After announcing nerf reverts for Druid, Hunter and Mage yesterday, Game Designer Alec Dawson shared information about 3 next classes today.
Nerf reverts are planned for Patch 20.0. Keep in mind that the patch will release a few days BEFORE expansion’s release and rotation, which means that for a few days we’ll still have the current meta, just with multiple card changes.
Current version is on the left side, unnerfed version is on the right side.
Paladin
Priest
Rogue
Note: Blade Flurry is only a partial revert – it costs 2 mana, but no longer deals face damage. Caverns Below goes back to both its original cost and stat boost (5/5).
20.0 nerf reverts. Paladin, Priest, and Rogue.
Paladin:
Call to Arms (4 mana)Priest:
Power Word: Shield (1 mana, draws a card)Rogue:
Blade Flurry (2 mana, no face dmg)
Caverns Below (4 minions, 5/5 stats)
Necrium Apothecary (4 mana)
Galakrond (cards cost 0)
Edwin (3 mana)— Alec Dawson (@GW_Alec) March 9, 2021
Although it might just be a meme, I’m a little concerned aoubt The Caverns Below and Penflinger. 😉
Besides that, appreciate all of those reverts. Can’t wait to try out Even Paladin.
So… Wild is gonna be fun.
Well… As the meme said: My time has come… For Only-Wild players this is killing the format… More than is it NOW! HS is only thought for Standard players and Battelgrounds, not bad, but I can not play my favorite decks if in turn 5 I’ gonna be dead… Guess… My time has defenetly come…
Personally, I’m quite happy with these reverts, and I think they maybe “good” for Wild as for the most part, they open up new deck possibilities or help decks which aren’t currently doing quite so well (with the notable exception of PW: S, but I don’t think that should be remotely game-breaking)
Yeay more fixed cards 😀 This expansion is going to be really interesting considering the changes these “buffs” and new core cards bring by themselves. Even if the expansion is useless it still going to be a lot to play with, so the big issue I guess is if the expansion cards are good there is going to be to many new cards to try out xD
I’m so scared of Blade Flurry and Caverns Below unnerfs, first seems so broken in Kingsbane Rogue, although it may be too slow, but also could see play in Spectral decks with Burgle stuff. Now I understand why they didn’t put Boar and Murloc charge minions on Wild, they’d break the format with the quest. Still, I definetly think Quest Rogue could be a tier 2 deck atleast with that unnerf, and personally I’m happy cuz I have already the deck. Wild will be living a dark era very soon…..
Nah, I doubt quest rogue will take off, unless it’s fixed its aggro matchups.
I agree, Quest Rogue is very slow at setting up. It might have the chance to punish slower decks but it’s gonna get run over by Secret Mage, Token Druid, Darkglare Warlock…
That said, I remember messing around with a Saronite Chaingang build during Rastakhn’s Rumble, which was interesting, especially whe the opponent though it was a good idea to drop Vanish on me. That was interesting as it gave the deck a useful defensive option post Giggling Invertor nerf.
Once again, wild mode gonna be broken. And this time, it’s gonna be worse. I don’t know whether it was better or not that I don’t play wild at all. Especially now.
If you think any of this is “too good” for wild, you don’t know the format.
Most of these will probably be irrelevant, with probable exceptions of blade flurry, call to arms and maybe power word: shield. Even the last one may only make priest decks slightly better.
By your own admittance, you don’t even play Wild. Calling it “broken” is an overexaggeration.
By your logic, I don’t think you play Hearthstone at all, since all wild card were standard deck at some point, and I know how broken they are before the nerfs.
Yes, a lot of these were broken in Standard, but the power level in Wild is plenty high enough to handle most, if not all, of these changes. The most likely card to cause actual “problems” is blade flurry giving kingsbane rogue much better matches vs board-centric decks, although that might still not be enough to make it tier 0
Thanks, Seadog. Well said. I’m hoping these changes will be a fun breath of fresh air in Wild, at least for a couple weeks.
That argument is weak, because you’re comparing apples to oranges. There’s a significant difference in card availability and power levels between the 2 modes.
Let’s use an analogy: a kiddie swimming pool and a full-sized olympic swimming pool are both swimming pools. They both contain water to swim in. But the difference in depth means that swimmers who are good at swimming in the kiddie pool may struggle in the big one.
Wild’s on a different level, with a different meta. You’re free to cast your opinions haphazardly, just don’t be surprised when someone else with more experience comes along to say otherwise.
Pretty happy with the rogue reverts, this may encourage me to re-craft the quest. It will also be interesting to see whether Call to arms revives even paladin somewhat.
I’m almost sure that Call to Arms at 4 will bring Even Paladin back in Wild. Pulling three 2-drops from your deck for 4 mana is insane.
It still see play in some Secret Paladin lists and other tier 3-4 paladin decks, so definetly this will push Paladin to a very good spot in Wild.