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Nerfs Coming on August 26 for Mage, Warrior, Priest and Wild

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Two card buffs from the May update will be reverted, while three more cards will be nerfed in an update coming next week.

In May, we had the first card buffs in Hearthstone's history. In an occasion like that, it was certain that some of these buffs would be hit or miss. While there were definitely some misses, some of these biffs hit harder than expected and thus they will now will be reverted. These cards are Extra Arms, which will go back to costing 3 mana, and Luna's Pocket Galaxy going back to 7 mana.

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Two more cards from Standard are also getting nerfed in the August 26 update. Mage will suffer another big loss, as Conjurer's Calling will now cost 4 mana (up from 3).

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Another much needed nerf is that of Dr. Boom, Mad Genius. The 7-mana 7/7 (infinite 7s) meme started from the original card will be no more, as the cost of this heavily used Hero card will be upped to 9.

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Finally, a lot of Wild players can breathe out in relief as Barnes' cost will be increased to 5 mana, up from 4. I am not sure if this will be enough to alleviate the frustrations of the Wild community with the Legendary minion, but at least it's a step to the right direction.

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You can read about Blizzard's thinking behind these nerfs in the official blog post.

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Hmm, mage was hit hard but honestly it feels like the boom one is prety minor; being 2 turns later doesn't really matter to a deck that fully intends to go the distance into the lategame.     

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2 hours ago, Migol said:

Hmm, mage was hit hard but honestly it feels like the boom one is prety minor; being 2 turns later doesn't really matter to a deck that fully intends to go the distance into the lategame.     

Yea, I was just thinking that... I guess it's to lower the winrate of those who keep the card in hand during the mulligan stage? Apparently the winrate is significantly higher if you keep boom in hand versus putting it back in the deck. But either way control warrior can still hold it's own for some time.

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2 hours ago, Migol said:

Hmm, mage was hit hard but honestly it feels like the boom one is prety minor; being 2 turns later doesn't really matter to a deck that fully intends to go the distance into the lategame.     

I disagree. It doesn't kill the card completely, but it makes it extremely risky to keep in your opening hand (which a lot of Warriors did), causes it to come out 2 turns later (reducing its ability to snowball if you draw it early), and consumes your entire turn, making it much more risky to use against faster decks, and preventing you from using his Hero Power the turn you play him.

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Meh... I'd really have preferred they'd just Hall of Fame it like Baku and Genn (and good riddance to bad rubbish!) but it was probably too drastic since it's a class card.

For the rest, it's just brute-force slowing down of the problems, which works. A much more elegant way to deal with conjurer's calling would have been to make it so it took the dynamic mana cost into account rather than the base one. But then again, it is probably too much coding work for too little gain. 

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