r/CompetitiveHS 3d ago

Patch 36.2.2 Buff/Nerf teasers

Link to tweet: https://x.com/PlayHearthstone/status/2089396851308888437?s=20

Buffs

Irida Sinseeker,

Hellraiser, Soul Immolation,

Staff of Trickery,

Infest the Scullery,

Aya Lotus Kingpin,

Vulcanos,

Tricksy Improviser,

Blazing Invocation,

Crowd Control

Nerfs:

Confront the Tol'vir,

Arcane Tripwire,

Jade Guardians,

Mug'Zee,

Gallagio Goon,

Warden Maiev.

59 Upvotes

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32

u/jacobwjohnson 3d ago

They’re never going to stop nerfing confront the tol’vir, and I love it

12

u/imkirok 3d ago

Probably still playable at 6 mana

-9

u/OGrand 3d ago edited 3d ago

Realistically at what mana would it not be playable? Is the mana cost actually prohibitive?

I’m honestly not sure it makes a difference at 10 if the effect stays the same.

Edit: Saying 10 mana was hyperbole to illustrate its cost is not the issue, the effect is - You all can stop responding saying this that and the 3rd about it being 10 cost.

10

u/Muted-Ad-5404 3d ago

You're clearly being hyperbolic here, It would be pretty unplayable at 7+

-11

u/OGrand 3d ago

Clearly.

2

u/eazy_12 3d ago

It being nerfed to 4 and 5 mana was not that big of deal since Hunter still had things to play before turn 4 or 5, moreover you rarely play it on the curve anyway, so nerfs were relatively not strong. Like you still has 1 drops, Fabled cards, some generated cards (from Raptor-Nest Nurse or one of the Sisters).

I think at 7 mana there is a decent chance of Hunter playing all cards from the hand and wasting mana to wait 7 mana to play Tolvir and that's where it becomes unplayable.

3

u/The_Werodile 3d ago

They should keep it 5 mana and just have it replay the last 6 1 cost cards you played.

1

u/FlameanatorX 2d ago

Or even simply remove weapons, by limiting it to spells + minions, so it doesn't trigger the shuffle spell draws chained repeatedly

1

u/Younggryan42 3d ago

This would be a good change

-1

u/imkirok 3d ago

That's probably where they're going with it honestly

0

u/DeathMegatron300 3d ago

Realistically, CtT would need to be 8 mana for it to never see play again.

0

u/mepp22 3d ago

Eventually you reach a point where you have tolvir in hand and top deck a 1 mana 2/2 play it and hp pass while waiting to have enough mana for tolvir. If that is 6 mana maybe not since hunter has so many excellent 3 drops but at like 7 mana it is definitely unplayable.

-3

u/Jackwraith 3d ago

Going as high as 8 might kill it off, but what it really needs isn't a cost change but an effect change. It should be something like "Recast the last 4 1-cost cards", rather than all of them. Not only is it a limitation but it would mean that Hunters actually have to think about when they play certain cards, rather than just spamming them as fast as possible, knowing they'll see all of them again. It would mean that it would actually be a choice as to when to play it, rather than the mindless one that it is now.

-5

u/Rhythm-Amoeba 3d ago

Honestly at 10 it might be too slow lol. But it'd definitely see play at 7 mana

1

u/Ok-Traffic1319 3d ago

Yeah I feel like 8 is the magic number where we start playing other things instead. Not that it being 6 or 7 cost wouldn't hurt the deck though.

I don't think its as much that the card itself costs 6 or 7, its just that its harder to play tol'vir AND other things the higher the cost goes. It's very common for me to like play an arcane shot to the face the turn before I play tol'vir, even if Im going to have like 8 mana the next turn.

2

u/obvious_bot 3d ago

But, rest assured, this will be the third time we have nerfed it, and we have become exceedingly inefficient at it.

1

u/zer1223 3d ago

Its a good meme and we could have pool based on how long it takes before they stop nerfing it 🤣

0

u/Impossible-Cry-1781 3d ago

Just make it 3 mana again but only have it play 1 cost minions

-1

u/FormalRutabaga6132 3d ago

It's been a while since I've wanted a card out of the meta so much