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Card Nerfs Coming on September 18th

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The balance patch is arriving in the beginning of the next week.

The wait is over! The anticipated card balance changes will arrive on September 18th and hopefully freshen up the meta a little bit. As the case always is with balance patches, for the next two weeks if you disenchant Spreading Plague and/or Murloc Warleader, you will get their full value in Arcane Dust.

Blizzard LogoDaxxarri

In the recent Upcoming Balance Changes – Update 9.1 blog, we discussed the details and philosophy behind balance updates that are coming to several Hearthstone cards:

 

  • Innervate - Now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
  • Fiery War Axe - Now costs 3 mana. (Up from 2)
  • Hex - Now costs 4 mana. (Up from 3)
  • Murloc Warleader - Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
  • Spreading Plague - Now costs 6 mana. (Up from 5)

This patch is currently targeted for September 18th PDT. Please note that updates for mobile devices may take a few additional hours to propagate.

Once these card changes are live, players will be able to disenchant cards that are not Basic (Murloc Warleader and Spreading Plague) for their full Arcane Dust value for two weeks. Basic cards cannot be disenchanted and will not be available for an Arcane Dust refund. (source)

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I still disagree with portions of the nerfs, but I will commend them for being quick to act this time. The stupid rouge quest took several months after they acknowledged the need to change.

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next step: Ultimate Infestation now reads: Deal 5 damage, gain 5 armor, summon a 5/5 minion, draw two cards. (down from Deal 5 damage, gain 5 armor, summon a 5/5 minion, draw 5 cards.)

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Ultimate Infestation needs a nerf to bring druid to reasonable level with the rest of the game because of that now nourish is used just for ramp since you draw 5 from UI the only thing that matter is ramp then UI and win, you don't have to worry of draw minions board just cast UI as faster as possible to autowin because even without Innrevate you can use UI at the 6 turn

Edited by Hanz39

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2 hours ago, Dustintime said:

next step: Ultimate Infestation now reads: Deal 5 damage, gain 5 armor, summon a 5/5 minion, draw two cards. (down from Deal 5 damage, gain 5 armor, summon a 5/5 minion, draw 5 cards.)

In some situations and against certain decks, the nerf you're suggesting would actually be a buff:

 

1. Takes longer to fatigue

2. Less chance to overdraw

3. Good reason to take 2 of them with you in the deck because of #1 and #2

4. #3 also means you're more likely to draw into it, which is perfect for those decks that are also looking for #1 and #2

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14 hours ago, Laragon said:

I still disagree with portions of the nerfs, but I will commend them for being quick to act this time. The stupid rouge quest took several months after they acknowledged the need to change.

It stayed up there way too long, it's true. They're listening somewhat, at least.

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21 hours ago, Yridaa said:

In some situations and against certain decks, the nerf you're suggesting would actually be a buff:

 

1. Takes longer to fatigue

2. Less chance to overdraw

3. Good reason to take 2 of them with you in the deck because of #1 and #2

4. #3 also means you're more likely to draw into it, which is perfect for those decks that are also looking for #1 and #2

against certain decks it would be a buff, yes

but most things are the opposite of what they usually are "against certain decks"

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Honestly I believe Ultimate Infestation does not need a nerf. The real reason why people have issues with UI and Vicious Fledgling is because Innervate allows them to be played too early and Innervate allowed players to play drawn cards after casting UI. All this is no longer possible so UI became an even slower card. You do 5 damage, get 5 armor, 5 cards and a 5/5 but it costs you an entire 10th+ turn.

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On 9/14/2017 at 9:12 PM, Blu3L0tu5 said:

Honestly I believe Ultimate Infestation does not need a nerf. The real reason why people have issues with UI and Vicious Fledgling is because Innervate allows them to be played too early and Innervate allowed players to play drawn cards after casting UI. All this is no longer possible so UI became an even slower card. You do 5 damage, get 5 armor, 5 cards and a 5/5 but it costs you an entire 10th+ turn.

It's still pretty insane value when you compare it to some other class cards with individual effects.

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8 hours ago, Caldyrvan said:

I don't know why but I am totally ok with UT played against me but I hate that Fledgling so much :D

Fledgling definitely sucks when you don't have removal, but you've gotta be pretty unlucky to not be able to get rid of it over a few turns.

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1 minute ago, Blainie said:

Fledgling definitely sucks when you don't have removal, but you've gotta be pretty unlucky to not be able to get rid of it over a few turns.

A few turns? :D then you are pretty much dead :D

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Fledgling can win you a game very fast - especially in arena there are few picks better then him IMO.

If he doesn't work - well, a 3/3 for 3 mana won't ruin your game.

But if he manages to get one hit on the hero and is lucky enough to get windfury, that makes it two hits on the enemy in the first round.

And maybe you get stealth or more hp or can't be targeted by heropowers next - giving you a great chance of another two attacks at the enemy hero.

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11 minutes ago, WedgeAntilles said:

If he doesn't work - well, a 3/3 for 3 mana won't ruin your game.

With only 3 HP though, there are plenty of things that can remove him, even as 1-drops, on the turn he is played.

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2 hours ago, Blainie said:

With only 3 HP though, there are plenty of things that can remove him, even as 1-drops, on the turn he is played.

That is true of course. But since arena-decks tend to be not optimal there is quite a good chance to survive a round.

I never tried him in constructed mode.

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29 minutes ago, WedgeAntilles said:

That is true of course. But since arena-decks tend to be not optimal there is quite a good chance to survive a round.

I never tried him in constructed mode.

Unless you can stealth him, he's pretty weak in constructed, and even then, there's much AoE/removal.

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When I was playing aggro, if i didnt get the fledgeling, I'd set up a board and drop the fledgeling so opponent spends his mana dealing with it, then Mark of Lotus > Savage Roar. But if not dropped on turn 1 or 2 it's likely not going to get anything done aside from baiting removal cards

 

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On 9/18/2017 at 10:03 AM, Blu3L0tu5 said:

When I was playing aggro, if i didnt get the fledgeling, I'd set up a board and drop the fledgeling so opponent spends his mana dealing with it, then Mark of Lotus > Savage Roar. But if not dropped on turn 1 or 2 it's likely not going to get anything done aside from baiting removal cards

Yeah, I personally think it's in a good place. Maybe they can tweak the Windfury on it (can't trigger Windfury on first turn of attacking or something).

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