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December 19th Tuning - Wild Growth, Nourish Nerfs and More

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There's an unexpected balance update coming today with Druid decks getting focused, with 1 mana cost increases for mainstays Wild Growth and Nourish, encouraging more diverse deckbuilding and making the cards feel less mandatory. Paladins also get a bit of a nerf with a similar 1 cost increase on Level Up!, while Leeching Poison gets the opposite treatment, having its cost reduced by one. Finally,  Saronite Chain Gang gets a tweak to make Shudderwock more difficult to play multiple times in a match.

Check out the full details and developer commentary on the changes below and, as usual, you'll be able to disenchant the non-basic cards that got changed for their full Arcane Dust value for two weeks.

Blizzard LogoDecember 19th Update (source)

In an update scheduled to arrive December 19 PST, the following cards will be changed.

Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.

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Wild Growth – Will cost 3 mana. (Up from 2)

HS_1309__Wild-Growth---EN.png

Nourish – Will cost 6 mana. (Up from 5)

HS_1309__Nourish---EN.png

Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.

Level Up! – Will cost 6 mana. (Up from 5)

HS_1309__Level-Up!---EN.png

Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.

Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

HS_1309__Saronite-Chain-Gang---EN.png

Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.

Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

HS_1309__Leeching-Poison---EN.png

We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.

Once these card changes are live, players will be able to disenchant the changed non-Basic cards for their full Arcane Dust value for two weeks.

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nourish-wild growth nerf will hit all druid decks, but they will survive and be strong. with level up costing 6 mana probably even paladin becomes the better deck. i dont think odd pala can be a top rank deck whitout it. shudderwork will be A good card to include in any shaman deck with a reasonable amount of positive battlecries but i cant think of one and with the chain gang nerf shudderwork shaman will be dead too. with the leeching poison nerf, kingsbane rogue becomes a off meta very weak deck.

i think they were surprised that old decks were more powerful than the new decks, so they basically destroyed them so new decks could be born.

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2 hours ago, blackstar128 said:

with the leeching poison nerf, kingsbane rogue becomes a off meta very weak deck. 

Dont think the deck will fall to far off from where it was, sure the Late-game potential is lower and all, but the deck is still solid and the weapon can, if you get the buffs early, win against control early in the game. I do feel that you´re right. but dont expect the deck to go away. People will find a way to make it work ?

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Better late than never I guess. Kingsbane Rogue and Shudderwock Shaman, while maybe not as good in the past as nowadays, have always been very unfun to play against. I am really glad they got nerfed.

I think Blizzard went a step in the right direction regarding druid. Maybe they should think twice about giving druid more stupid combo enablers every expansion including cheap flexible cards, absurdly effecient card draw while at the same time the ability to gain huge amounts of armor.

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hmm, many deck will be die soon.
mostly druid deck will suffer, odd paladin will die in standard/wild, shudderwock will die in standard, kingsbane will die in standard/wild.
Is blizzard expect new meta soon?
but i lost many key cards to make fun for this game.

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Wow.   I'm not against any of these changes.    That's a first.

Only thing I'm worried about is we're going to see everyone and their mother swap to hunter.    

 

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But isn't this a huge nerf to the Saronite Chain Gang itself? I mean, I believe this means that a buffed up SCG summons a normal 2/3 SCG from his battlecry. Not having it summon a buffed copy makes this card also worse for some other decks out there (for example, decks running Prince Keleseth). Going after the explanation for the change, this (big) nerf seems unintended.

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Awesome:

2 x Noursish = 200 dust (kept 2 copies because of my Jade-Druid deck)

5 x saro = 500 dust (kept 0 copies)

1 x saro gold = 800 dust

15 x Leeching = 600 dust (kept 0 copies)

2 x Leeching gold = 800 dust (kept 0 copies)

1 x level up = 400 dust (kept 0 copies)

-------

3500 dust gained.

And if need be I just recraft those cards.

Extremly lucky with the 3 golden copies I had :)

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3 hours ago, Hoods said:

Dont think the deck will fall to far off from where it was, sure the Late-game potential is lower and all, but the deck is still solid and the weapon can, if you get the buffs early, win against control early in the game. I do feel that you´re right. but dont expect the deck to go away. People will find a way to make it work ?

Wouldn’t the kingsbane card still keep lifesteal if you destroy it that then and returns to your deck ? Cause it was an enhancement from that turn 

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RIP odd paladin, there are no other alternatives to Level Up..... Also Zoo Lock has been nerfed by Saronite Chain gang which doesn't seem like it was even intended. These are my 2 strongest decks, now I have to construct new ones. Might as well wait until NEXT xpac since the meta will change. Also conveniently no Legendaries get refunded so even though entire decks become scrap you only get meager refunds. FANTASTIC for anyone who doesn't play these decks though.

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Man seriously F these changes! 60% of all encounters are hunters these days. With these nerf it'll bring that to roughly 70% - 80%. The life leech nerf is unnecessary imo, kings bane rogue was not that big of a treat in standard either.

and although I have a lot of druid decks running these druid nerf are welcome imo. Forces a little more diversity in druid decks to come

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10 hours ago, Regdorito said:

RIP odd paladin, there are no other alternatives to Level Up..... Also Zoo Lock has been nerfed by Saronite Chain gang which doesn't seem like it was even intended. These are my 2 strongest decks, now I have to construct new ones. Might as well wait until NEXT xpac since the meta will change. Also conveniently no Legendaries get refunded so even though entire decks become scrap you only get meager refunds. FANTASTIC for anyone who doesn't play these decks though.

if aggro decks have been negatively affected by these changes, well I'm trying really hard to dig deep into my sympathy pockets but today they just seem to be empty.

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it seems Saronite Chain Gang has been inadvertently broken by the new wording, rendering it useless not only in Shudderwock decks but also Zoo Lock and the rare but interesting Hand Paladin where stat buffs won't get replicated in the second copy of the minion.

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My 2 cents:

  • With nourish and wild growth nerf Blizzard have told us one thing: ramp druid time is over, druid should not be a combo class, but an aggro/token one. WG is unplayable at 3 mana, IMHO: doing nothing on turn 2 was acceptable because often your opponent did nothing turn 1; but doing nothing turn 3 (often not having anything better then hero power - attack face on turn 2) will make the druid lose to everything. Jade blossom at least summoned a jade golem. Nourish will be played, but not for ramp IMHO, the druid's curve isn't build for doing nothing on turn 6. Surely there will be something using that for drawing, but now it's very slow. Oh, and it's a huge nerf to odd druid too, whenever the deck exist now or will exist in future.
    About ramping nerfs, you can make an argument about class identity, as druid used to be the ramp class, but now after innervate and this nerf, it isn't anymore. And I would have had the chance to see how OG Star Aligner Druid performed under this nerf, instead of killed forever with Aviana....
  • Level Up can be played in a dude paladin that isn't odd. I'm unsure about this card on even paladin, and I don't know if some kind of dude not-odd paladin will exist. Odd paladin in standard may be over as t1 deck, in wild it will continue to exist with quartermaster and other buffs. However, I don't have that much problem with this nerf, as there will surely be some way other to play odd-paladin, I'm sure about it.
  • For Saronithe, this is the first time I think a nerf is right. Shudderwock isn't a problematic card, the problem was the infinite time-spending combo that needs so much time to win a match. I think that they should have touched only the interaction with Shudderwock, but this way is also good. This is a kind of way to HoF Shudderwock combo OTK without sending anything to wild, I like it. As a Wild player, I say that Shudderwock combo OTK isn't a problem at all, so there is no problem seeing it there.
  • For leeching poison, again this is Blizzard telling us something. This case is that rogue shouldn't be a control class, and that Kingsbane should be used in an aggro/tempo/face deck and not in a slow control/mill one. The only problem I have with this nerf is that rogue has no way to build a slow deck with no healing, so now I don't know how to build my pogo-hopper deck.
    Oh, and the fact that now Kingsbane can be useless, as tempo odd-rogue will be better then a kingsbane aggro, but you'll get only 80 dust back. Giving some dust for every kingsbane owner wouldn't have been a bad move, IMHO. Not full refound, only a small amount would have been enough.

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3 hours ago, Synesthesy said:

My 2 cents:

  • With nourish and wild growth nerf Blizzard have told us one thing: ramp druid time is over, druid should not be a combo class, but an aggro/token one. WG is unplayable at 3 mana, IMHO: doing nothing on turn 2 was acceptable because often your opponent did nothing turn 1; but doing nothing turn 3 (often not having anything better then hero power - attack face on turn 2) will make the druid lose to everything. Jade blossom at least summoned a jade golem. Nourish will be played, but not for ramp IMHO, the druid's curve isn't build for doing nothing on turn 6. Surely there will be something using that for drawing, but now it's very slow. Oh, and it's a huge nerf to odd druid too, whenever the deck exist now or will exist in future.
    About ramping nerfs, you can make an argument about class identity, as druid used to be the ramp class, but now after innervate and this nerf, it isn't anymore. And I would have had the chance to see how OG Star Aligner Druid performed under this nerf, instead of killed forever with Aviana....
  • Level Up can be played in a dude paladin that isn't odd. I'm unsure about this card on even paladin, and I don't know if some kind of dude not-odd paladin will exist. Odd paladin in standard may be over as t1 deck, in wild it will continue to exist with quartermaster and other buffs. However, I don't have that much problem with this nerf, as there will surely be some way other to play odd-paladin, I'm sure about it.
  • For Saronithe, this is the first time I think a nerf is right. Shudderwock isn't a problematic card, the problem was the infinite time-spending combo that needs so much time to win a match. I think that they should have touched only the interaction with Shudderwock, but this way is also good. This is a kind of way to HoF Shudderwock combo OTK without sending anything to wild, I like it. As a Wild player, I say that Shudderwock combo OTK isn't a problem at all, so there is no problem seeing it there.
  • For leeching poison, again this is Blizzard telling us something. This case is that rogue shouldn't be a control class, and that Kingsbane should be used in an aggro/tempo/face deck and not in a slow control/mill one. The only problem I have with this nerf is that rogue has no way to build a slow deck with no healing, so now I don't know how to build my pogo-hopper deck.
    Oh, and the fact that now Kingsbane can be useless, as tempo odd-rogue will be better then a kingsbane aggro, but you'll get only 80 dust back. Giving some dust for every kingsbane owner wouldn't have been a bad move, IMHO. Not full refound, only a small amount would have been enough.

So In general they are pushing 2 classes to aggro again. For a player who loves to play control this is a big pain imo

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      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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