quest is the easiest and fastest to complete. Brute will be probably dropped but OTK variants will return since the game slowed down.
Shaman always had a hard time to complete it’s quest. Now you need 9 overload cards to get it done.
I do like the warlock changes though. We might be seeing Tickatus again.
Isen’t it funny that we would like to have Tickatus back, one of the most “dank” but also frustrating cards ever made (except for pre-nerf Illucia of course)
It really just shows how oppressive this meta has been, because of Warlocks domination against all but aggro/OTK.
I honestly pray that this finally opens up for midrange decks, so we can start having fun again…
Well, predicted nerfs, that fix most of the troubling cards. I guess either Shaman, or Hunter/DH will take the top now.
Also, it seems mercenaries will go out in time since there is early access for streamer now, but I honestly think, the gameplay feels boring already.
I guess players will have to decide whether to enjoy miniset or jump into the new mode when both got released.
I mean Elemental Shaman. There.
It looks like mini-set will be released in the next patch after Mercenaries after all: https://www.hearthstonetopdecks.com/united-in-stormwind-mini-set-releasing-in-next-major-patch-after-mercenaries-possibly-november/
That’s a bummer. I won’t judge Merc gameplay until I actually get to play it, though. I hope to get some early access too but Blizzard doesn’t like me as much as those popular streamers 😀
I’m not sure with those pirate buff, they are already good and apart anchorman they are already played in the very popular quest wild warrior, new tier 1 deck maybe with the ban of quest warlock?
Glad to see the HP mage buffs, that’s a deck I really want to be viable
Quest Mage is still better and probably the best deck after all these changes done.
Quite possibly, but we’ll see. Even if it only hovers around 50% ish, I’ll play some version of the deck, and with seedlock getting booted out of Wild, LPG mage may well be worthwhile again.
Quest Mage will never be the best deck, since there is a hard counter package every class can tech against them. Robes of Protection, posts, neophytes and ogremancer.. Mage doesnt beat that.