31.0.3 Patch Notes

31.0.3 Patch Notes

Patch 31.0.3 includes balance updates to Standard, Wild, Battlegrounds, and more!

View Full Article

1 Like

So you destroyed Reno. Wow. When are you going to fix the warlock? With the annoying portal? Or Bran for the warr. Why not be fair?!

Warlock quest nerf in wild when?

Feedback for Wild

Cause I am a wild exclusive player, I wanted to comment for the wild changes.

Order in the Court - Reorder your deck from highest Cost to lowest Cost. Draw a card.
I personally like this change, basically buffing the card while killing it for Holy Wrath OTK combo.

The Ceaseless Expanse - Unbanned now in wild.
I welcome this change too, finally playable again outside of Paladin.

Reno, Lone Ranger - Nerfed to no longer limit the opponents board space to 1 board space for their next turn.
I think this change is ok given the current power level in standard, however, with this change many other players and I agree that Reno should have received a mana discount in return, like going back to 8 or 9 mana.

Seabreeze Chalice - Now can only target enemy minions.
You basically gutted spell damage druid in wild and prolly in standard to with this overkill nerf. However, as long as this is necessary for standard, I wish it would deal 3 damage to be more in line with other 1 mana deal 3 to a minion typ of spells.

Quasar - From 6 to 8 mana.
Yes I agree with you there, this was a necessary evil. Being able to combo OTK as soon as turn 3 in wild was simply way too strong, even tho it was kinda inconsistent.

Malted Magma - From all enemies to only enemy minions.
Yeah nothing more to say here, I hope this gets reverted as soon as this expansion becomes wild exclusive. The only deck that used to run this was Even (Totem) Shamen anyways. So … cause Totem Shamen isn’t even Tier 2 atm, I think this has to get reverted after rotating.

Reska, the Pit Boss - From 20 to 25.
This basically kills all wild even DK, which is bad, like a lot of this patch killed wild diversity by killing Tier 2 decks for no reason. I would hope it goes either to 24 or 26.

Mystery Egg - Now reduces the cost of the generated card by [3] instead of [4].
Well that’s bad for wild, like really bad, you just killed another Tier 2 deck for less variety.

Interstellar Starslicer - Now a 3/2 instead of a 2/3 weapon for 3 mana.
This is a welcome buff, but it’s certainly not enough to make it very viable in wild. I think if anything this really should have become a 2 mana 2/2 weapon.

The Rest - I don’t think it’s worth mentioning on the behalf of wild anyways.
Cake and Sleep nerf is expected, mostly whatever and killed off more non-druid decks …

Conclusion: This patch feels horrible for wild, it’s one of the worst if not the worst patch I’ve seen since playing Hearthstone again. We got less deck diversity, by nerfing Tier 2 or Tier 3 decks, this is really FRUSTRATING.
Hence, I hope we get some card reverts or buffs to old cards again, to spice up meta and make it more interesting again. This is bad, cause it generally wants me to stop play Hearthstone all together and that said I did spent money for packs with this and the expansion before and if this trend continues of nerfing I simply will stop playing and spend my money elsewhere.

Suggestions:
This would just give wild more different deck archetypes to build and play with and therefore spending more dust and gold for it.

Pen Flinger - Deal 1 damage to a minion, back to just deal 1 damage to [any] character. Same spellburst.
Might even see play in wild libram paladin again!

Captain’s Parrot - From [2} to [1] mana draw a pirate from your deck.
This helps aggro pirate decks.

Ironbeak Owl - Revert back to [2] instead of [3] mana.
This helps out aggro decks and simultaneously as an anti tech card. This at 3 mana is basically worse than Smothering Starfish.

Mechwarper - Should be reverted back to [2] instead of [4] mana.
Just imagine the much larger pool of viable aggro mech decks…

Corridor Creeper - Should be reverted back to 5 attack instead of 2.
Nothing to add here.

Mr. Smite - Should be reverted back to [6] mana instead of [7].
Once again, this should give aggro pirate decks more leverage, but I doubt this will see play cause of overall too high mana cost at 6 and it’s too slow.

Skycap’n Kragg - Mana cost should be reduced from [7] to [5] mana.
Once again, should make aggro pirate decks overall more viable. This one definitely will…

The Jailer - Should get reverted to its old battlecry.
I know about the Bolf Ramshield combo, however keep in mind which turns we are talking about here. This combo comes down late like turn 7 or 8, even in druid … so I think this is more than acceptable for wild.

Kayn Sunfury - Honestly, just make him 3 mana instead of 4.
He is already a 1 off in any deck and given his special effect it’s 3 damage to the face for 3 mana, potentially giving aggro demon hunter more leverage too. If it will see play at all …

Altruis the Outcast - Has to be reverted to 3 mana instead of 4.
Might see some play eventually again in wild, but I doubt it.

Kazakus - Should have become 3 mana instead of 4 a long time ago.
It nowadays is easly outclassed by Mixologist anyways…

Rake - Once 1 mana, now 2 mana, should go back to 1 mana.
Give druid good board clear again. Might bring back Lost in the Park druid, certainly not a Tier 1 deck anymore.

Gibberling - Used to be 1 mana now 2 mana, should go back to 1 mana.
Give us more aggro variety for wild, good aggro variety, this should help it, but still might not be enough.

Dew Process - From 4 mana back to 2 mana.
Why not? Let mill druid be a thing again, more variety more decks, more dust, more gold, more money.

Spreading Plague - Back to 5 mana from 6.
Hasn’t seen any play, mainly cause nowadays druid deal with aggro by simply generating a bazillion armor, using Rising Wave or Poison Seeds.

Celestial Alignment - Certainly shouldn’t set your opponents mana to 1 again, cause that would be a win-condition in itself, but should cost 7 instead of 8 mana again.

Anub’Rekhan - Should go back to gaining 8 armor instead of 5.
Might see finally see some play again with Brann Bronzebeard and * Astalor Bloodsworn* again.

Harpoon Gun - After Dredge should reduce beast cost by [3] again instead of [2].
This needs no explanation, simply revert the nerf, it is prolly still to weak for wild anyways…

Mok’Nathal Lion - After Egg nerf you could make this a 3 mana 3/2 instead of a 4 mana 5/2.
This would make Egg hunter in wild playable again, even if only Tier 2. It also limits the board clear by giving the free Lions 2 less attack, limited actions by turn timer…

Open the Waygate - Back to cast [6] instead of cast [8] spells that didn’t start in your deck.
Still limited once per game, this gives mages in wild way more deck variety again.

Uther of the Ebon Blade - Could go from 9 to 7 or 8 mana.
Allows for more faster Uther Otk, which normally requires 8 mana anyways. Certainly not Tier 1, but still more consistent and therefor more variety.

“Mindrender Illucia” - Mana cost from [3] to [1] mana, same battlecry. (same effect!)
This is simply a temporal Identity Theft or Madame Lazul at this point.

Shadow Essence - Mana cost back to [6] from [7] mana.
Just look how soon Big Shamen in wild is nowadays playing their expensive minions, turn 3 or 4? Yeah this totally deserves a revert!

Shadowreaper Anduin - Make him [7] instead of [8] mana.
Still won’t see play cause of new Raza the Resealed-

Nitroboost Poison - Back to [1] instead of [2] mana.
This way it might even see use in aggro rogue outside of Kingsbane rogue again…

Efficient Octo-bot - Make it [2] mana instead of [3] mana again.
This is simply mana cheat, however, I am not even sure which deck would run this at currently and could make good use of it. It certainly deserves a revert tho!

Tinker’s Sharpsword Oil - From give your weapon +3 Attack and Combo +3 Attack on a minion back to +4 Attack on weapon and Combo +4 Attack on minion.
Same as Nitroboost Poison hopefully it can make it into some aggro Pirate rogue lists again, at least it could see play in Kingsbane rogue again…

Firemancer Flurgl - Make him cost [3] or [2] mana instead of [4] mana.
Eventually could make pure morloc or shudder murloc shamen viable. People are concerned about Flurgl+Toxfin combo, but keep in mind that Paladin can do the same for 4 mana or even 3 with Enter the Coliseum for 4 mana with Pyromancer+Equality … and this combo isn’t even a 1 off …

Hagatha’s Scheme - Seriously just make it [3] instead of [5] mana.
Nothing to add here … just sooooooooo bad.

Mogu Fleshshaper - This should have been reverted from [9] to [7] mana a long time ago.
Nothing to add here.

Chamber of Viscidus - From [3] mana back to [2] mana. (same amount of uses!)
Once again, this might make aggro discard warlock finally viable again.

Cataclysm - Discard entire hand instead of discard 2 cards and cost [4] instead of [5] mana.
So it no longer conflicts with Soul Barrage and finally making aggro discard warlock any viable again.

Tome Tampering - From 6 mana back to 4. (originally 3 mana)
This should make discard warlock and aggro warlock way more prominent, especially given the burn damage potential. In the current meta there is an shortage of good Tier 1 aggro decks, especially after the pirate nerf.
4 mana is decently cheap but not too soon, still soon enough tho to give the aggro deck some leverage, especially for swinging around the board control.

Runed Mithril Rod - Make it [4] instead of [5] mana.
It still is a worse Emperor Thaurissan at 5 mana without the guaranteed discount.

Vaidris Felgorge - Make it [5] mana instead of [7] mana.
This barely was any good in standard back than, now you have a mech which pretty much does the same but for 2 mana. Therefore reduce its cost.

Ancharrr - Give it 3 durability again back from 2.
Just revert this nerf please, hopefully this could make aggro Pirate warrior more viable again.

Wrenchcalibur - Mana cost from [4] to [3].
I simply hope bomb warrior will be viable at some point in wild again…

Blastmaster Boom - [6] mana 6/6 from [7] mana 7/7.
Same as above, just give bomb warrior some love again for wild.

Well, anyways in case any of the devs read until this point. I want to thank your for your patience and your attention and I hope that Wild will get some more changes with the next patch!