We’ve just learned some pretty big news. Devs have previously teased that they MIGHT want to revert some nerfs when rotating cards out to the Wild. Today Iksar has confirmed that it is indeed happening. Current plans are to revert nerfs of 10 cards in total (although he mentioned that the plans might change):
- 5 cards that are currently in the Wild
- 4 Year of the Raven cards that are rotating out to Wild
- 1 Year of the Dragons card – I assume that he means that they are un-nerfing a card that is NOT rotating out
Iksar did NOT specify which cards they might want to un-nerf. Do you have any guesses what those cards could be?
Planning on reverting a handful of card nerfs just before the upcoming set rotation. We’ll share details on exactly what those cards are in the next couple weeks but they currently include 5 Wild cards, 4 Year of the Raven cards (rotating to Wild), and 1 Year of the Dragon card.
— August Dean Ayala (@IksarHS) March 5, 2020
Here are some of our ideas (keep in mind that we’re just making educated guesses – nothing is confirmed):
We had A LOT of Wild cards nerfed over the years, so it’s hard to pick just 5. Here are the ones I would consider, though:
- Yogg-Saron, Hope's End – The card used to be too powerful and too random back in Standard, but I don’t think it would be the case in Wild now. There are LOTS of spells that can just ruin your day on the spot. On top of that, Turn 10 is really, really late in Wild – most of the decks plan to kill you way before that, even slower Combo decks plan to kill you around that turn. But un-nerfed Yogg-Saron would be fun for more casual players and those who like lots of RNG.
- Raza the Chained – It might push back Highlander Priest into viability, although they would probably need to do some playtesting first in order to check out whether it wouldn’t be too strong.
- Spiteful Summoner – Has some fun combo potential, was too strong in Standard at 6 mana, but I don’t see it ruining Wild in any way (while people might try out some new comps).
- Call of the Wild – Most of the Hunter builds in Wild are Aggro, and un-nerfing CotW might be a push for Highlander / Spell Hunter builds. Alternatively, the same could be accomplished by moving Lesser Emerald Spellstone back to 5 mana.
- The Caverns Below – What? Unnerfing Quest Rogue? I know that some of you might have had a PTSD attack just from reading that. But no, don’t worry – the deck was never really oppressive in Wild. In fact, it was quite recently “shadow nerfed” by changing how Sonya Shadowdancer interacts. They could absolutely revert one of the nerfs (keep in mind that the Quest was nerfed twice) or possibly even both without really creating an insane deck.
Year of the Raven
Here the list is much shorter, since not THAT many Year of the Raven cards got nerfed. Now the question is whether we count the cards that were buffed and then nerfed once again (Extra Arms, Luna's Pocket Galaxy. I will assume that those do count too.
- Dr. Boom, Mad Genius – I’m pretty sure that this will be one of the Year of the Raven cards with reverted nerf. The card was NEVER oppressive in Wild. Wild is a format where running slow, grindy Control decks is not a great idea. That’s mostly because we have multiple combo decks that can just take you out even if you stack a lot of armor and have tons of value in your hand (e.g. Quest Mage, Mecha’thun Warlock). In fact, any kind of Control Warrior build is very weak in Wild, so it could use some help.
- Raiding Party – The card deserved its nerf in Standard, that’s for sure. However, since it was nerfed alongside Preparation, the previously “free” combo became a 2 mana combo, making the Raiding Party nerf hurt even more. But in Wild, it might be an interesting one to play in Kingsbane Rogue, or possibly in some Aggro Pirate Rogue. I don’t think it would be problematic in Odd Rogue, because while the deck wouldn’t mind drawing Pirates, I don’t really think that it needs to draw a weapon (it doesn’t play any).
- Reckless Experimenter – Now that Echo cards were nerfed so they can never cost less than 1, the original reason for this nerf is kind of pointless.
- Extra Arms – Not sure about that one, but between Arms and Luna’s Pocket Galaxy I feel like Arms have a higher chance of getting un-nerfed. While Combo Priest is a deck in Wild too, I don’t believe that 2 mana Arms would push it over the top, while 5 mana Galaxy might have some long term implications. There’s also Giggling Inventor, but I don’t think that they want to make it 5 again, since the card was really, really annoying to play against.
Year of the Dragon
There’s only one card here to guess, so it’s a hard choice.
One option is Necrium Apothecary. The only reason why the card was so strong were Year of the Raven cards like Necrium Blade, Necrium Vial or Mechanical Whelp. With those gone, I don’t think that Necrium Apothecary will be a problematic card anymore.
Alternatively, I think that Galakrond Shaman was overnerfed. Yes, it deserved to get hit, but probably not that much. Maybe one of their Invoke cards like Invocation of Frost or Corrupt Elementalist will get changed back. Possibly Sludge Slurper, because honestly I’m not sure why the card was nerfed in the first place (it was good, but didn’t feel broken).