21.3 Patch Notes

I like the patch, but they really killed Illucia.

Hm. Patch feels weird.

Warlock dies. Priest dies.
Shaman loses a hand.
Demon Hunter loses an arm, but regrows it instantaneously.
Rogue drools a puddle in the shadows.


Irebound Brute: Noticeable, but Brutes aren’t the only reason to play DH. Overall I think Demon Hunter gains from this Patch.


Mindrender Illucia: Deleted Illucia. Deleted Shadow Priest. Deleted all Priest.


Perpetual Flame: Gigantic nerf. Much weaker early game.

Command the Elements: Will low rolling on Guidance wreck Quest Completion speed? I don’t play Shaman.


The Demon Seed: Seems huge. Does it matter? Is this somehow a .01 buff to Fatiguelock’s pacing/hand space in disguise? By slowing down, you reduce wasted Overhealing.

Runed Mithril Rod: R.I.P Warlock vs Combo/Mage decks. I think Warlock will be too slow now.


Hunter changes: Both Look fun and strong. Ultimately though, I think Trueaim Crescent is stronger and Hunter won’t have new decks.


Wildfire: 1 mana Keleseth. I don’t think Mages will like the mirrors. Personally, I thank Yogg I play Garrote Rogue and don’t have to worry about getting Keleseth’ed.

Mordresh FIre Eye: Finally Scary.


Warrior changes: Strong buffs. Don’t think Warrior will start appearing on ladder though.

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I’m sorry? Leeroy Jenkins isn’t in Standard.

I agree on that they went different what I expected but I’m glad they didn’t just make it a 9 10/10 - cause then it would been used in wild odd mage, which is pretty strong.

I think if they made the Dragon that give you unlimited uses tho should maybe made cheaper and lower the stat so it could made the pings abit more often would of help the deck more, but I heard some rumors that Antoni Fire-Hero Power Mage is in the woodworks.

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Fair nerf. Still very playable, less likely to high roll early with three of them.

Another fair nerf, still very playable. Shaman will struggle versus early boards more.

I think the thing about questlines, especially this batch is the longer the match goes on, the easier the quest gets to complete. This MIGHT delay the Shaman questline by a single turn. Maybe. I don’t see this having a huge impact.

Again, the longer the game goes on, the easier this gets to complete. But this is an extra 3 damage on the first two steps. Not… super insignificant. But not a huge deal either. I think in games where Warlocks were struggling to find room to damage themselves without killing themselves, this will weaken the quest, but otherwise I don’t think this will make a huge impact.

This is a more meaningful nerf for slower match-ups. I think one issue, though, is that 3-4 isn’t THAT significant a mana increase and when you consider the highroll discounts this can provide I’m not sure if this is actually enough.

It makes the quest weaker to proactive play, though. And that’s a good thing.

Good buff. It’s still a weird weapon in hunter, but it’s a lot better at 1.

Good change. Hunter really needs to maintain tempo, and this buff lets the card do that. Also enables some beast strategies I think.

Card was in no man’s land at 10 mana, so I think this is a great change. In general too, I think 8 mana feels more fair than 10.

Very powerful change. Potentially too powerful, we’ll see. 1 mana is just so cheap.

Was already a good card, this makes it a pretty great card.

Both of these are hugely significant. 4 attack rush on a 5 drop isn’t amazing amazing, but it’s ability to cycle a card with on-curve stats is quite strong. Also a great handbuff recipient and can keep the momentum of your deck up.

Making Bloodsail Deckhand a 2/2 makes the card really strong. 2/2 for 1 remains one of the best statlines in the game.

2 Likes

Well look on the bright side, a refund for 2 weeks means we could probably play the new decks and rush a reladder before october 5th, and dust get a decent amount of ranks back and then dust the decks for a refund.

Then on october 7th, the minipatch might hit, and we can see how it affects the meta.

I guess it feels like warlock has to tap 1 more time while shaman might be significantly slowed having to find and play another overload card outside of highrolls.

You already kinda start running of steam just as you start to find brukan, so i expect it’ll still mean with the perceptual flame nerf it should still have aggro as a stronger matchup, but i wonder if face hunter might flip with the buff to the 2 mana 1/3 letting it discover rhino.

Might be a good arena card now too.

Warlock loses 1 mana on rod but already had successful decks, i guess it’s noteworthy 2 more damage on the first and 1 more damage on the second stage might delay flesh giants a tap before the lifesteal discounts kick in and 3 hp vs aggro might be significant.

But if Warlock finds itself missing hp, it always seems to run spice baker or artificer lifesteal again so 3 hp, a literal single tap or raise dead might be a minor impact or not, hard to tell.

Not sure if warlock or shaman got hit harder, technically warlock got 2, and perceptual flame was undercosted, but now at overload 2 + 1 for each time, i think it might get to a point that soul rend might become the better clear as a consistent 4 mana drawbackless 5 damage spell. While I guess flame will still be great at 2, but has more potential to brick of neophyted while overloaded, a 3 mana cost and wandmaker removal + difficult time to copy it is hard to predict. It should weaken the aggro matchup, but it should still have tons of impact. But People might just swap it out for lightning storm or landslide for less overload.

But then you run into the issue of needing one more overload card, which sounds minor, but you tend to run out of overloads on turn 9 right, but you can always use a extra spirit wolf, but then you might get a small double handed prong of needing 1 more card to get brukan online, but have less spells to use with him too.

And when you’re at brukan 3-2 cards in hand is already very possible. It might be pretty possible to end up with a empty hand for brukan.

It might be possible (if the meta is slow enough) cornelius might provide refill to help refill the hand? But, cornelius might not help vs quest mage.

The good news is quest shaman was surprisingly affordable outside of fireheart. A quest nerf is half the dust back and we can remain winrates. But considering Quest shaman was already wavering at like 50% legend winrates. A 50% to 48% winrate margin is the difference between a quest shaman and a quest mage.

I think i’ll be fine but i mean if there’s 60% winrate versions of quest mage decks out there and 60-62% winrate versions of quest shaman decks out there, i think the nerf can easily be enough to shift winrate ± 1-2% or more possibly. Face hunter looks strong and pirate warrior in standard and wild might become strong.

We’ll have to see how the meta shakes out, but i think a 9th overload card and neophytes on perpetual flame might leave more impact than a extra tap on warlocks. We’ll have to wait and see though.

At least shaman gives back most of it’s dust and there’s pivot decks like ele shaman that are dirt cheap and pretty strong.

I might use it as a rank filler if the deck shows up to be significantly weak or just pilot it to a pack legend again to be economical and dust the nerfed cards when done and see how the miniset shakes out.

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@Wadrum, tell me your Discord.

In case you don’t know - Leeroy currently in Wild as 5 mana 6/2 AND in Classic as 4 mana 6/2.
Also, Execute - 2 mana in Wild and 1 mana in Classic

You get the point?

2 Likes

im not sure illucia is a “core” card in a shadow priest deck

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@Mallenroh, can you get online right now?

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Yes, and we’re talking about cards that are different in Wild and Standard. Oh, wait, there aren’t any.

Get the point?

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and what exactly stops devs to make a few? The mechanics is obviously there.

Also : Malygos, Onyxia, Yesera and DeathWing

The amount of supporting cards that would need to be nerfed would be just ridiculous

Seedlock kills off the entire control archetype, and nobody wants to deal with that forever, at least in standard there would be a light at the end of the tunnel.

Because there are already enough posts in the bug forum from people who don’t understand how certain cards work. You want to add people that don’t understand why their cards changed from Standard to Wild?

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Not the point. If people can figure out why a few dozen cards different between Classic and Standard/Wild, they can also figure out why few cards differ between Wild and Standard.

The point is:

They absolutely CAN. Doesn’t mean they WILL. But they CAN.

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Let’s not argue semantics. Yes, from a coding point of view, they can. But from a game perspective, they can’t.

The cards from Classic are of course different from Wild. Don’t be daft. Classic is the original version and Wild is the nerfed version of today. Obviously they can’t be the same.

The cards in Wild and Standard HAVE to be the same, since you can use every card from Standard in a Wild deck (with the exception of two now). Suddenly change that and things will be too complicated and confusing. It also opens a door to a precedent. Remember the first time the Hall of Fame was announced? People had plenty of suggestions for cards. Imagine how it would be if one card was changed in Wild? There’d be a list of cards that “must” change.

Well i’m gonna see how the patches hit, but i’m gonna keep a close eye, the deck was already hovering around 50% legend winrate and while the deck is strong any changes that make a deck go below 49.8% winrate in legend tend to mark going from breaking even to faltering.

But on the bright side if i can get another pack legend out of it if the deck can be passable enough to get piloted over d5-d1 fodder i’ll still likely end up with 2k dust or so post nerf.

I guess at least the plus side is, heads deck survives, gets good value. Tails, Deck falls under that magical 50% legend wr number, might still be able to enter it and then get dusted. So at least it’s losing a cheap deck.

If anyone wants or loses a deck in the dust. Aggro shaman might always be worth a look. 62% current gold wr with only 1-2 epics for the deck and rest commons and rares. Might be a good backup 400-800 dust deck if anyone ever needs. Dirt cheap after commons and rares.

Elemental Shaman

Class: Shaman

Format: Standard

Year of the Gryphon

2x (1) Wailing Vapor

2x (1) Lightning Bolt

2x (1) Kindling Elemental

2x (2) Menacing Nimbus

2x (2) Cagematch Custodian

1x (2) Auctionhouse Gavel

2x (3) Whack-A-Gnoll Hammer

2x (3) Serpentshrine Portal

2x (3) Primal Dungeoneer

1x (3) Instructor Fireheart

2x (3) Gyreworm

2x (3) Arid Stormer

2x (4) Granite Forgeborn

2x (4) Canal Slogger

1x (5) Lilypad Lurker

2x (6) Fire Elemental

1x (8) Al’Akir the Windlord

AAECAaoIBJzOA6/uA9b1A4CgBA3buAOq3gOr3gOM4QPg7APh7AOt7gPj7gPA9gPB9gOMnwT5nwTjoAQA

400-800 Dust aggro shaman deck if anyone needs postnerf. (Solid budget deck to pivot to if nerfs kill your expensive ones to last until the patch or reladder if nerf kills deck. )

You think that’s bad? I think that’s AMAZING! Lets create a precedent, and lets change things! The more the better.
If Classic gets a its own rules mode, so can any mode. Just give it time :wink:

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They already have a precedent.

Standard legal cards that are problems in Arena, Duels, and/or Wild get banned in those modes.

So there’s no need to have 5 different versions of the same card.

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Imagine all the dust that went into crafting cards just to play the Wild Demon Seed deck, and decided to stick to it and not dusting Flesh Giant and Darkglare when they were nerfed just weeks ago, then they just “delete” the deck from existence.