More Information About Balance Patch This Week? Saviors of Uldum Nerf Candidates!

It’s happening! Nerf patch will go live August 26. Read more here!

It’s been all but confirmed – Saviors of Uldum balance patch is coming soon. In a reddit thread about Tombs of Terror (SoU adventure), one redditor commented that he hopes Blizzard is prioritizing a nerf patch before single player content patch. For which Mike Donais replied:

Yep, we will give more info on balance changes this week hopefully. (Source)

The fact that a balance patch is coming is not surprising by itself (we’ve seen one after every single new set since Karazhan), what is unusual is that the nerfs might be out so quickly. Saviors of Uldum is out for only 2 weeks, so the expansion is still very fresh. For a very long time, Knights of the Frozen Throne nerf patch was a “champion” when it comes to speed – it came out roughly 5-6 weeks after the expansion’s release (which was really fast at the time, compared to the usual 2+ months we had to wait). However, more recently, Rastakhan’s Rumble has broken that record, releasing the first balance update only 15 days after launch. While we definitely won’t beat that one, having a balance patch within the first three weeks after expansion’s release is still uncommon.

We’re very happy that Team 5 is not afraid of making quick decisions and speeding up their usual balance schedule when some cards really need to be changed. But what needs to be changed, exactly?


Mike Donais was streaming today and he might have revealed some information ahead of time. In a private message, he confirmed that Extra Arms will be back at 3 mana, while Conjurer's Calling will get nerfed to 4. However, we’re not sure whether those are true information or he was just teasing viewers.

Potential Nerf Candidates

While the current meta is not the worst balance-wise, and basically every class has at least one semi-viable deck, we have some clear outliers on both sides of the spectrum. As we get further from expansion’s release and players optimize the decks, the gap between best and worst classes will grow quickly. Which means that a fast reaction like this one can prevent that from ever happening. A good balance patch might change a meta full of 3-4 best classes to a more balanced one, where everyone has a fighting chance. Of course, it would be foolish to expect a perfect meta, when every class is tied at 50% win rate and it all depends on players’ skill, but the truth is that a post-nerf meta is way better than a pre-nerf one most of the time. Now, the question is – which classes, and more precisely which cards in particular might get changed in the upcoming patch?


If I had to pick the most likely candidate to get hit by a nerf bat, it would be Warrior. The class was already dominating in Rise of Shadows, yet it somehow dodged the bullet when the nerf patch focused on Tempo Rogue. Only Archivist Elysiana was nerfed, from 8 to 9 mana, which meant that you can no longer consistently do the bouncing/shuffling shenanigans. This, however, mostly mattered in mirror matchups anyway, so was mostly irrelevant for the class’ power in general.

When it comes to cards that will get changed, Dr. Boom, Mad Genius would be the best bet. It’s one of the only Hero cards left in Standard and the most powerful one at the same time. When other classes still had access to Death Knights from Knights of the Frozen Throne, it wasn’t that problematic. Once those have rotated out, however, it has been dominating the meta. When one class has access to such an upgrade while others don’t (Shaman has Hagatha the Witch, but her effect is weaker, so is Control Shaman in general), it’s easy to say how unbalanced it is. On top of infinite value from Hero Powers (because basically every Hero Power acts as an “extra card”, cheap one, but still way stronger than the regular Hero Powers), Dr. Boom also gives all Mechs Rush, adding LOTS of tempo to the late game turns. Which means that in many cases late game Control Warrior can’t be outvalued and can’t be outtempo’d, making it difficult and frustrating to play against.

Another solid candidates include: Omega Devastator (one of the best late game cards in Hearthstone, the best nerfs would include stripping it of a Mech tag so it can’t be discovered multiple times per game or reducing the damage it can deal significantly), Omega Assembly (amazing value tool, getting 3 usually solid cards for 1 mana is amazing, the best way to nerf it would be either reducing it to 2 cards it to keeping 2 of the discovered cards or increasing the mana cost) or Dyn-o-matic (Control Warrior staple, great at dealing with board floods and single, mid-sized minions alike).

However, we need to remember that Blizzard has a tendency of fixing current class problems by nerfing the Classic cards that have been around for ages and weren’t broken without the new tools introduced in expansions. Which means that there’s a chance that they might decide to target cards such as Brawl or Shield Slam instead. Those two have been Control Warrior staples since the deck’s inception, and some of the strongest Classic cards in general, so they probably are somewhere on their radar.


Another class that might get nerfed is Mage. Even if it wasn’t on their radar before (for some reason), it certainly should be after the latest Masters Tour Seoul tournament. Mage was BY FAR the most popular class, brought by nearly 40% of players (followed by Warrior at ~20%, Rogue at ~13% and Hunter at ~10%). A huge part of the whole event (including Grand Finals) were Mage mirror matches, and anyone who has watched it had quickly came to a conclusion that the some of the class’ cards are too powerful right now.

Picking the most likely nerf candidate is not difficult, but pretty ironic. Luna's Pocket Galaxy was considered a useless card for a very long time, until it was buffed from 7 to 5 mana roughly 2.5 months ago (as a part of the Rise of the Mech event buffs to eighteen Boomsday Project class cards). While most of the cards got a single extra stat point or their cost was reduced by 1 mana, Luna’s Pocket Galaxy was one of the biggest buffs. Decreasing a card’s cost by 2 mana is massive. Take basically any bad 7 mana card, reduce its cost by 2, and it suddenly becomes way more interesting. Given that Luna’s effect is incredibly powerful and the main problem was that it came so late and you had to spend so much mana doing nothing, cutting the cost by 2 made a massive difference. Right now, the card is a Mage staple, seen in most of the decks. Stats are a testament to how powerful it is. Keeping a 5 mana “skip a turn” card in your mulligan increases your win rate by over 10% and makes some matches against Mage absolutely hopeless. Sure, they skip a turn in the mid game, but their next draw can be a 1 mana Alexstrasza that will set opponent to 15 and have an 8/8 body that is hard to deal with, 1 mana Tortollan Pilgrim that will put a 5/5 body and potentially clear the entire board from opponent with a Flamestrike, or even a 1 mana King Phaoris, which might summon a few high cost minions and just seal the game against lots of decks. How can this card be changed? Well, the easiest and cleanest way would be simply reverting the buff (and if I had to guess, that’s what they are going to do).

Looking at the other candidates, Conjurer's Calling is the most likely one. The card has proven to have way too much tempo packed into such a cheap card. While it’s completely balanced when used on a lower cost cards, it becomes broken when played on a high cost minions and just creating more of them for 3 mana. Of course, under a normal circumstances this would be a non-issue, because those combos would not be relevant until late game, and it would be impossible to drop a huge minion and then play 2x Conjurer’s Calling on it due to mana restrictions. But between Mountain Giant, which can be played for as little as 3 mana, and Luna’s Pocket Galaxy, thanks to which all of the expensive minions cost 1 mana, it’s easy to find a great Conjurer’s target nearly every game. And turning that already menacing 8/8 into two 8/8’s is more than lots of decks can handle.

Also, if they want to target Highlander Mage in particular, nerfing either Zephrys the Great or Reno the Relicologist might be an answer. Given that Highlander Hunter is also one of the strongest decks in the meta, and it might certainly benefit from other best decks getting nerfed, whether we like it or not, hitting Zephrys might be an answer. But do they really want to nerf a card they spent SO much time working on? I hope not, because I’m having the time of my life with all sorts of Highlander decks now.

But again, just like in case of Warrior, Blizzard might also look into some of the Classic cards instead. In case of Mage, I think that they might consider changing Neutrals instead – Mountain Giant in particular (and a Sea Giant to a lesser extent). Anyone who has been playing the game for a while knows that Giants can be problematic in certain decks. Mountain Giant, for example, has been a staple of decks that can draw a lot. 8/8 dropped on T4 is very strong. But it’s even stronger if those decks run a way to then multiply it (just like the old Cube Warlock, or now different variants of Mage) – just like most of Mage decks did ever since Rise of Shadows. On the one hand, nerf to Conjurer’s Calling should have a higher priority in my opinion, but on the other hand, Giants do restrict the potential card design a bit, and it’s never fun to face a T3/T4 8/8, so I honestly wouldn’t mind seeing it nerfed too.


Paladin might not be the strongest class in the current meta, but it has one of the most polarizing decks in the game – Murloc Paladin. While Murloc Paladin is nothing new, in the past the deck relied on “fair” Murloc synergies. On naturally playing a Murloc curve, flooding the board with them, and trying to finish the game with a big Gentle Megasaur or something. However, there’s nothing “fair” about the current Murloc Paladin. If the deck tries to play naturally, on curve, it’s very weak. With zero Class synergies for Murlocs and limited Neutral ones, most of the decks can beat it. However, that’s not the deck’s main game plan. Instead of trying to boost the regular Murloc strategy with some buffs or such, it plays only two different spells – Prismatic Lens and Tip the Scales. The goal is to play Lens as quickly as possible, draw a very cheap Tip the Scales off of it and then summon 7 Murlocs to the board. After that – it’s simple. If the opposing player has some AoE capable of dealing with that board – the game is still on. If he doesn’t – Murloc Paladin just wins.

While it’s not the most powerful strategy, it’s simply annoying to play against. There are basically no fun and interesting matches that go back and forth, no skillful decisions, no… nothing. Many decks, like Tempo Rogue, can easily beat the regular Murloc curve, but absolutely can’t answer the Tip the Scales board flood. So the game basically boils down to whether they have it or not. If they do – you lose, if they don’t – you win. Where’s the fun in that, exactly? In the past, we’ve seen cards getting changed based on how they FEEL to play against and not only based on their power level, which is why I believe that there’s a chance for this strategy to get nerfed.

The easiest way to do it would probably be upping Prismatic Lens’ cost to 5 mana. It might not seem like a big change, but delaying Tip the Scales by a whole turn should make a big difference. On the other hand, Holy Wrath Paladin would suffer from collateral damage – the deck also runs Prismatic Lens, but it’s a pretty balanced card in it. It might still be worth it given that the deck is nearly non-existent now, but still, punishing one deck for the sins of another is not something I particularly like.


In context of potential card changes, Priest is discussed way less than Warrior and Mage. But did you know that it’s one of the strongest decks in the current meta? Right now, it has the highest win rate out of all decks in R4-Legend. Combo Priest is also one of the most common decks I’m seeing that climb to high Legend.

The deck’s power is – obviously – highly related to the new cards from Saviors of Uldum. The expansion was simply amazing for the class, giving Priest access to cards like Injured Tol'vir, Holy Ripple, Neferset Ritualist, High Priest Amet or Psychopomp. While none of those cards is broken, they all simply fit very well into this archetype and carry each other through different synergies. If you add the recent buff to Extra Arms (turning it into probably the strongest buff card in the game right now), Priests really can’t complain. The main power of the deck, however, comes from the combo as old as Hearthstone itself – Divine Spirit + Inner Fire. Buffing health of a minion, then doubling it (or quadrupling it with two copies of DS), then matching minions’ attack to its health is a simple, yet effective way to close out games. No matter if you go for an OTK or just create a big minion in the early/mid game, those cards are really powerful. And they have been a part of Priest’s identity for years now. While briefly pushed out by Mind Blast combos, they came back again after Mind Blast was Hall of Famed.

On the one hand, I would like to see them nerfed. They’re pretty annoying to play against, and it gets boring facing the same old DS/IF combos for YEARS. On the other hand, they are basically the only powerful win condition left in Priest’s Classic set, so getting rid of those right after getting rid of Mind Blast might be too much of a hit for poor Anduin. I think that the best solution would be Hall of Faming (or nerfing) Inner Fire. Divine Spirit by itself is not problematic, it’s a strong card in the right circumstances, but buffing a minion to 20+ health alone is not winning you the game. Then, Blizzard can decide to print new activators for it every now and then and control whether the combos will be viable and how strong they will be. For example, Topsy Turvy from Boomsday Project is a good example. Nerfing Inner Fire would not kill the combos, because Turvy would still be around. And after it rotates, they could either print another similar card or take a break.

Of course, there might be no need to make any changes just yet. Things might naturally fix after a meta shake-up, but it might still might be a good opportunity to finally do something about the Priest’s Divine Spirit combos, which are probably on Team 5’s radar for many years now.


And finally, Rogue. This one is probably the most obvious of them all, and I’m 99% sure that it will happen in one way or the other. The Caverns Below really need to be nerfed, the card has oppressed Hearthstone players for way too long. The recent “bug fix” that should probably be called the third nerf clearly wasn’t enough. The one player who still runs it in Wild has an impressive ~35% win rate with the deck, and such a thing simply can’t be allowed.

Okay, just kidding. Sorry, I really had to do it.

Crafting/Dusting Guides

Balance patch coming soon also means that we have to delay our Crafting and Disenchanting Guides that were supposed to be updated this week. Even though we know that you would love to see them,  and we’ve already started working on them, there’s no point in spending many more hours updating them when they will become useless again very shortly. Updating those after a balance patch is not as easy as just removing the nerfed cards from the list – when top decks are getting hit, it gives an opportunity for many new decks to thrive, meaning that even a few card changes can make the meta completely different.

That’s why we have to delay those for until the nerf patch hits and the meta stabilizes a bit. We apologize for that, but we just can’t recommend any crafting decisions knowing that you might regret them in a week or so.


A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

Check out Stonekeep on Twitter!

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  1. […] news, everyone! The nerf patch hinted at 2 days ago has just been announced. The two nerfs “leaked” on Mike Donais’ stream also […]

  2. PitLord
    August 21, 2019 at 8:33 am

    The link of the tortollan in the article its the old one, the generic card (that see play only in arena maybe) from un’goro not the mage card

  3. Defner
    August 21, 2019 at 3:14 am

    My worst decision on my HS career was to dust The Caverns Below after first (or second) nerf. I’m still weeping for it even that I know it’s not same anymore. Maybe I should craft it golden for the sake of my very own self.

  4. PitLord
    August 21, 2019 at 1:26 am

    Boom should be nerfed to: armor gain to 5 (like any other hero), remove of the option of 7 armor hero power and your mech that cost 7 or more have rush, otherwise you can rotate in wild right now where is not a problem.

    Luna Galaxy: most stupid card in the game, druid need a quest (nota easy quest) to discount minion to 0, and always druid get her ramp card nerfed (class identity….), reverse the buff to 7 cost or just to be sake to 8 so this shitty barnes 2.0 will never play again.

    Conjurer Calling: I agree with Kripparian when he says the card is balanced the problem are the discount big minion, if a minion discounted keeps the cost on board (a giant its like a 3/4 mana minion) the card its fair (in the example you conjure 2 yeti or 2 3/3 bear) otherwise no.
    I think Blizzard its too lazy to redesign the mechanic of the game, so i suppose the card will be nerfed to 5.

    Priest: Simply rotate divine spirit or circle of healing or wild pyro, yes you can reverert the buff to extra arms but i don’t think stop the problem.

    Paladin: primatic lens its a balanced card, but since the problem its the other card, maybe you can print “draw a spell and a minion that cost 7 or less and swap their cost” problem solved.

    P.S. other class not need adjustements

  5. JoyDivision
    August 21, 2019 at 12:01 am

    I really dislike readjusting Extra Arms to 3 … yes, right now it is very good, but without it, Priest once again will be in a very tough spot in Standard. Oh well, maybe it’s Quest Priest, then.

  6. TianaMKD
    August 20, 2019 at 8:13 pm

    I’m playing Hearthstone both competitive and for fun, for almost 5 years. This game has never been so RNG dependant, not even when it was still in beta. So here are my suggestions for improvement:

    1. REMOVE the discover mechanic from the game. I would rather go play a slot machine instead of waiting from my opponent to discover a perfect solution for a given situation. Cards like lackeys, Vulpera Scoundrel and all the other similar are destroying this game simply because there is no way to play around it. Not to mention the transforming Lackey that gives you a brand new +1 mana minion which can be literally ANY minion either shitty for 8 mana or pretty awesome for 4.

    2. REMOVE all the cards from the game starting with the word YOGG. I think I shouldn’t even bother explaining this one.

    3. Create more cards that inspire creativity and that will challenge the players into more mind gaming instead of RNGing.

    4. Last but not least, the cards from the classic set are being nerfed just so that the developers can falsely feed our appetites for nerfes. They don’t need to be nerfed. Almost none of those changes made any class less powerfull. Ice block went to Hall of fame, is mage not insanely strong at the moment? Of course it is. Vanish? Rogue is still good. There is no need to nerf cards that are fair and create INSANE cards 5 days later in the next expansion. This is a card game and I admit the fact that the randomness is inevitable but I really don’t feel like waiting 15 minutes of my life so that the stupid Yogg Saron Box decides who’s gonna win.

    • Kostritzer
      August 22, 2019 at 6:31 am

      Sounds like you should just go play MTG instead. Seems to be more up your alley. The thing that makes Hearthstone fun and different from others is the RNG aspect.

  7. Tuscarora87
    August 20, 2019 at 5:57 pm

    I think Mike Donais leaked CC going to 4 mana and Extra Arms back to 3 mana.

  8. HS
    August 20, 2019 at 2:27 pm

    I doub they will nerf Prismatic Lens and Tip the Scales, barnes still is out there, this is barnes 2.0. Look like they really like to make skill as irrelevevant as possible, the old new player experience excuse. I really hope i’m wrong

    • Stonekeep - Site Admin
      August 20, 2019 at 3:17 pm

      Yeah, but Barnes is in Wild, and they clearly care more about Standard balance than Wild balance.

  9. Taznak
    August 20, 2019 at 1:31 pm

    I would include Hunter in the list of classes that could see nerfs. It has the highest overall winrate.

    • HS
      August 20, 2019 at 2:32 pm

      Me too, but hunter always scape balance changes and become the best class historically, also is not that easy to find the more problematic cards, exept 4 mana 7-7 and zul’jim witch i doub will be touchet

    • Stonekeep - Site Admin
      August 20, 2019 at 3:21 pm

      That’s true, although the thing about Hunter is that it’s difficult to pin-point the one “overpowered” card. Hunter has no “Luna’s” or “Boom” of its own. I would say Master’s Call before, but the truth is that Highlander Hunter is great and doesn’t even run it. So I honestly don’t know what card they could nerf. Other than Zephrys, which I’ve mentioned in article (it would hit both Highlander Mage & Hunter, both of which are some of the strongest decks right now).

      Plus, I think that Hunters might balance themselves a bit after the nerf patch. It seems to be doing so well right now because of good matchups against some of the top meta decks – maybe if those decks become weaker and others take their place (like Tempo Rogue for example), Hunter will also balance itself naturally.

      But I wouldn’t be surprised if we see some Hunter cards getting hit.

      • Taznak
        August 20, 2019 at 4:20 pm

        Secretkeeper is a candidate, IMO. Super high mulligan winrate, core card in secret hunter that also sees play in Highlander Hunter, and it’s a 1-mana minion that is capable of snowballing an early game lead, similar to (though not as powerful as) pre-nerf Mana Wyrm. That and Hyena Alpha are cards I’d pay attention to.

        As far as Bomb Hunter is concerned, I’d look at Ursatron and Snip-Snap. I don’t think they’re super likely to be nerfed, but if you did want to nerf Bomb Hunter, those would be at the top of my list.

  10. OldManSanns
    August 20, 2019 at 11:18 am

    Just when I craft a Pocket Galaxy–I just assumed it would get somehow nerfed, but I had so many other cards for that archetype already and figured it would take them 6 weeks from launch to cobble together a patch which would give me at least another 4 weeks…
    Oh well. Thanks for the heads up!

  11. Beerdserkr
    August 20, 2019 at 9:48 am

    Nerfs in any game are stupid and only done to appease crybabies.

    • Stonekeep - Site Admin
      August 20, 2019 at 3:27 pm

      Sorry, but that is one of the silliest statements I’ve heard.

      Nerfs are done to balance the game, do you think that something that is too powerful should be left that way just for the sake of it? If they have means to solve the problem easily, why not do it?

      And even if something is not exactly overpowered, but it gets nerfed because people “cry” about it, it’s still not a bad thing. If majority of the playerbase didn’t enjoy playing against something to the point that they were crying for a nerf, then it shouldn’t be in the game in the first place. The main goal of game devs is to create the product that players will enjoy and have fun playing, so if they clearly don’t enjoy something, they should change it. End of story.

      • Beerdserkr
        August 20, 2019 at 7:21 pm

        It’s a bad thing for people like me who’s only viable deck is Control Warrior, with no gold, no dust and nothing left to dust to get more dust. If they nerf Control Warrior I basically can’t play the game anymore.

        • Moderator
          August 21, 2019 at 12:49 am

          You can dust ur warrior legendaries to make like 100000 other decks

          • Beerdserkr
            August 21, 2019 at 10:45 am

            1600 dust is not enough to create any other deck, they all of at least 2 legendaries usually more and a bunch of epics.

        • Stonekeep - Site Admin
          August 21, 2019 at 5:17 am

          So you say that if a deck is overpowered, it should stay that way and ruin the experience of millions of players because it’s the only deck you play? That they should appease you instead of “crybabies”? That’s not logical at all.

          Most importantly, if the nerf will be done correctly, the deck should still be viable, just not too strong. For example – Tempo Rogue was still a popular and good deck after the nerfs in Rise of Shadows. And if it won’t be done, you shouldn’t complain about the nerfs happening, but how they look like.

          I don’t exactly know how you did it that Control Warrior is your only viable deck, but going all in on a single deck that’s very strong is a terrible idea exactly because of that. If it gets nerfed – you’re left with nothing. Or even not nerfed – what if a new expansion introduced some hard counter, the meta would shift and it would no longer be viable? No nerfs and your deck is still useless.

          I’m assuming that you’re a budget/F2P player – then you shouldn’t went all in one one of the most expensive decks in the game and instead go for 2-3 more budget-friendly decks like Combo Priest, Zoo Warlock, Murloc/Quest Shaman, Midrange/Secret Hunter and such.

          • Beerdserkr
            August 21, 2019 at 10:51 am

            I’ve been playing for over 4 years now I think? And I’ve probably put at least 400 dollars into the game. Unfortunately I’m not that great a player and when they split the formats in order for me to stay relevant or make a couple decks in standard inhad to dust ALL my wild cards, then eventually as time went on with each new set I basically had to dust most standard cards from other classes just to have enough dust to make one deck in a class I enjoy. I’ve been a warrior player mostly since the begining and always make a deck BEFORE its deemsed “op” by the community, unfortunately for me I guess my luck in Hearthstone just isn’t very good.

        • DJENTILE
          August 21, 2019 at 9:14 am

          You play control warrior because you have to cheat with cheese as your only way to win , because your playing matches your attitude. It sucks.

          • Beerdserkr
            August 21, 2019 at 10:52 am

            I like control decks, they take thought, they aren’t just about going face, nothing cheese about them.

    • LuisEsteves
      August 21, 2019 at 12:00 am

      What? So, you are born with a cancer, and you don’t want to treat him?

      • Kostritzer
        August 22, 2019 at 6:37 am

        You’ve spent $400 on Hearthstone, built one of the decks that use to have the most legendaries than any other deck about 2-3 years ago, and you are saying you don’t have enough dust to create another one? LOL Go cry somewhere else, b/c you full of it. You should have plenty of legendaries to dust and craft other decks. My wife has been a casual FTP since the beginning, and she has not had an issue at all with creating decks.

  12. FlinkerMomonga
    August 20, 2019 at 9:19 am

    If there will be any cards moved to HoF it is possible to craft them in golden and get the full refund when the patch hits and we still keep the cards right?

    • Stonekeep - Site Admin
      August 20, 2019 at 9:40 am

      That’s right, but we have no clue whether they will decide to rotate something to HoF instead of nerfing it yet.

  13. Skoopy
    August 20, 2019 at 8:47 am

    My prediction: they will only change one attribute on Boom, he will not go into HoF. He is going to 9 mana or the Battlecry will change. Maybe his 7 armor when played gets reduced to not immediately Shield Slam smth.
    Dont see any issues with Conjurers Calling itself, maybe going up to 4 mana.
    Galaxy will not go to HoF as well, Blizzard loves HoF Standard and Classic. Very rarely Setcards. Galaxy will be reworked cause making it back to 7 or 6 mana will be stupid in my eyes. Cause than we all think bizzard dont know what they are doin. Galaxy is the main problem. Working to well together with Conjurers Calling. Changing the work between “cost reduced minions” and Conjurers will be fix the problem. Cause if you conj a 9 drop, wich you drew for 1 mana, you should get 2 1-Drop instead. That would fix mage well. You still can play high cost minions, but dont making it broken by conj it.
    Mountain Giant is still an issue. He will get HoF’ed or changing his Mana costs. At times with Even Warlock in standard, Turn 3 MG was just broken, mage can do that too right now. So i thing MG is a problem too.
    Mostly Warrior will get hit by Nerfs. Brawl into HoF or to 6 mana, cause its broken.

    Other classes seem fine to me so far. Nothing broken, a lot of you can play around. Cleric on 1 will not make you win a game. You also have to stick a board or draw your combo pieces.

    Quick: Boom (mana cost increase), Galaxy (rework/mana cost increase), Conj Calling (seems fine), Mountain Giant and or Brawl (Hall of Fame).

    • DukeStarswisher
      August 20, 2019 at 1:12 pm

      Boom’s “Gimmick” is 777. Its cost will never change. The passive rush effect or any/all of the hp’s would be the target.

    • Fyrfytr998
      August 20, 2019 at 5:35 pm

      Conjurer’s Calling is fine when the ability to cheat out huge minions is kept in check. It’s time for the Giants to join their brother in the HoF. Although CCing a minion for what you played it at would certainly help too.

      Prismatic going to 5 seems like a good compromise. Then again, I love aggro decks. So I might be biased.

      It’s funny that Blizzard is gonna have to nerf Galaxy after making it too playable.

      Dr. Boom losing the Rush aspect might be a decent compromise. I see no reason to nerf Brawl. Warrior just happens to have many clear options currently. That could change in the next rotation.

      If they nerf Zephrys, I say we riot.

      • CD001
        August 21, 2019 at 4:40 am

        “If they nerf Zephrys, I say we riot.”

        – I dunno, I find him incredibly frustrating to play against… then again, I could just craft him I suppose; he would fit reasonably well into the daft Rogue decks I’ve been playing lately (3 decks, all based around empty deck hijinks).

  14. Dynasty
    August 20, 2019 at 8:16 am

    How to Nerf Conjurers Calling : Choose a friendly minion. Summon a random minion of the same cost.
    This way you cannot attack first with the minion into opponents minions and get it back at full health.

    • Skoopy
      August 20, 2019 at 8:31 am

      Conjurers Calling itself is really well balanced. Maybe going up to 4 Mana. But why is it so strong? I can tell you. Discounting minions from whatever into 1 Drop is srsly the problem, not Conjurer. Cheating out minions, not having original costs is the main problem here! They should make the interaction a bit more different. So if you play Alex for 1 Mana and going to cunjurer it, you summon just the cheated cost. So Alexstrasza for 1 Mana going into 2 1-Drops. But that is nonsense. So Pocket Galaxy to 6 should be fine, and maybe Conj to 4.

      • Defner
        August 21, 2019 at 12:03 am

        One could be that played minions keep their played cost. (It might have some very unwanted side effects!) That way conjuring 1 drops (what ever 8/8 stats they have) would give 2 one drops and players should really think what they are doing.

  15. Nickname23
    August 20, 2019 at 7:50 am

    “Prediction” for Warrior: Boom and Brawl to HoF.
    Warrior needs unnerfed Boom, as its Hero card in Wild. And Plague of Wrath is a good card, just not as good as Brawl.

    Every Mage/Paladin problem adressed in this article schouldn’t have made it into game in the first place (imo) . I stopped crafting such bs a while ago.

    Priest nerfs are a nailbiter. Do you really want to gut Priest’s basic and classic further? Extra arms should be the card to begin with.

    Also: 4 Weapon Rogue seems scary without a rock in the game.
    And: I have a huge problem with the Created by Meta. The game is drowning in the randomness of cards, that didn’t even start in your deck. If you want some High roll potential, you should at least have to build your deck around it/use card slots for it.

    • Skoopy
      August 20, 2019 at 8:35 am

      They will fix Boom, HoFing it will not happen. Brawl is kinda a card i can see going into HoF, but than they have to replace it with another/new clear card. So its kind of class identity for Warrior. Brawl for 6 mana should fix that too. Boom needs higher mana cost, and changing the power of its heropowers. giving maybe 5 instead of 7 armor, also when played. idk. HoF Mountain Giant would be great too. The rest seems fine to me. Boom and Galaxy main issues.

      • Nickname23
        August 21, 2019 at 6:10 am

        Idk 😀 Is there a chance you are biased on Boom? I think you are underestimating his powerlevel. From 7 to 5 armor is almost nothing. He also doesn’t strike me as a card that would get hit by mana cost increase that hard. 2/3 % doesn’t do it on this card. And let’s be honest: If Blizz is gonna give us dust refund for him, they wanna make sure he doesn’t cause problems anymore. I think HoF would then be best for him, instead of taking Rush or Armor completely away, what are the most popular nerf suggestions.

  16. Nickus89
    August 20, 2019 at 7:09 am

    I agree with problematic cards in general. When the cards are so strong that they are kept in mulligan and playing them on curve is basically saying “I win” is not providing fun or interactive gameplay experience. And that goes for all of the above mentioned cards. As for the nerfs, some are easier to accomplish than others. Howeve my 2 cents are as follows:

    Warrior: I feel like removing mech tag from Omega Devastator and removing Blast Shield from Dr. Boom would already keep warriors in check.
    Mage: Luna’s Pocket Galaxy is in my opinion even more unfun to play against than Dr. Boom. I am not sure that nerfing it to 6 would fix an issue, but nerfing it to 7 would make it unplayable again. Conjurer’s calling is ok-ish without mana discount, so the solution could be based on Kripp’s idea that minions mana cost is same as when they were played from hand. If one plays giant for 4, conjurer’s calling would than summon 2 4-drops. The problem is this can have much bigger consequences on other interactions. Also, since the giant is a problem by itself, it might get nerfed, even by a mana increase to 13. That way it is delayed by turn and casting Conjurer’s calling on it wouldn’t provide mage a taunt so it can’t be played defensively against more aggresive decks.
    Paladin: Playing against early Tip the Scales is as oppresive as playing against turn 5 galaxy. However, I honestly have no idea how to approach the problem since Prismatic Lens by itself is perfectly good as is. Perheaps reducing number of summoned murlocs from 7 to 4 or 5 could do it. Murlocs on average cost around 2 mana (slightly below), so summoning 4 for 8 mana is reasonable, especially since it also thins your deck.
    Priest: Despite being priest main, I really hate Divine Spirit-Inner Fire combo. Something should have been done about it for quite some time already since playing against it for years gets really repetitive. Neither of cards is problematic on their own, however their simultaneous existance is. In my opinion there are 2 possible approaches: either HoF one of the pair or nerfing Divine Spirit so that it can’t stack. In my opinion stacking is probably the biggest issue with it. One Divine Spirit buff can serve as finisher for priest similar to Leeroy in other classes, 2 buffs however are providing OTK win condition and those are not fun to play against.

  17. Thriss
    August 20, 2019 at 7:09 am

    I would do 3 things:
    – Remove Mech type from Omega Devastator
    – Remove +7 armor ability from Dr. Boom, Mad Genius and make it so that as a battlecry he would give Rush to all mechs in your hand and deck (so not to mechs generated later or summoned due to deathrattles and others)
    – Increase cost of Luna’s Pocket Galaxy to 6

  18. DukeStarswisher
    August 20, 2019 at 6:45 am

    Secret Mage in wild is pretty insane too. A ton of people are playing it and its win rate has exceeded that of odd pally! Maybe not a target in this upcoming patch but I can imagine it will be addressed if its success continues.

    • Stonekeep - Site Admin
      August 20, 2019 at 7:15 am

      To be honest, I’m not up to date with Wild, so I only talked about cards in Standard.

      I usually start playing Wild after the Standard meta gets stale and boring, and that’s not the case yet 🙂

      • Defner
        August 21, 2019 at 3:02 am

        Hah! I started this month in wild with Kingsbane rogue without any new cards from latest expansion. Got from 20 to 6 so far. Had some games in standard going from 20 to 15 but not really found any decks that I’m willing to test nor pay them with needed dust.

        As mage got some new secrets I have thought to test those (in wild) at some point.

        In general I’m not too happy for latest expansion. Sure it got some interesting highlander cards and decks, but mostly I think blizzard enjoys them as they are more expensive decks than others in average (my opinion).

        I’m still on waiting state where spent my 9k dust. Some minor adjustment to Kingsbane and that awesome (in fun/off meta factor) Hand Paladin seems to be most interesting choices while waiting single player content and maybe even next expansion.

  19. Tharid
    August 20, 2019 at 6:45 am

    I’m gonna eat a shoe if we see either Inner Fire or Divine Spirit reworked. The Priest main in me may be talking right now, but the class has literally no other win condition in Standard. Yes, it’s strong, maybe even too strong, but it can’t be nerfed at least right now.

    • DukeStarswisher
      August 20, 2019 at 6:50 am

      The combo could be nerfed but it would be unfair to hall of fame one or both of them. The cards go exactly with their class identity, and if they HoF them after that whole spiel, people will be pissed.

    • Stonekeep - Site Admin
      August 20, 2019 at 7:08 am

      I do think that the combo has to go, sooner or later. But Priest needs to get some really strong card in return. And not only expansion cards – I’ve been saying for years that Basic/Classic set should be reworked/balanced with all the experience they have right now, and Priest is a prime example.

      • DukeStarswisher
        August 20, 2019 at 1:20 pm

        Is it me or did they say in a recent statement (during the HoF patch before Uldum) that they were the most content with the priest’s basic/classic package in respect to their class identity?

        I think they would really need to see some hard card statistics before they mess around with priest. And my gut says that the stats won’t justify a nerf or rotation. But that is just imo.

        (Also Zephrys kind of ensures that they won’t touch classic or basic in a LONG time because they do NOT want to reprogram that. lol)

        • Defner
          August 21, 2019 at 3:07 am

          Depending how they actually programmed Zephrys It can work dynamically with any classic cards and if any are moved out or in “it just works”.

    • SANDRG
      August 20, 2019 at 9:54 am

      I think they will just nerf amet or cleric and anyways the combo priest we have right now is literally inconsistent and not really good without any draws.

  20. SpiritCat
    August 20, 2019 at 6:28 am

    Northshire Cleric would be a candidate for Priest. Cleric + Arms is a strong start and hard to clear.

    • Stonekeep - Site Admin
      August 20, 2019 at 6:31 am

      Yeah, I can see Cleric getting nerfed. It’s one of the best 1-drops in the game, Mana Wyrm was on a similar power level and it was nerfed a while ago. But it doesn’t really solve the Divine Spirit + Inner Fire problem. It makes the deck weaker, but the combo is still there and it will still be played in one form or the other.

      • SANDRG
        August 20, 2019 at 9:57 am

        the combo is extremely dependent on draws and luck dependent now cause of shadow vision’s rotation to wild. So hitting cleric with nerf makes sense.

        • Stonekeep - Site Admin
          August 20, 2019 at 3:23 pm

          I agree that it would nerf the deck RIGHT NOW, but the thing is that the combo would still be around and it would probably come back in the future. If they decide that DS + IF is a problem, then (in my opinion) they should get rid of it, not cards that support it, since it’s just avoiding the problem instead of approaching it head-on.

    • DukeStarswisher
      August 20, 2019 at 6:54 am

      Though Northshire Cleric is a fantastic turn 1, unlike mana wyrm, it won’t ensure you win the game by turn 4 or 5.

      Mana wyrm was just insane. Cleric is solid and doesn’t ensure a win.

      • Stonekeep - Site Admin
        August 20, 2019 at 7:05 am

        On Turn 1, Mana Wyrm was clearly a better card. But in the late game, Cleric easily wins. Mana Wyrm will rarely snowball in the late game – Cleric can still at the very least draw you a card, and in the right deck draw you multiple cards (e.g. Pyro + Circle combos).

        That’s why I do think that the cards are comparable in their power level.

      • SANDRG
        August 20, 2019 at 9:59 am

        Draw is what drives combo priest for now. Without any meaningful draws the deck is trash. You can even have games where you starts to mill yourself.