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Nerfs for Six Cards Are Now Live

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The community's prayers have been answered as nerfs for six problematic cards have been announced.

UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.

Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!

Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?

Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.

These changes will take effect after the end of the HCT playoffs at the end of May.

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In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:

Naga Sea Witch – Will cost 8 mana. (Up from 5)

In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.

 

We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

enUS_NagaSeaWitch_HS_Body_LW_600x316.png

Spiteful Summoner – Will cost 7 mana. (Up from 6)

After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

enUS_SpitefulSummoner_HS_Body_LW_600x316.png

Dark Pact – Will restore 4 Health. (Down from 8)

There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

enUS_DarkPact_HS_Body_LW_600x316.png

Possessed Lackey – Will cost 6 mana. (Up from 5)

Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

enUS_PossessedLackey_HS_Body_LW_600x316.png

Call to Arms – Will cost 5 mana. (Up from 4)

Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.

We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

enUS_CalltoArms_HS_Body_LW_600x316.png

Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.

The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)

The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

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(source)

Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?

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I am not really a fan of Spiteful Summoner nerf. Making it 7-mana doesn't solve much of its problems. I wished it actually consumed the spell she used. It would make her still okay if you don't draw the spells, and you can't play two Spiteful Summoners and follow it up with double Ultimate Infestation.

Crystal Core nerf is awkward. I mean, it is okay I think. But, how about nerfing Shadowstep by actually preventing 0-cost minions (just like Summoning Portal)? Or making quest reward a minion, so it takes a space on board.

Others seem okay. Dark Pact nerf seems a bit harsh to be fair. 

Again, Blizzard knows what's wrong with the metagame, but they don't have any idea about how to fix it.

 

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Frankly I don't see this being a major blow to the use of Spitefuls.   The card will continue to generate a 4/4 body and a random 10 cost body for 7 mana.     That's still insane value considering the 10-cost cards in the pool.    Is there even a potentially bad 10-cost minion out there anymore?    Even used in Priest where there's usually an 8 cost spell involved, the value is still redonkulus.  

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those 4/4 minions actually make it better against priest. i think that dark pact nerf was uncalled for

Edited by blackstar128
forgot something

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Hahahaaaa, die Naga, die.

Oh... the other changes are decent too.

1 hour ago, Migol said:

Frankly I don't see this being a major blow to the use of Spitefuls.   The card will continue to generate a 4/4 body and a random 10 cost body for 7 mana.     That's still insane value considering the 10-cost cards in the pool.

Yes, but you do also have to run a clunky deck with next to no spells to get that effect. It’s still good value and tempo at ten mana but it’d never get played.

Increasing it to 7 gives opponents more time to draw their answers, delays it long enough for things like nether to be relevant, and also increases the likelihood of drawing your spells before you play the summoners.

They can always increase it to 8 if 7 isn’t enough. My guess is it’ll hit the performance of the deck quite hard as it is.

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For me, is overreaction. However:

 

1) Naga sea witch: this is the right nerf to the Giant package, but it won't (almost) change anything. The main problem with giants are that they polarize the match: either you have an out to the combo, or you lose. Assuming the giant player will live enough to assemble the combo, of course. Now we'll have more time to draw the out. BUT the needing to own that out will stay, and classes like warlock have all the tools to wait for turn 8. So, it won't change a lot, as you'll still have to put that poison seed or equality pyromancer in your midrange deck.

2) Spitefull summoner: it won't change a lot, but it will make druid less strong. I never felt this card to be OP, so I don't like this nerf much. But I think it's still playable.

3) Dark pact: this card was, IMHO, the strongest in the cubelock/controllock arsenal. Why? Because it is a heal, (almost) unconditional heal, something that a slow deck needs like air. A class that take damage to draw is a card in desperate needs from some heal. This nerf will make every warlock more weak agains  aggro/burns deck.

4) Possessed Lackey: this is a big nerf. The card already was a huge tempo loss against aggro deck. Now that you need 7 mana to summon a voidlord and heal 4, it's really weak. I'm afraid this will lead to some form of aggro/tempo rogue or burn mage to rise....

5) Call to Arms: this card will stay in every control/combo paladin for the deck thinning ability. Maybe it will be ok for some midrange deck (dude?), but it won't for aggro, IMHO. This could even be the death of even paladin (pun intended).
Again, I never felt in standard this card to be OP, it was stronger in wild but in wild, you need to be extraordinary to be normal.

6) Crystal Core: a huge number of Italian ingiuries I loved this quest, I hated when they made it unplayable, I liked the fact that K&C made it usable again, only spending SO MUCH dust to make Zola and Sonya.... They nerfed patches, killing my Quest OTK in wild. Now they killed it again. I don't understand, only druid can be an anti control? :'(

 

IN THE END: I read in tempostorm site that the first tier 1 deck untouched is control priest, that is weak only to quest rogue... and that aggro mage is the strongest of tier 2. Well, I call it... Aluneth will be the next most hated card, with something from slow priest (the DK?).

And I hope it will be this way, because 40-minutes control fatigue warriors are waiting........

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3 hours ago, Synesthesy said:

1) Naga sea witch: this is the right nerf to the Giant package, but it won't (almost) change anything. The main problem with giants are that they polarize the match: either you have an out to the combo, or you lose. Assuming the giant player will live enough to assemble the combo, of course. Now we'll have more time to draw the out. BUT the needing to own that out will stay, and classes like warlock have all the tools to wait for turn 8. So, it won't change a lot, as you'll still have to put that poison seed or equality pyromancer in your midrange deck.

Well, we’ll have to wait and see, but my guess is that Giantslock will be completely gone. If it stays, then yes, we just get a lot more time to draw our answers. But I think this cripples the win rate so badly it’ll disappear and people will stop teching specifically for it.

On (4), you may be right on both counts. But Warlock is one of Burn Mage’s good matchups already. Nerfing one of a deck’s best matchups may well hurt the deck. Burn Mage wants to queue into warlock, so reducing the number of warlocks isn’t something it wants, especially if control decks that can heal/armour up a lot are on the rise.

On (5), really don’t see how anyone can think CTA isn’t OP. Draw three cards and summon them for 4 mana is just ridiculous. I think at 5 mana it’s still strong enough to see play. I doubt it’ll end up in odd paladin, but I’d be surprised if standard or wild Murloc Paladin drops it or becomes too weak to be viable. Likewise the no-parity no-Murloc wild aggrodins. But they’ll be a bit weaker, which is surely a good thing, Paladin has been dominating the meta since December.

 

Edited by Bozonik

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7 hours ago, FanOfValeera said:

I am not really a fan of Spiteful Summoner nerf. Making it 7-mana doesn't solve much of its problems. I wished it actually consumed the spell she used. It would make her still okay if you don't draw the spells, and you can't play two Spiteful Summoners and follow it up with double Ultimate Infestation.

While I've heard a lot of people express the same view, and it is an interesting idea, I think the problem with Spiteful is/was the front end, not the back end. Sure, it feels super bad to fight through two spitefuls and then still lose to Ultimate, but most of the time what happens is you lose to the untargetable 12/12 before casting Ultimate even becomes a thing. 

7 hours ago, Caldyrvan said:

Pretty much as expected.

CTA is still too good even at 5 mana and ppl will just switch to odd pala.

I think the fact that it can only grab 1-drops in Odd paladin, in addition to the increased mana cost, might make the card a miss for that deck. But Odd Paladin is a deck full of garbage that seems to just win anyway, so who knows. 

I wouldn't be surprised if it still saw play in Murlocs. 

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3 hours ago, Hanz39 said:

After they nerfed The Caverns Below I found that card again in a pack, 1600 dust for me again with this copy since I never use it anyway.

I don't think this most recent nerf to it will give a full refund, because the card itself didn't get touched.

 

------------

 

They completely murdered Naga Sea Witch. She'll never see play again.

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While I think the nerfs are pretry boring, I guess they will get the job done. Blizzard nerfed the most powerful decks without making them completely unplayable (maybe the exception being odd paladin) and that is definitly a good thing.

The Dark Pact nerf feels like a HUGE swing at Warlock. Lifegain will always be powerful in Warlock losing half of it will give the class much more trouble against aggro.

13 hours ago, Caldyrvan said:

CTA is still too good even at 5 mana and ppl will just switch to odd pala.

I played some odd paladin and I don't think that I want to play Call to Arms in it...5 Mana for 3 1-cost-cards is not super powerful (since your heropower gets you two 1/1 already) and playing two copies of it is probably terrible, since your deck will often be out of 1-cost-minions when you play the second one. So maybe one copy to thin out your deck...but 5 Mana is a pretty steep price tag.

Spiteful Summoner...hmm...on the one hand I hate to play against this deck on the other hand I hate to play it myself, because you are so limited when building your deck and I often draw the spells before I get the Summoner...feels terrible :( . Increasing the cost by one seems okay, to give the opponent more options against it.

13 hours ago, FanOfValeera said:

I wished it actually consumed the spell she used. It would make her still okay if you don't draw the spells, and you can't play two Spiteful Summoners and follow it up with double Ultimate Infestation.

While this one would be way more interesting, it would probably be a "nuked from orbit"-kind of-nerf. Meaning: Spiteful Summoner would become unplayable...or at least super luck-dependent. Drawing even a single Ultimate Infestation before turn 6 would render one of your Summoners a mere 6-mana 4/4.

Bottomline: I am very happy that I get my dust back for Spiteful Summoner. Maybe its still good, but I hate to play Spiteful-Decks,

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Good nerfs all around, lets see how the meta will shake up. Think most of the recent and dev comments are spot on, call to arms at 5 fetching three 1 cost minions is playable but not nearly as overpowered as fetching three 2 cost minions for 4 mana.

Giants is still a polarizing matchup but now with even worse odds of actually assembling giants in time.

Warlocks might finally not be banned left and right at tournaments, best change of them all!

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Wow, what a fucking great job Blizzard.

Cubelock is more or less dead against any aggro deck. And against quite a lot of other decks too, because it just is too slow now. You have ridden quite a close edge already against many decks.

And the best part: You don't get your fucking dust back.

You sit on a bunch of more or less useless legendaries/epics that remain untouched.

"Hey, this card hasn't been changed, why give the dust back" - yeah sure...

And the absolute most epic: Cube-Warlock hasn't changed with the last expansion. Blizzard had tons of time if they wanted to change this deck.

But no, let players think: OK, Cubelock is around since nearly ages, no change. Save to craft.

Let them waste their dust. At this time my estimation is that every player who wanted to play this deck has crafted it. Or in other words: Everybody who would ever do it has already wasted his dust. Perfect timing for the nerf, right?
If the nerf would have come with the expansion many wouldn't have crafted it.

They can always put 100 bucks into the game to get new dust, right?

 

What a bunch of...

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I didn't want to say players will switch to odd Paladin because CTA is odd now but because even paladin might be weaker now.

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It is true that nerfing a deck by nerfing the lower rarity cards instead of the big legendaries is a huge dust waster.

But cubelock having been around for so long as Wedge mentioned also means people who crafted it had plenty of time to reach legend / cruise through ranks as they pleased.

Treat it like a new raid / expansion in WoW, all that amazing mythic bis titanforged gear you got is now useless. Otherwise how could we get new shiny gear / decks? Powercreep needs to be avoided or the game itself won't last for long..

It always sucks to be nerfed tho :(

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      Hearthstone’s Newest Expansion

      The Shadowlands is normally where souls go after they die, so when someone dies in the Shadowlands, that’s a special kind of mystery. Sire Denathrius invited 10 of his counterparts and enemies to Castle Nathria for a dinner party so that he could address the malicious rumors that he is hoarding anima, the life-energy that is drained from tortured souls and used to power the Shadowlands. But just after the festivities started, Sire Denathrius was found dead! It seems a gaggle of enemies does not a good dinner party make. Now the illustrious Murloc Holmes, and his trusty sidekick Watfin, have been called to solve the case. Scour new Location cards, follow the trail of Infused minions, question the 10 Legendary suspects, and help determine who committed Murder at Castle Nathria!   

      Murder at Castle Nathria will launch worldwide on August 2 with 135 new collectible cards! You can find the full Murder at Castle Nathria reveal schedule, and all cards that have already been revealed, by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
      Ten Suspicious Suspects
      Sire Denathrius had a lot of enemies. And it just so happens that 10 of them were under his roof at the time of his demise! Each class will have a Legendary minion that is a prime suspect in Sire Denathrius’s murder. They all have the means and the motive, but it is up to you and Murloc Holmes to determine who is guilty.



      New Keyword: Infuse
      Anima, drawn from wayward souls, powers all the Shadowlands—and those who consume it! Cards with the Infuse keyword sit in your hand and absorb anima from your friendly minions as they die. After the specified number of friendly minions die while the Infuse card is in your hand, the Infuse card transforms into a more powerful version. Infuse your cards to unlock their full power!

      New Card Type: Locations
      Castle Nathria is like no place Hearthstone has ever been before. Explore the castle grounds through the all-new Location card type! Locations are played onto the battlefield for an initial cost, and then have an ability that can be activated for free on your turns, each time for a powerful effect. Each activation costs 1 Durability and has a 1-turn Cooldown. Every class gets their own Location card in Castle Nathria which represents where they claim their suspect was at the time of the murder, and synergizes with the themes of the class.

       
      Locations Gameplay Preview with Brian Kibler and Designer Leo Robles Gonzalez
      Want to get a longer look at the new Location card type? Join Brian Kibler and Game Designer Leo Robles Gonzalez as they explore the new Location card type, try them out in a couple games, and reveal some more new cards! Join them on Friday, July 1, at 11 a.m. (Pacific) on Twitch and Youtube!

      Prince Renathal Login Reward Available Now!
      Log in to Hearthstone to get your first hint at what Castle Nathria holds with the complimentary Prince Renathal Legendary minion!* Grow more powerful as you draw more souls to your cause with 40 life and a 40-card starting deck! Add him to your collection and see what you can do when you have more space to work with.

      * Limited one per account. After Patch 24.6, Prince Renathal will be granted upon opening your first Murder at Castle Nathria card pack instead of upon logging in.
      Pre-Purchase Murder at Castle Nathria
      The Murder at Castle Nathria Mega Bundle includes 80 Murder at Castle Nathria card packs, 5 Golden Murder at Castle Nathria card packs, two random Murder at Castle Nathria Legendary cards, the Sire Denathrius Warrior hero skin, the Denathrius card back, the Sandy Shores Battlegrounds Board, and 10 Mercenaries Packs!*

      The Murder at Castle Nathria Bundle includes 60 Murder at Castle Nathria card packs, 2 random Murder at Castle Nathria Legendary cards, and the Denathrius card back!

      Pre-purchase
      * Battleground Perks are not included in the Mega Bundle pre-purchase this time. We’re reworking how Battlegrounds Perks and rewards work for next Battlegrounds season. Until then, some of the current Perks are being extended. Check out the Patch Notes and stay tuned for more details.

    • By Damien
      This thread is for comments about our Handbuff Paladin Deck.
    • By Staff
      A new Hearthstone update prepares the Tavern for United in Stormwind, launching August 3. Here are the official patch notes.
      (Source)
      The 21.0 patch prepares the Tavern for United in Stormwind, launching August 3. It also brings a new Hero and cosmetics for Battlegrounds, a major update for Duels, an Arena rotation, and more.
      You can check out all 135 new cards included in United in Stormwind on the card library here.
      Battlegrounds Updates
      NEW HERO
      Galewing Dungar’s Gryphon Choose a flightpath. Complete it to get a bonus!
      Players with Battlegrounds Perks will have early access to Galewing before it's formally released on August 10.
      Duels Updates
      When the 21.0 patch goes live on July 27, all players’ Duels ratings will be reset and the pool of eligible cards you can use to build your 15-card start deck will be updated as follows:
      (NEW) United in Stormwind Wailing Caverns Mini-Set Forged in the Barrens The Darkmoon Races Mini-Set Madness at the Darkmoon Faire Scholomance Academy (NEW) Kobolds & Catacombs Journey to Un’Goro One Night in Kharazan Whispers of the Old Gods Curse of Naxxramas Legacy (Basic/Classic) Core NEW PASSIVE TREASURES
      Party Replacement At the start of your turn, summon a 2/2 Adventurer with a random bonus effect.
      Inspiring Presence After you play a Legendary minion, reduce the cost of a random minion in your hand by (1).
      Greedy Gains Your minions have +2/+2 but cost (2) more (up to 10).
      Meek Mastery Your Neutral minions cost (1) less and have +1/+1.
      Legendary Loot At the start of the game, equip a random Legendary weapon.
      Deathly Death! After a friendly Deathrattle minion dies, destroy the minion with the lowest Health.
      Ooops, All Spells! At the start of the game, destroy all minions in your deck. Your spells cost (1) less and gain +2 Spell Damage.
      BANNED CARDS & BUCKETS
      The following cards have been banned from between-game card buckets and will not be Discoverable:
      Final Showdown              Lost in the Park Defend the Dwarven District       Sorcerer's Gambit            Rise to the Occasion        Seek Guidance  Find the Imposter            Command the Elements The Demon Seed             Raid the Docks  Other Banned cards:
      Unstable Evolution is banned from card buckets but will still be Discoverable. Maestra of the Masquerade is banned from deckbuilding, card buckets, and will not be Discoverable. Seven new designer card buckets have been added as well:
      Furious Fel (Demon Hunter) AHHHH RATS!!!! (Hunter) Fire!!! (Mage) SI:7 (Rogue) ARRRRRRG! (Warrior) Auction House (Neutral) Live to Win (Neutral) Smart buckets have also been updated to include the two new card sets, and two previously missed card sets: Legacy (Classic/Basic) and Demon Hunter Initiate. Lastly, you’ll be able to find United in Stormwind cards in Duels card buckets after the patch goes live and before the expansion launches.
      Arena Rotation

      When United in Stormwind launches on August 3, the Arena will include cards from the following sets:
      United in Stormwind Forged in the Barrens Wailing Caverns Mini-Set Madness at the Darkmoon Faire Darkmoon Races Mini-Set The Witchwood Saviors of Uldum Rastakhan's Rumble Core Book of Heroes Illidan – Coming August 10

      After regaining his freedom, Illidan was eager to prove himself once and for all. But even as he journeyed far from his homeland and joined forces with new allies, the thirst for power never left him. It was only a matter of time before it interfered with his judgment, resulting in more dire consequences than ever before…Defeating all 8 bosses in this linear adventure will reward 1 Demon Hunter pack, containing only Demon Hunter cards from Standard.
      United in Stormwind Rewards Track & Tavern Pass
      When the Rewards Track refreshes when United in Stormwind launches, all players will automatically be granted any unclaimed rewards on both the free track and the Tavern Pass track (if purchased), and a completely new Rewards Track of unlockable loot will take its place.

      The Forged in the Barrens Tavern Pass will expire with the launch of United in Stormwind and a new Tavern Pass will be made available for purchase—offering a host of brand-new cosmetic rewards and XP boosts.

      Learn more about the United in Stormwind Rewards Track and Tavern Pass here.
      As a reminder, Battlegrounds Perks are now available as a standalone purchase, separate from the Tavern Pass.
      New Cosmetic Coins
      Two new Cosmetic Coins are being added with United in Stormwind, the Stormwind coin and the Lordaeron coin. The Stormwind coin is obtainable by completing the first 90 levels of the Rewards Track with the Tavern Pass. The Lordaeron coin is obtainable by collecting 135 unique United in Stormwind cards.

      Keep in mind that United in Stormwind will have a 35-card Mini-Set that will make it easier to reach both the 25 total United in Stormwind Legendary cards for the Archbishop Benedictus Diamond card reward and the 135 total United in Stormwind cards for the Lordaeron Cosmetic Coin. We’ll have more information to share about the United in Stormwind Mini-Set in the coming months.
      Bug Fixes & Game Improvements
      Fixed a bug where Shenanigans would not transform Soul Fragments into Bananas. Fixed a bug where Wicked Stab could be upgraded by cards that temporarily increase mana. Fixed a bug where Shan’do Wildclaw would not lay flat on the board. Fixed a bug where Defender would not play its VO when summoned by Noble Sacrifice. Fixed a bug where golden Soul of the Forest would not summon golden Treants. Fixed a bug where golden Ancestral Spirit would not summon a golden minion. Fixed a bug where golden Grave Rune would not summon golden minions. Fixed a bug where golden Primal Talisman would not summon golden minions. Fixed a Battlegrounds bug where Y’shaarj’s Battlegrounds Hero Power would not take its newly summoned minion into account when deciding which warband attacked first. Fixed a Battlegrounds bug where Baron Rivendare was causing visual issues when in a warband with golden Kaboom Bot. Fixed a Battlegrounds bug where Galakrond’s Greed was missing a tooltip for Discover. Fixed a Battlegrounds bug where Come One, Come All! Was missing a tooltip for Discover. Fixed a Battlegrounds bug where Avatar of N’Zoth was missing a tooltip for Deathrattle. Fixed a Battlegrounds bug where Sprout It Out! Was missing a tooltip for Taunt. Fixed a Battlegrounds bug where Hero Powers for Aranna Starseeker, Infinite Toki, Millhouse Manastorm, Nozdormu, and Tess Greymane were missing a tooltip for Refresh. Fixed a Duels bug where Diamond cards would only be Diamond in appearance for the first game of a run. Fixed a Duels bug where Lone Champion and minions summoned by Gift of Luminance were not buffed by Hold the Line. Updated the description of the Roguish Maneuvers Hero Power in Duels to be more accurate. Fixed a bug with Book of Mercenaries Guff where A Party of Adventurers will cast Against All Odds, even if they have board control. Fixed a bug where one of Lady Katrana Prestor’s emotes was showing incorrect text. Searching “Refund” in the Collection will now populate with cards eligible for a dust refund. Pressing and holding on the Rewards Track page arrows will now flip through the pages quickly. Fixed a bug where if a player disconnected from a ranked match, they’d get a message stating they won their last ranked game upon relogging.  


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