21.3 Patch Notes

Thanks. I was wondering if I should wait. I think I will.

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but with the removal of Demon Seed, other decks will once again emerge

Questlock pushed back TWO whole turns. So now games end on turn 9 instead of 7?
If that’s going to be the only change to that deck I’ll honestly be gone for good.
If the only solution is to play aggro that’s just the worst kind of balance.
Only hope is that there are enough aggro players that demon seed loses popularity until you can play games to turn 10 again.

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imagine highrolling a bunch of wildfires from wandmakers and wand thief and your hero power does like 6 damage. that would be ducking hilarious. i wanna do that.

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Help me out, please - what was the collection’s search term for nerfed/buffed cards that got added recently?
Patch, nerfed or new - won’t do it.

Pushing back a deck’s power swings by two full turns at least is a massive hit to the deck and opens it wide up to lose in many more matchups.

If Questlock starts getting it’s butt handed to it and drops down into Tier 3/4 territory, its presence will drastically diminish and make room for other decks that it held down.

Betwern Orbs and Wand Thiefs, I’ve gotten there a couple times back during Barrens.

Was it “changed”?

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I think it was “refund”

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Some of these changes are on the lighter side, in anticipation of the mini-set coming in the next major patch after the patch launching Mercenaries.

Looks like we’re getting the mini-set later than usual due to Mercenaries.

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We’ve got a winner here! :fireworks: :fireworks:

Thanks

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Yup, so it seems like the original set would have been like october 7(?) from past patterns, but mercs might be like october 12?

So they might delay it and we might get like the miniset 2.5- 3 months in with like only a month or two before the next expac hits. Unless that one gets delayed too. XD

Who knows really, but late october was their renewed quote. So we might be stuck for a while.

So far testing quest shaman so far, first impression is that while the board clear still seems solid, it’s noticably slower and you’re less able to combo it. Having 2 mana with 4-5 minions or divine shield hits a solid bit harder since you hit overloaded mana restrictions a bit easier with combos, you can still clear, but you can also get soft blocked with a neophyte and a 4 hp minion on 3 available mana on a overloaded turn 4 a lot easier now.

When i played a match against a aggro deck, the requirement for a extra card and 2 mana flames was noticable. The aggro matchup went from feeling very strong, to getting overran on the board and getting brukan on turn 10.

However the extra overload card meant i got to brukan on turn 10 with a extra hand despite my dungeoneers being played. So i had nothing to combo with.

The game ended, despite brukaned against a aggro deck just kinda trading for their board and running out of steam in the lategame without a draw. Quest shaman is kinda built as a aggro counter it’s current iteration. So maybe stuff like cornelius could help the draw, but for right now, it seems like the old lists, brukaned or not, easily run out of steam and having 1 more card to get brukan plus = one less card to combo with, means you might have less to combo with and just sit being unable to do anything but weak single card plays with brukan with no current draw.

A Cornelius could really help refill potentially.

Deck seems like it might still be salvagable, but it really feels like it went from stomping aggro to feeling significantly weaker against them or just going into topdecking mode brukan or not with old lists.

I think the deck has some pivots like the doomhammer package and maybe landslide or lightning storm to help fill in the aoe /anti aggro gap. But i think if it’s legend winrate drops below the already hovering 50.2% to 48.8% or 47% that could be a death knell.

The deck still has it’s power moments, but the card leaves it noticably weaker or slower against aggro and can also leave it vulnerable to running out of brukan fuel outside of guidance right now. A deck that doesn’t really counter it’s counter could be a risky deck to play, but at least it gives almost a full dust refund and fireheart is always solid.

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They do.
I meant they could add a similar banner for cards that in wild are different than their standard version, with a text like WILD or CHANGED, I don’t know; so people won’t put it in their deck without knowing it was different from the standard counterpart.
Which is apparently the main reason why people are disliking the idea of making a new demon seed for wild only, instead of banning it.

In these 2 turns, you could force the lock player to not damage itself, delaying the quest even more.

Aggro will probably beat lock easily now, while pure reactive control will most likely lose almost everytime against it.
I don’t know about a control that has actual minions, but they are usually slow deck without burn, so I think they will remain at a disadvantage

That’s exactly why I don’t like the change to the demon seed: they are trying to make it bad against aggro, so it won’t be a problem for control decks due to its abyssimal winrate.
So, fix a problem by hoping people will stop playing the deck because now it’s worse than before

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So Raise dead is in 2 of the best decks and is also a very strong stand alone card… how did it not get touched? I can’t think of any other card that gives +1 card that is this mana efficient. Also any examples I can think of give random cards like burgle.

You get 2 cards you want back! This card carries hyper aggro shadow preist, who would almost always stall out without it(especially running 4 0 drop minions), and it is a big reason that all varieties of Warlock do what they do.

Probably because any ‘nerf’ would benefit lock. A mana nerf would be a potential threat buff since of tamsin, a damage increase would make it better for warlock but worse in priest.

It makes more sense to nerf the specific broken parts of each class than dual class cards broken in one. Its not about destroying staples but nerfing decks problematic offenders but yeah lock duping giants is a pain.

This is the most broken card in both decks is the thing. It gives you +1 card for basically nothing. They could reduce the damage it deals to your hero and give you 1 minion back, I think that would be a reasonable 0 mana card.

Because there must be strong cards: this synergizes well with flesh giants and the 4 mana 3/3 that kills a minion.
Flesh giants where already nerfed instead of raise dead, while the second minion is not problematic.

The only other synergy is with the questline, which was nerfed in standard and banned from wild.
For one time, I am happy they decided to nerf the quest instead of keep worsening every good warlock card; they didn’t really fixed the problem, but the fact that the legendary card was touched means they aren’t afraid of giving us 1600 dust.

I am surprised by the shaman change: nerf the legendary directly instead of other good cards this soon? Something’s wrong…

I would nerf it by increasing cost to 1 mana, so i can copy it with tamsin :smiley:

Hmm…shame what happened to Illucia. In wild she was effectively an additional dirty rat type disruption effect to deal with combo decks. It would be nice if Blizzard reverts her when she rotates.

My goodness, was this card obliterated.