Saviors of Uldum nerf patch is out! If you haven’t heard about it yet, or just need a reminder, here’s a full list of card changes:
- Dr. Boom, Mad Genius – Now costs 9 mana (up from 7 mana).
- Luna's Pocket Galaxy – Now costs 7 mana (up from 5 mana).
- Conjurer's Calling – Now costs 4 mana (up from 3 mana).
- Extra Arms – Now costs 3 mana (up from 2 mana)
- Barnes – Now costs 5 mana (up from 4 mana).
Besides the nerfs, we also have a bunch of Zephrys the Great improvements & bug fixes. For example, the card is now better at offering weapon removal when necessary, a few cards were added to his pool of possible choices and it’s smarter in regard to Hero Powers now.
Read more in the official blog post below!
Now that Saviors of Uldum is live and new cards have been introduced, a few decks have surfaced which we feel need to be addressed in order to make for a better ladder experience for Hearthstone players. Read on for more details on today’s balance adjustments:
Card Changes
Mage
[[Conjurer’s Calling]] – Mana cost increased from 3 to 4
[[Luna’s Pocket Galaxy]] – Mana cost increase from 5 to 7
Warrior
Dr. Boom, Mad Genius – Mana cost increased from 7 to 9
Priest
Extra Arms – Mana cost increased from 2 to 3
Neutral
Barnes – Mana cost increased from 4 to 5
As with previous changes, players will be able to disenchant these cards for full Arcane Dust value for the two weeks following this update.
For insight into why we’ve decided to make these specific card changes, check out our announcement blog here.
Game Improvements & Bug Fixes
- Fixed several bugs involving weapon removal:
- Acidic Swamp Ooze was sometimes not offered against 1-Durability weapons.
- Harrison Jones was sometimes offered against 1-Durability weapons when he could not be played that turn.
- Weapon removal cards were not offered against 0-Attack weapons.
- Weapon removal cards were not offered when it would prevent your opponent from having lethal on their next turn.
- Fixed several bugs involving certain cards not being offered:
- Fixed several bugs involving Hero Powers:
- Hero Powers were sometimes assumed to be usable, even if they had already been used that turn.
- The current cost for Hero Powers is now considered, instead of assuming a cost of 2.
- Damage and healing modifiers on hero powers are now accounted for.
- Upgraded Hero Powers (such as through Sir Finley of the Sands, or Justicar Trueheart) are now considered.
- If your Hero Power has been replaced, Zephrys will no longer assume your base Hero Power is still usable.
- Fixed a bug where Betrayal was not appropriately counting as a single-target removal option when it would only damage one target.
- Fixed a bug where Alexstrasza was being offered based upon the opponent’s combined Health and Armor, instead of only their Health.
- Fixed a bug where silence cards were not offered to unfreeze your own minions for lethal.
- Among potential lethal options, silence cards will now be favored, in order to help minimize potential interference from Deathrattles or other unique card effects.
- Fixed a bug where Zephrys did not properly consider multiple Deathrattles on the same minion (most commonly from Magnetic minions).
- Improved Zephrys’s evaluation of the value of healing this turn vs next turn.
Be sure to let us know what you think of these upcoming changes on the official Hearthstone Forums. We’ll see you in the tavern!
Mage rockin’ that 43.8% winrate after the nerfs (and falling). I don’t spend a lot of money on Hearthstone, I mostly only build serious decks for the Mage class, and now that is no longer possible. See you guys come December, maybe the next expansion will make Mage playable again.
Dont be upset bro, numbers still changing. But you right, Mage is falling apart. Dont think its bad, maybe we have to go back to Cyclone or smth. Idk.
Your problem is the reason why iam not a single class player but i totally understand it. And 43.8% is only after one day :).
Zephrys still won’t offer Shadow Madness I guess. I have had so many spots where it would have been the best card.
You must with for it!
*wish
I’ve been offered shadow madness a handful of times. The problem with that card is that it is most effective against cards with effects or deathrattles you don’t want your opponent to have. Since Zephrys doesn’t take card effects into consideration, it doesn’t offer it frequently.
That makes a lot of sense, thanks.