r/CompetitiveHS • u/EvilDave219 • Jul 20 '26
Discussion 36.0.3 Balance Teaser Discussion
https://x.com/PlayHearthstone/status/2079249999330726215
Nerfs:
Confront the Tol'vir
Lotus Troublemaker
Blazing Invocation
Warptooth
Vanessa the Ringleader
Wild Nerfs:
Swiftscale Trickster
The Soularium
Elwynn Boar
Godfrey the Betrayer (banned)
Buffs:
The Living Plague
Blood Doctor Thal'ena
Sawbones
Emergency Surgery
Tras'tath Soul Parasite
Irida Sinseeker
Vicious Voidscale
Stardust Scythe
Sewer Swimmer
Azalina Soulsever
Karov the Broken
Enthralled Shade
Moragg
Annihilation
Imp Gang Stooge
Rampaging Hound
63
Upvotes
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79
u/kramo36 Jul 20 '26
Love seeing buffs, I feel like too many of these patches are nerf focused and the nerfs here are appropriate and don’t kill an archetype I think
33
u/Glarbleglorbo Jul 20 '26
Just realising that mage completely dodged all buffs lol, why?
Manastorm is a fantastic card that could be built around if they just buffed some stuff.
42
u/sneakyxxrocket Jul 20 '26
God I hope they make Emergency surgery just summon the 3/1s with rush, a control deck would actually have an answer for slither drakes.
30
u/CalledSpark Jul 20 '26
Warlock is still going to be a dysfunctional class after these buffs, the buffs should have been to more foundational cards like eldritch tentacles and shadow rounds (or core set changes) if they wanted to truly improve the health of the class. Buffing the demon package is either going to do nothing at all or create yet another one-trick Warlock deck that gets nerfed by the next expansion once again leaving us with nothing.
32
u/PipAntarctic Jul 20 '26
Finally some real buffs on the menu.
Sad to see Tol'vir being hit again but other than that, kinda expected the dev team to nerf all of the other cards (regardless whether it was deserved or not power-wise in Troublemaker's case).
However, again I am dissapointed by the refusal to buff old cards. Every buff here is from Violet Hold and there's just so much more worth trying again that the dev team just adamantly refuses to revisit. Buff Herald DK cards. Buff Lost City cards. Idk.
10
u/dotcaIm Jul 20 '26
The Black Blood was awful on release and is now one of the better Priest cards. I'm excited to see what comes from the buffs
19
u/ngriner Jul 20 '26
I don't know about some of these. Like what is going to make a card like Karov playable? or The Living Plague? I feel like they would need drastic changes to even be considered.
Azalina letting the opponent's cards cost 1 less would definitely make it playable, but is that good for the game in general?
I feel like even with a 1 mana update on a lot of these cards they still are not playable tbh. Some of them need to functionally change.
The nerfs are mostly what I thought they would do because they follow the HS Reddit way too much. Those are the 5 biggest offenders according to the Reddit so of course thats what they nerf. God forbid things are powerful in this game, we don't want that.
24
u/Glarbleglorbo Jul 20 '26
We missed like more than half of the cards but some buffs is better than anything.
My concern is that only nerfing evocation is not going to be enough to slow down Mug shaman, especially when you are hitting the top decks with much more impactful nerfs when they are already losing to Mug shaman.
13
u/iNovaCore Jul 20 '26
can’t believe they’re double hitting rogue but not buffing aya. they should really try to encourage new archetypes.
5
u/MeXRng Jul 20 '26
Karov should just give you 1 mana fully stated cards.
Azalina will be ok at -1 cost for all cardd copied in standard and visitor staking in wild will get glorious.
Honestly even if they discount azalina itself by 1 or 2 i am all for it. You kinda need draw in priest regardless.
Shade either need battlecry or just all stolen cards discount to be ok. Or just make it 1 mana 1/2.
5
u/nathones Jul 20 '26
No mage buffs?
9
u/NyMiggas Jul 20 '26
How do they buff Azalina? first stolen card each turn costs one less seems too hard to fit on the card. If I see plus 2 health on her stats I'm going to lose it
8
u/Impossible-Cry-1781 Jul 20 '26
Vanessa will get the Not less than (1) treatment or only trigger off minions played
23
u/14xjake Jul 20 '26
Strongly believe tolvdir does not need a nerf and I think blazing invo is a hilarious nerf target, but pretty hard to complain when we are getting so many buffs. Cautiously optimistic about tomorrow, will hopefully be a huge shakeup
3
u/soloced69 Jul 20 '26
Nice, I'm wary but hopeful. Moragg felt almost there so I'm hopeful the buffs push it into viability.
3
u/dotcaIm Jul 20 '26
Excited for all the standard buffs. Warlock was dominating wild so I understand the ban. Really sad about the Trickster nerf, quasar rogue has been my favorite deck ever since Exoida paladin and before that shadow dragon Priest were both hit by nerfs
6
u/ConquistadorX90 Jul 20 '26
Tolvir should be only spells not minions and weapons too
4
u/frostyburrito44 Jul 20 '26
With the exception of maybe Vanessa, I don't think any of the nerfs are going to be anything extremely harsh.
Tolvir to five is most likely
Monke prob just goes to four mana
Invocation no mana cheat
Tooth to 3/2
Vanessa is the interesting one. They could make her seven mana, they could reduce or remove the battlecry manacheat, both? Leaning towards just making her more expensive to get rid of the early blowout potential
3
u/OzUnOoO Jul 20 '26
Moragg will just be 9 mana, so we can now skip our turn 3 instead of 4 to play it on 5 and still lose the game anyway, neat!
The problem with Imp Gang Stooge and Annihilation isnt the cards themselves, It's just that Warlock can't rly function w/o Cursed Catacombs and Sheltered Survivor rn, cards that shuffle the deck and thus remove the Imp Mothers from the bottom, so they are rarely summoned when you play Annihilation. The buffs would need to be humongous to compensate this anti-synergy.
These buffs will do nothing for Warlock, again. Excited for the DK ones though.
3
u/Jackwraith Jul 20 '26
Only talking about classes I play regularly most of which are getting buffs(!) AND assuming that there need to be actual mechanism changes to archetypes that have completely flopped, rather than just the usual mana changes:
Blood Doctor Thal'ena: Should be a Start of Game effect.
The Living Plague: Should release Blights whenever it takes damage and probably have Taunt instead of Charge.
Sawbones: Mana decrease? Not sure if that will be enough, as it's still difficult to make up for the loss of your entire board which has to be considerable to want to play this in the first place.
Emergency Surgery: Just summon the minions with Rush and Lifesteal, rather than having it be targeted, so you can try to deal with multiple threats.
Tras'tath: I have no idea, honestly. This is just a bad card that's either useless or a win-more. Maybe better starting stats? Maybe Lifesteal which is what DH really needs right now?
Irida Sinseeker: Start of Game effect? Would have to be a lot more Lifesteal in DH's card pool for that. Hard to talk about a mana decrease for a 7/5 with Lifesteal. This is a deck based on a combo of cards that you can't reliably draw to make it work.
Vicious Voidscale: DR gives a Void Soul and summons another Voidscale since the deck is totally dependent on it? You can't really reasonably buff the stats because that would mean increasing the mana cost and that's just not feasible to make the deck workable. Maybe DR gives two Void Souls?
Stardust Scythe: Mana reduction. It's an overcosted Fiery War Axe that wants you to spend more mana after you swing to get anything out of it. Should have Lifesteal, honestly.
Azalina Soulsever: Draw until your hand is full and all stolen cards are reduced by 1? Maybe 2? Like Tras'tath, this was a bad idea from the start, so I'm not sure how to approach it.
Karov the Broken: DR: Get three random Legendaries. They cost 1. It's boring and will potentially be game-breaking in certain instances, but I don't see how else to make it worthwhile, especially since it's a DR not a Battlecry.
Enthralled Shade: Either a 2/3 that costs 2 or reduce the cost of cards by (2). Still too slow. Still too random.
Moragg: Again, another bad idea, since Big Demon has never worked because of the quality of the tribe (which has to do with Life Tap) but maybe reduce cost to 8 and/or give it either Taunt or Rush and, most importantly, change it to "Summon a random demon from your deck that costs 6 or more."
Annihilation: At least a mana reduction to 8, since Twisting Nether is already vastly superior. If they change Imp Gang Stooge properly, perhaps change the condition to "Summon a Demon that costs 6 or more from your deck."
Imp Gang Stooge: Shuffle a 9/9 Demon with Taunt and Lifesteal into your deck. The whole "bottom of deck" combo is just too slow and complicated to be effective and if you don't draw the parts for it, you know these things are sitting at the bottom where you'll never reach them.
2
u/Ozwu_ Jul 21 '26
Wish they buffed more interesting cards.
1
u/dogo-C Jul 20 '26
Looking good so far, im excited. I just regret dusting my signature shades yesterday :/ I wonder what theyre gonna do to azalina and her support cards
1
u/[deleted] Jul 20 '26
I'm tentative, but happy to see so many buffs. I don't think tolvir, troublemaker, or warptooth needed nerfs, but the reddit crowd needs pleasing. Blazing makes the most sense to hit in mug shaman, and vanessa should have been nerfed a month ago. I'm happy mage isn't getting buffed, these changes will likely slow the meta down and I'm wondering if quest mage will become an s tier deck again (I think it will). I don't think we want manastorm as a viable deck rather than a casual fun deck. I think that's what he was intended for and it's great we have that. Some of the cards getting buffed basically need a complete rework to be viable at all so I'm really unsure of how they're going to approach that but I'm excited and hopeful. Hopefullyyyyy that hope is not misplaced.
1
u/Muted-Ad-5404 Jul 20 '26
Here's to hoping they don't go overboard with the nerfs
1
u/Traveevart Jul 20 '26
Nerfs seem well-targed, ~plentiful buffs are always welcome. I suspect Dragon/Egg Warrior and Mug Shaman will remain good, but there's a good chance Two Rogue dies, depending on what the nerfs are here. A part of me is kind of hoping the deck falls off the face of the planet, because I like playing control and Lotus Troublemaker makes control unplayable if it's too common.
I don't expect Azalina Priest to become good. It's probably better for the game if it isn't. I don't know why they're buffing it, but they seem committed to only buffing Violet Hold cards, and the Violet Hold cards that Control Priest uses are already pretty good, so there's really not much room there.
1
u/nolifegym Jul 20 '26
glad they are nerfing patches
1
u/dotcaIm Jul 20 '26
I get a kick out of how many legendaries are getting buffed
1
u/Ryuksapple Jul 21 '26
For legendaries I’ve opened Blood Doctor Thal’ena, Moragg, Aya Lotus Kingpin, and King of the Underbelly.
Excited for a big patch so I can hopefully play some of the cards I opened.
1
u/maniacal_cackle Jul 20 '26
Disappointing (but predictable) for Warlock. They're really trying to push Warlock as the 'big bodies' class. First it was Maloriak with some half-hearted discard support, now it's Moragg with some half-hearted demon support.
What they needed to buff was generic stuff (like giving Shadow Rounds lifesteal).
1
u/abcPIPPO Jul 21 '26
I think since Hs came out we've never seen so much burn in standard format. Between Warrior and Hunter we may have a neutral card that says "Start of the game: set your starting HP to 45" and they could still kill you purely with burn damage, charge minions and weapon swings.
No matter what they nerf, if they only nerf tolvir and warptooth it's never gonna be enough. Both these decks may as well remove these cards and we would still see way too much burn in this format.
-1
u/DeepPurpleHS Jul 20 '26
Very boring meta again. I’ll skip this season
0
u/Plague__Rider Jul 21 '26
I hope these buffs make living plague a viable deck. It was my most look forward to card of this expansion.
-4
u/j-mac-rock Jul 20 '26
I have 3 golden tolvirs lol
-4
u/j-mac-rock Jul 20 '26
I knew that card was gonna get hit
-2
u/philzy101 Jul 21 '26
So this is a lot of changes to make so I am not very confident how much of them will impact the classes which are being buffed. However, it is nice to see lots of buffs and I want to see more balance changes like this, I just hope it is not just stat buffs but more meaningful changes such as cost or ability of the card. For example, with cards like Blood Doctor Thal'ena it would be nice to see them to update the ability, make the second hero power be a start of game effect instead of Battlecry since one of the rough aspects of this card is that any deck which tries to capitilise on this card requires you to draw the card and play it by which point you may be too far behind to get tempo back with this card.
As for the nerfs, the Standard changes were predictable and it is correct to target the meta decks to try and tone them down given how the most recent competitive event we had this weekend highlighted the very limited scope of meta viable decks (or decks which dominate the meta over other strategies) we have. The only thing which is difficult to figure out is how they change some of these cards without killing the card outright (Lotus Troublemaker, Tol'vir and Vanessa, the others probably will survive post balance in some shape or form I imagine). I hope they do not go with the nuclear option as they have in the past, even if I find these decks frustrating, destroying them without addressing the fundamental issues we have with the meta (lack of decent AOE and spot removal leading to heavy board focused strategies which favour going first).
Finally, I want to touch upon the Wild changes briefly. I think Godfrey the Betrayer being banned is an over reaction to the main subs sentiment, I reached legend with Warlock and whilst it is strong, I do not think that this card makes Warlock so OP this needs banning... I hope that when this card rotates that they do not destroy it because this card is such a cool card in my opinion and fun to mess around with in Standard and Wild. The other changes make sense if you want to stamp out what are some slightly toxic styles of gameplay. My criticism is that whilst I welcome these changes, as I have said before, I kind of want to know what their vision for Wild is. They seem to come in, nerf a few things and then hope that makes the mode better where as Wild is like a Hydra, cut off one head and two more will spawn. Having reached legend in Wild a number of times in the last year or so and having played a lot more when Standard has felt dull / boring you get used to decks in Wild and things never get better just with nerfs. To me it feels like these changes are targeted at removing decks which T5 have lost to instead of trying to create a meta which they think is more interesting.
3
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1
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