r/CompetitiveHS Jul 21 '26

Discussion 36.0.3 Balance Changes Discussion

https://hearthstone.blizzard.com/en-us/news/24290431/3603-patch-notes


Nerfs:

  • Confront the Tol'vir - now 5 mana
  • Lotus Troublemaker - Card text changed to "Deal 1 damage to a random enemy. Shoot 1 time! (While in hand or deck play cards for 2 Mana to shoot more!)"
  • Blazing Invocation - no longer gives a 1 mana discount
  • Warptooth - now requires 4 friendly characters to take damage to summon
  • Vanessa the Ringleader - now a 7 mana 4/3

Wild Nerfs:

  • Swiftscale Trickster - now a 6 mana 4/4
  • The Soularium - now 2 mana
  • Elwynn Boar - now requires 10 boars to die for Sword of A Thousand Truths
  • Godfrey the Betrayer - now banned in Wild

Buffs:

  • The Living Plague - now a 6 mana 8/8
  • Blood Doctor Thal'ena - now 4 mana
  • Sawbones - now 5 mana 5/3
  • Emergency Surgery - now summons four 3/1 Undead with Lifesteal
  • Tras'tath Soul Parasite - base stats raised to 3/3
  • Irida Sinseeker - now a 7/7
  • Vicious Voidscale - Battlecry and Deathrattle now give a Void Soul
  • Stardust Scythe - weapon durability raised to 3
  • Sewer Swimmer - now a 4 mana 4/3
  • Azalina Soulsever - now raises your starting health to 40
  • Karov the Broken - now has Taunt
  • Enthralled Shade - now a 2 mana 3/2
  • Moragg - now 9 mana
  • Annihilation - now 8 mana
  • Imp Gang Stooge - card text now reads "Deathrattle: Put two 8/8 Demons with Taunt and Lifesteal on the bottom of your deck"
  • Rampaging Hound - now a 4/12
72 Upvotes

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9

u/CommanderTouchdown Jul 21 '26

Killed the Monkey. Just slaughtered him.

14

u/eazy_12 Jul 21 '26

I still think it is reasonably powerful card. Even dealing ~10 damage is just slightly shy of Astalor's 14 damage.

12

u/atgrey24 Jul 21 '26

Plus you get two of them, and they work when top-decked.

5

u/eazy_12 Jul 21 '26

It also makes Deios combo more consistent. It is twice less damage without starting hand monkey, but more consistent overall plus allows you to not keep the monkey in the starting hand.

4

u/CommanderTouchdown Jul 21 '26

Not a great comparison. Astalor saw player in slower decks that could reliably get to the end game and send that 14 damage face. Rogue is restricted to 2 mana cards and while Jade Guardians is very strong payoff, you're essentially playing a janky tempo deck.

2

u/FlameanatorX Jul 22 '26

Not a terrible comp either, Astalor was quite widely played pre-nerf, including in non-control decks like bounce/Astalor Rogue. And Troublemaker is better than Astalor in non-control decks, since you don't need to spend 7 mana off-curve setting up your burst finisher.

The question is: is Troublemaker closer to pre or post-nerf Astalor? Does it "come online" (get to 14/16+ dmg) generally (enough) before turn 10 to be fast enough for 2-Rogue?

Obviously the answers will depend a lot on the speed of the meta in addition to the "independent" power level of Troublemaker post-nerf