Saviors of Uldum nerf patch will be out in just a few hours! The patch is now live! We’ll start adding new decks soon!
Just like always, we expect meta to shake up a bit. And this time maybe not only the Standard meta, because one of the cards getting changed is in Wild (Barnes). During the first day or two of the expansion, we should see a lot of experimentation, so in order to make your life easier, we’ll be putting all of the post-nerf decks here during that period of time. We’ll try to focus on the new & updated decks, but if a certain deck remains unchanged and it’s still viable, it will still find a place on this list. Here’s a quick summary of the cards that are getting nerfed:
- Dr. Boom, Mad Genius – Now costs 9 mana (up from 7 mana).
- Luna's Pocket Galaxy – Now costs 7 mana (up from 5 mana).
- Conjurer's Calling – Now costs 4 mana (up from 3 mana).
- Extra Arms – Now costs 3 mana (up from 2 mana)
- Barnes – Now costs 5 mana (up from 4 mana).
Should I Disenchant Nerfed Cards?
This is a very common question, and the answer is always simple – YES, you should disenchant them! All of them, for that matter. Just dust every nerfed cards the moment update is live (unless you plan to play the nerfed version right away). Why? Because you will never lose out anything that way. Nerfed cards are always disenchanted for their full crafting cost (so 40 for Commons, 100 for Rares, 400 for Epics and 1,600 for Legendaries). Anyone telling you to “save” a certain card is wrong, because it’s always better to have a dust equivalent of a card instead of a card. If you have 1.6k Dust – you can use it to craft any Legendary you want, but also let’s say 4 Epics that you need. It’s much more flexible. And if you have a given Legendary – that’s it, you’re stuck with it no matter what.
Let’s say that a certain Legendary was nerfed. You disenchant it and get 1,600 Arcane Dust. But as it turns out, the Legendary starts to be viable again a few months from now. You can craft it again for 1,600 Arcane Dust (which you gained previously for dusting it). Which means that in the grand scheme of things, you didn’t gain or lose anything. But for those few months, you will have extra Dust you can spend on something else you might need in the meantime. You can, for example, craft another viable meta Legendary (like Zilliax or Zephrys the Great) and use it However, if the Legendary turns out to never see play (which might happen), you’ve just gained a lot of extra Dust. An extra boon of getting rid of a card right away is that if you crack open packs from that expansion during the “full disenchant” period (which usually lasts ~2 weeks), you can get it again and then disenchant it for full crafting cost second time!
Now a different scenario – someone told you to save X Legendary, because it should see play in the future. In case it does see play in a few months, you still have it, so there was no gain or loss in terms of Dust (but the Dust was “frozen” for that time, whereas in the example above, you could use it for something else). But now, if the Legendary does NOT see play, you’re stuck with a bad Legendary that you can either ignore or disenchant for 400 Dust. Either way, it’s a huge dust loss.
Saviors of Uldum Post-Nerf Deck Lists
We’ll be featuring a bunch of Post-Nerf decks from pros & streamers. Keep in mind that the early meta can be volatile, not as much as when the expansion releases, but still. A certain deck working quite well right after the nerfs (when players haven’t figured out what’s best yet) doesn’t necessarily mean that it will stay as a part of the meta. So I would not recommend doing any extensive card crafting for the first few days. Just wait it out and see which decks end up sticking.