21.3 Patch Notes

I was really hoping for more Fire Mage support here. Let’s hope we see more HP support come the miniset that is viable. I think it’s for the best both for Mage players and opponents alike, because it’s an archetype no one is too salty about.

Illucia is still a good card, just not as game-winning.

Also, very glad to see Warlock nerfed a bit.

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i was hoping for freeze support which is total BS since last mini pack support cards

Actually Quest mage gonna be extra miserable unless taunt druid finally awakens.

Uh the warlock quest is still fine. You do understand one of the best performing Warlock decks doesn’t even play the big minions in it? It’s still a super power housed deck that keeps control from ever being played and nothing changed about its game except doing 1 extra dmg to itself a turn, which is stupidly easy to do.

The only deck that got destroyed is Shadow Priest because it no longer has Time Walk to shut the opponent out of the game and auto win.

I will agree the shaman quest change is pointless. That doesn’t even really delay it but MAYBE 1 turn and that’s a big maybe. It’s still not enough to make shaman oppressive. That deck has many bad matchups.

Pirate warrior needs a finisher card more than anything else. All the good and playable quests have a specific card that synergizes with the quest. Pirate warrior is the one lone exception that is left floundering after quest completion. I like the health changes but it remains to be seen if that really helps against the few decks that care about the board.

Mage is still better played from quest. Turn 7/8 lethal is easily doable and more consistent. I like the changes they made but they are a set late on making that deck build viable.

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Not a fan of the Illucia change. If it’s not going to serve as disruption anymore, they could have at least cut it back down to 2 or even 1 mana. Secret Passage lets you replace your hand from your own deck for 1 mana, so you have full control of the card pool you’re getting and can build around it. And the cards are temporary, so you have to play them immediately.

Leaving it at 3 when it was nerfed to 3 while having a much stronger effect doesn’t make much sense to me.

2 Likes

Some of those freeze spells and minions are useful in ways you might not expect. For example, they’re used for tutoring in Grand Finale Mage. Flurry is heavily utilized in Questline Mage.

Quest Mage is already miserable ,Mage players have a high tolerance for playing sub par decks.

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What would you remove for it, though? The existing Fire spells all server equal if not more important roles for the deck.

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Nah. Quest mage before patch was miserable due to lack of agency over matches.

Now gonna be straight junk. It is a New level.

I think you’re overestimating the drop in Warlock and Priest play-rates. Questline Mage will still have its targets. :dart:

You underestimate the ability Mage players have to never let go,that Turtle Mage was a horrible tier 4 deck that got played to death when the devs nerfed it.

Nah. It Will probably reformulate and an insane reformulation.

People gonna try depolarize the deck now and is sincerely the only way i see It even working.

I don’t think it needed to be lowered to 1 mana. More cheap quest completers for mage. Although technically that is the slot machine deck so probably doesn’t matter.

I’m trying to think of a way they can nerf warlock in standard, given the current mechanics of the quest and available cards, to a point where it is balanced. I don’t think they can and I don’t think these nerfs are going to do much at all.

It isn’t a quest completer for Mage if it doesn’t get ran in the deck, and there’s really no card it beats iut to earn a slot.

Actual Hero Power Mage needed this bad, though.

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Imagine using your hero power as quest priest when you gotta use your mana to finish your quest.

They simply need to make better cards based around the hero power and minions more attractive than the quest. Currently there is nothing Mage has that is more attractive than playing the easily completable quest for an insane reward.

Mage players would kill for a deck that they didn’t have to play all spells and actually could play other things but the designers have designed the class so far into a corner it looks bleak.

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Good point. You keep the 0 mana Hot Streak and everything else already in the deck.

Imagine the knee jerk reaction when mage actually gets New spells then…

How dare mage have spells?

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The problem with that quest in wild is that the numbers would need to be so high to make it fair in wild that it’d be completely unplayable in standard or duels. To compensate for stuff like Unlicensed Apothecary, Crystallizer, and Spirit Bomb it’d need to be something like 10-12 damage per step minimum. That is a completely dead card in standard. They could nerf the problematic wild cards but they’re not problematic anywhere else. Banning it is the cleaner choice by far. It keeps the card playable in standard and fixes the brokeness it had in wild