RENO CARDS REWORKED! All 30+ NERFS and BUFFS revealed including HUGE Wild changes!
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- čas přidán 24. 04. 2024
- Today we go over the latest balance patch for Whizbang’s Workshop that sees a rework for all Standard Reno cards, nerfs to Death Knight, Hunter, Warrior, Warlock, Shaman, Priest, and many neutral cards such as Miracle Salesman and Zilliax, and tons of buffs to underperforming archetypes and highlander cards.
Patch notes: hearthstone.blizzard.com/en-u...
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More patches like this please!!! Large patches with big changes!!
Yea so you can cry about new things lmao
@@dailybestbetswithteemoney3432bro angy for no reason lmao
Don’t think we want these all the time, but this was a big step when the game really needed it.
I did not like this patch because it was a bunch of small changes for example in the battlegrounds section they changed a 1/2 to a 1/1 and the standard patch felt like a less exaggerated version of that where it felt very padded with somewhat meaningless changes
I think the change for highlander cards is a really amazing QoL buff. If you go to the MAJOR drawback of only being able to put one copy of a card, you shouldn't need to be sweating that your opponent either is playing plague DK, or discovers a plague card through a random effect and you just lose immediately. It makes the card actually feel as powerful as it's supposed to feel, since you get the effect guaranteed.
Oh, I didn't even think about how plague doesn't counter highlander anymore.
Fr like how is this a nerf? This is a huge buff and also buffs things like Brann > Fizzle for Warrior and my bullshit RNG Reno Mage that keeps shuffling things into my own deck and turning off Reno
It also stops counters like as stated Plague DK or Warlock with Agonies or Shaman with Framed etc
I guess it's a nerf for decks that just run the deck out to activate it
while i think reno not being a dead card against plague and other simiular strats is nice, i think this change is too hard of a nerf on those strategies ; plague against warrior is pretty much irrelevant now
@@ShadowmancerLord A nerf for Wheelock basically
The two unfortunate downsides are any deck that randomly generates a highlander card can now never use it, where before you could use it in the late game (sometimes to awesome effect), and my hero power druid which used one copy of shattered reflections to copy brann if I faced it (or odyn which still works) will no longer work. Still a net positive though.
Flash of Lightning’s issue isn’t its mana cost, it’s the next turn effect. I like all the changes but this is probably the one I disagree with. It should have “but not less than (1)”, like you’ve previously suggested.
Or something like your first two spells next turn
People have been advocating to make this a rule for the game *in general*
Unless it specifically says so in the card text somewhere, *no card* can drop to 0 in cost
Get legend dude
@@cronus1462 They should put It to 0 mana and reduce by 10 for the rest of the game right?
@@cronus1462 Nature Shaman typically OTKs on turns 6-8, so you will have spare mana to do things after playing 3 mana Flash of Lightning. Any slow down helps, but I don't think this will make the deck that much weaker against aggro.
You actually predicted the "no duplicates" change.
I bet he didn’t predict that all of the highlander cards would be given the same effect though lol
Everyone said that
@@DiamondCake2 It was obvious that if they changed Reno they would change all of them for consistency.
@@locogato3488 they shouldn't have changed Brann
It was hope
It's disappointing that old Highlander cards didn't receive the same treatment as the new ones. It makes the game a little more convoluted as well. Some are at the start of the game and others aren't? that's really unintuitive.
I would also love it for continuity sake, that they all work the same,
That way also miracle rogues couldnt use Zephrys in wild
True. We want changes for everything
Nah, because cards like bad luck albatross will be useless...
@@akakiiakakievich1646 Useless as they should be. If you make your deck highlander, your highlander cards should always work. The opponent should not be able to disable cards that you limited your deck for them.
@@locogato3488 if something not possible to counter it can become very op... You have some point though...
To be fair ziliax rogue could still exist just has to hit stealth sparkbot even more now
True they also got that 3 drop magnetize stealth.
but stealth is 1 turn it isnt permanent like that stupid module @@xirogs4234
Yeah but they probably can’t play it on curve now because they risk it being cleared, which is huge. And also the luck factor of needing to hit stealth really sucks. The deck is boring and was being played cause it was getting wins but now it’s worse and idk why someone would play
I played it for like a day and hit stealth and/or windfury literally once, I probably got massively unlucky but I think it's safe to say the deck is dead and buried
timewarp is nerfed finally!!
Nop still the mage wild quest
Nah I'll wait for it to be nerfed to once per account
@@foxsnipushiwa8431What?
Finally that endless turns is over
"DoNt tHiNk tO hArD yOu WiLl HuRt YoUrsElF" dies in cancer this cancer deck.
What a nightmare ladies and gents but its not cool taking endless turns it doesnt even make sense glad they finally fixed this.
@@mireiyu6623 SCRY MORE SCRY MORE SCRY MORE
I can finally disenchant my golden floop, pirate aggro will be nuts though
As a nature shaman player, those nerfs will affect the wr significantly, since you can’t go flash and a two drop in the same turn kind of a thing, and the crash is more significant since you can’t play it on curve as a board clear against aggro If you don’t have a perfect hand to win early.
YAYYYYY that was the purpose
I never used crash to clear lmao, I always just tanked damage for as long as I could then go ham face. The only time I used crash to clear was so I could punch face with the weapon and deal lethal, which was the same turn I popped off.
Considering everyone got their power levels heavily reduced but Nature Shaman and Zarimi Priest, I would say as a Shaman enjoyer this was an absolute win. Seems like a free field for Nature Shaman imo.
The fact that Reno decks now don’t have to worry about Plagues or shuffle effects anymore is such a huge buff. Now there’s an actually consistent gameplay that doesn’t make me lose by not being able to draw th3 copies fast enough.
I would have liked a few buffs for triple rune decks, I know that's not an issue for standard right now. but for wild it would be great.
ME TOO. YES PLEASE. Blood is in such a bad state right now. It really needs some buffs.
The fact rainbow has had like three expansions worth of support while triple rune is left out to dry has made my triple blood loving ass sad.
Makes it funny to think, back when DK first came out, was that the goal was going to be a focus on a single Rune per expansion. Now we got expansion after expansion of Rainbow.
Same. I'm actually playing Highlander Triple Blood right now in diamond and the meta feels a lot slower. I'm super happy so far.@@Osric24
MY PANTS ARE OFFICIALLY SHAT! Edit - As a wild player this is great - Also got almost 14k dust from all the nerfs :D
The real question, though, is: were they unofficially shat before?
@@oletramekaf5603 Don't tell anyone!
Will hunter dominate the ladder since they didnt really nerf it and gutted a lot of AOE?
Thats also my take from it, also paladin could rise again, crusaders aura should be in the nerf mix with 1 more mana or at least remove the extra hp on the minions, its mostly better than a bloodlust, with 3 turn s to use it, and less mana, and stats staying...
Yeah, I main Hunter and Paladin and it seems like these are the two classes who win in this Patch because they are not touched.
When most AoE is dialed back, these decks will thrive!
Hunter has already dominated even before these nerfs for everything else. Now the meta is gonna be Hunter heaven. Paladin is still gonna get crushed by Warrior even after the changes.
What was the datas at 8:44?? Are those inside creator or sg early notes for balance patch which are presented to some content creators?
Good changes. Plague was taking the fun out of reno. Plus this takes away the duplicates many of those decks were running by just drawing and gaining armor. Another change i wish for is to limit reno to clearing minions. Druid still has the disadvantage in every reno matchup which sucks big time.
Reno sucks ass. Should have been nerfed to 10. Everything in this expansion sucked ass. I was hoping for a hemet buff or nemsy buff. Meh I guess botface buff is just as good. They should have nerfed warrior more tbh. I guess we'll see. Still a good patch 👌
@@kaloyanivanov885 Warrior has too many board clears and armor gaining options and giving them the strongest temporary cards didn't help with that. Brann is probably stronger than rheastrasza and costs 6. They also removed astalor just to make tentacles more annoying. But at least sunset valley is 9 cost now so we might not see that combo again. And 3 other warrior cards got nerfed a bit.
@@kaloyanivanov885sounds like you need to leave the house more
Sounds like good changes. Hopefully 'Value' and board interaction can make a comeback with this
I really hope so.
let us hope so
Reno wont work whit the wheel now right ? because you NEED to build your deck whitout copy thats actualy a good change
If my understanding is right, it'll work if you build a Reno Wheel of Death warlock, but that actually has drawbacks unlike the current version so I'm ok with that.
i think so , and if it was possible to generate reno , same would'nt work
it will work if their deck was actually a highlander deck, not because they drew all the pieces they needed and then nuked their deck
Yup. Exactly. This change removes Warrior and Warlock dupe abusing Reno cards.
Best change ever.
modern Reno cards will only work if your deck started with no dupes.
@@ShadowRaZeV1Except for the fact Reno has no counter now which is retarded game design.
I hated playing wild because of time warp, mine rogue, zarimi, and floop. This is a great balance patch
Yeah Zarimi shadowpriest was downright disgusting in wild. The damned thing was simply unbeatable.
Currently SOOOO much Reno warrior on the ladder and it sucks hard, the whole “fighting for board” patch didn’t do anything to a class with endless board clears.
what is i have deadmans hand in an etc and a deadmans hand in my starting deck could i have infinite reno wipes?
Sounds based.
Cards in ETC don't count as cards from your starting deck so it would still work.
Does ETC lock you out of new highlander changes if you run a second copy of a card in its discover?
Reno would still work with a duplicate in ETC
Wheel of Death is the biggest fix... died too many times from it on turn 4.
Lol never died to that deck
Watch The mini set has a card that says start of turn effects trigger twice
Died or conceded?
That deck got nerfed big time. No Reno, forge of wills is 4 + an extra turn
@@DiabloTommasoWhat we’re you playing? In mega bronze? If you were anywhere close to Gold you’d have faced it many times. The deck beats fast and slow decks. If you didn’t lose to it, you had to play a deck specifically to counter it and drawn really well or you’re lying. My bets on the ladder.
Time Warp with once per game, it finally happened.
The Floop's Glorious Gloop nerf is nice, it become way too broken with the recent change to temporary Mana.
Snowfall Graveyard to 5 Mana is not enough, it should also be changed to only trigger minion Deathrattles like Baron Rivendare.
wait does the Reno change only affect him? or other Reno cards?
Wow, that was an AMAZING patch
I'm just wondering why they only changed the Showdown Highlander cards and not all the cards that have this effect (Mainly Zephrys)
I agree. they might be testing the waters and then hopefully make them all work that way.
good point if they nerf zephrys this way too we're in for a fun hs experience
I would consider it a buff for every real Highlander deck, and a nerf to anyone abusing dupes. I think they should make all Reno cards that way.@@toondemaere3080
I guess I will see how things shake out, but I cannot believe this was not a substantial buff to Reno Warrior. Reno cannot be countered now and Brann is only afraid of Dirty Rat, while Wheel Warlock was its worst matchup and is completely dead. I think your only chance against it is a nut draw while they draw horribly. I hope I am wrong.
Is this happening to anyone else in the community? When CNE was printed for DK I instantly crafted it in golden form(thinking it would be nerfed early), only to have it reverted to normal after the rotation. I've since then recrafted it golden.Now going to wild since checking out Zeddy's vid, and I've noticed both my Hagathas' the minion plus hero card and Shudderwock have been reverted to normal and I'm 100% certain I had those golden because I played strictly shaman in that period and it was among the first cards I crafted in gold. So it's either blizzard stealthily removing golden cards from the collection or a bug.
Overall, Sif Mage went from bottom tier to completely unplayable, Wheel Warlock is most likely mid tier at best, Plague Death Knight is now a meme pick, Tentacle decks lost their wincon and are no longer an archetype that exists. Zarimi Priest can no longer just play Zarimi on curve and autowin, and on the wild side of things, Druid and Mage no longer get to have infinite turns.
That said, Spell Token Hunter got effectively no nerf (its games always end before that third use of the location was ever off cooldown), and with Wheel Warlock gutted and Pain Warlock nerfed, I have a feeling we're going to be seeing even more of it. Coupled with the buffs to Pirate Rogue and the fact that Spell Token Hunter loses to Flood Paladin, I think we might be trading one hyper-aggro meta for another. Hopefully not, but we shall see.
What you describe could be the case indeed but that's still less toxic then where we came from. So it's a nice step in the good direction.
Will everything be fixed..no i also think aggro will have a nice comeback especially flood pally and spel token hunter but i would say that it's ok for now.
There is stille a huge difference between very strong aggressive decks and complete toxic unfair garbage (wich Zarimi priest and quest mage where). I can see myself play again in this meta after a two week break wich i just needed because the game just sucked.
Will you make a video about the achievements of the wizband Workshop?
Nerfing Virus Module is one of my two favorite nerfs of this patch. Every time rogue played the stealth, reborn, double attack each turn Zilliax, I lost because it didn't matter how many taunts I played and I couldn't ever interact with something that was magnetized out of mass burn range.
Also very thankful Timewinder Zarimi is no longer curve into Zarimi on 5 and attack for double X plus 5 damage in two turns.
Is there a way to duplicate or get/play multiple copies of Lone Ranger?
Cards that discover a copy of à card in your deck such as moonlit guidance.
Just want to say thanks Zeddy. You exclusively complaining about OTKs helped shape a much needed overhaul of the meta.
Now instead of losing quickly, SOME of the very few times I queue into OTK decks, I now lose slowly to uncounterable armour creep in control warrior, unless I queue into DK and then i have the fun and interactive experience of not wanting to draw cards.
Thanks for the review. Pretty good patch overall. I'm really excited about the "if your deck started with no dupe" change, although I wish they had extended it to all highlander cards retroactively. I mean, why not, since they also made Wild nerfs in this patch anyway? As is, this change is still a very nice buff to Reno decks in Wild, but it could have been a lot better if it also applied to at least OG Reno and Zephrys.
The Reno that heals because it's still clutch against aggro and it will still be destroyed by Plagues and Bombs and Curses and Albatross and all the other garbage people can shuffle into your deck. And Zeph for the exact reason they've thought of this change to begin with: scam burn decks that draw all their cards instantly will still be able to abuse it to find lethal even more consistently, which goes against the spirit of the card and the game.
There are precious few other singletons still playable in Wild anyways, so others might matter less. I don't think even a buff like that would bring back an outdated card like Kazakus for instance, and I wouldn't want to risk buffing Razaa Priest even more either.
Pretty sad they murdered OG Quest Mage, NGL. Yes, there are very frustrating versions out there with a billion Ice Blocks and Alibis, but it also enabled fun discover decks like the one I've been playing for a year or two, by now (ever since legit Burgle Rogue became utterly unplayable with the ridiculous density of weapon hate cards in every deck and ETC band). Admittedly, even my version might have been a bit too strong lately, as I've reached Legend almost effortlessly with it this month even though I didn't really try (I've been having more fun with BGs than constructed lately). But still, outright executing the card was a bit much, especially compared to the fairly mild nerf they gave to Priest's Surimi version.
Oh well. Since my "Quest Mage" was already a highlander deck anyways, I guess I'll just cut the quest and a fair bit of low-cost cards that were mostly there to activate it, and rework my deck as a pure Reno Mage. We'll see how well this fares in the Wild meta. I'm not holding my breath, though...
I don't think they nerfed Druid, Rogue, Priest or Shaman anywhere near enough for Wild, at least. Maybe having to summon 3 more cheap dragons to get a Time Warp will be enough of a deterrent in Standard, but in Wild that's still a lot easier and faster to complete than Quest Mage's version ever was. As for Mine Rogue, yeah... they'll need to cheat out 2 more mana for their unstoppable OTK, big deal. So they win on turn 6 or maybe even 7 instead of turn 4 or 5? Not sure that will keep them in check. ^^
I doubt you've read all this, but if you have, thank you.
Turn 6 and especially 7 is a big deal versus turn 4 or 5. Turn 7 is a time for board clears like tumbleweed or pre-forged sanitize. It's harder for Zarimi priest to OTK with an empty board, you know.
was the alternative nerf for Zarimi 7 mana 7/7 and 7 dragons? 8:49
The tiny-pirate boost is probably good with the pirate ‘all your pirates gain haste’. It adds a tiny bit of late game ‘reach’.
So now you also can't counter Highlander decks shuffling cards in their decks, even less counterplay. Am I interpreting this correctly?
Why they insist on not nerfing plagues? Still has no counter play without steam cleaner...
Maybe in the mini-set.
True, but at least Reno cards work now. So Plague should become a lot less popular.
Because you shouldn't have counterplay against an entire deck with 1 card. The deck isn't even good lmao.
@@kaloyanivanov885 Entire deck? They run 3 cards and that's enough to cause damage
because its not that good of a deck atm. yeah its good but def not top tier
Why did it show that timewinder zarimi is becoming a 7 /7 for 7 mana??? The red text
Zarini's restriction will still do *nothing* LOL 8 dragons won't hurt. Priest still just spams them in wild so.
So how do you stop warrior now, yeah the bombs go into the other deck but guarantees double battle cries is worrisome.
I'm so happy it's now starting deck
So happy with this patch! FINALLY they did something good! These big patches are WAY better than the tiny patches also
A huge step towards fixing hearthstone. Next on the list are the Weekly Quest changes !!
that would be something
If you think that nature shaman nerf isn't enough you have no clue about the actual playpattern if you manage to play 5 nature spells before you start using your crash of thunders you have the nuts hand. One mana increase is significant cause it will often still cost mana now often enough even 2 mana still. That is a big bottleneck and pushes the combo turns back 1-2 turns realistically
Thank God.
Oh brother
Honestly the crash of thunders nerf was an overkill
I mean to be fair its an easier Sif mage no matter how you look at it and Sif mage is already easier to counter. If you have an OTK deck you should really have to work for it and not have it complete by turn 5 or turn 8 latest.
Good! That's perfect! Hope we see this garbage a whole lot less on the ladder.
I didnt even think about how buffing Sunset Volley nerfs the tentacles. That is such a smooth way to fix a deck that is awful to play against.
So um, I have a question, no sif nerfs isn’t that deck still toxic?
I wonder if they’ve already made the change so that ETC Band Manager would be okay to run duplicates still?
Next one will be,
"Reno Twerk Master"
5 Mana - 10 Armor
Hero power "Twerk"
Battlecry: If there is a copy of "Strap-On Brann" in your deck summon it.
I don't wanna tell the effect 😅
Thats scary 😂😂
I've been playing nothing but higlander druid in top 5 diamond , didn't get anywhere , i feel like these changes to rhaestraza and reno could actually help my deck out so much :D
hunter having like 59-60% winrate in some tiers of ladder, and get nerfed to a card that is not even that used, or at least, the all 3 durability of the location are not used
So are wheel decks unplayable?
I had a golden version of Floops that I’ve had for years. Dusting that felt goooooooood.
is the patch not out for anyone else
I was just getting into tendril shaman and really enjoying it, so I’m pretty bummed about the changes to Sunset Volley.
Too many of these either miss the mark or create new problems. The issue, at least for me, is that we're still just drawing Brann, Sif, Sargeras, Zarimi and Flash for the win. 🤷♂️
Something I liked was the "We want your feedback"
Finally they'll gather more data and hear the fans?
By the way, I can't recall you mentioned it, but wheel warlock in wild is pretty much dead, now that - to my understanding - it no longer works with drakkari.
nice my reno druid didnt get hit ... well it did but it doesn't actually effect my deck
I think flash of lightning should just have the titan text, it makes a lot of sense with the flavor of the card: Draw a card, your first spell next turn costs 3 less. This would probably be broken at 2 mana, but this would make sense at 3 and stop the infinite combo (and create a new one, because Shaman).
i am eligible for a refund on that wheel ?
Are wild no duplicates cards the same ?
No. They only changed those from Badlands.
@@locogato3488 thanks it s better like this i think.
I am actually amazed that they nerfed the strongest deck by only one life on 1 location.... how can they always be so far off
We can see at 8:47 that they thought of a 7 mana 7/7 Zarimi that needs 7 dragon, I wonder why they changed it! (I would have loved it! you could play the draw for 2 even with clay matriarch, it would be much slower still with less other minions in her turn but a little more face damage (+3) )
I'm curious what will go to "once per game" next.
Shudderwock
Loatheb
No "saddle up" nerf is positively criminal. They nerfed a hunter card that doesn't even affect their power level.
Something that's odd to me about OTK decks and how enraged people get is... there aren't nearly as many people who complain about control decks taking you hostage for like 20 minutes. I guess one could just concede to shorten things but... most people will probably try to squeeze a win out anyway, even if the matchup isn't favored.
You'll frequently lose in both cases (assuming it's a bad matchup) but people prefer having more of their time wasted.
Calling it that non-dragon inner fire's going to be insane now. It just felt barely outclassed by bomb rogue before, and that price increase is huge. A drop in quest mage population is also a huge boost to the deck.
I don't know how I feel about the reno change. On one hand I don't have to worry about plagues, on the other hand it makes my plagues worth less.
Failed to mention that the Wheel of Death change makes it so it doesn't interact with Drakkari Enchantress in wild
Suggestion for Timewinder if the current nerf isn’t good enough. Instead of number of dragon it should be the amount of mana spent to play dragons.
Virus module not having stealth is sweet. is now better with perfect module in highlander priest when sometimes I don't want it to have stealth so that it has taunt if I play it and have nothing to attack into, or if I play Elise and get it. Also 1 extra health when I play it, pretty cool
Reno better vs plague, and duplicates not being able to run it I like
NO bug fix for Spirit of the Badlands card on tablet/mobile which makes it impossible to play cards after mirage is in your hand?!?! Get you shit together Blizzard! It's been weeks now
I thought it was only me, but yeah, you have to re launch the game everytime you want to play the mirage.
3:44 alright, this already the best patch lmao
The duplicate change was a bit awful to read. It was the 1 thing that made Plague dk really good and a scary match up because they had a tool to really deal with the power level of Reno and Brann. All they had to do was bring Steamcleaner back to standard and a lot of balancing problems would be solved. Some of the other changes are pretty good except maybe not buffing some dh archetypes just because they came off strong in the beginning of the expansions.
This man DOES NOT MISS
Thank you brother, always on time
I still do not understand why the tendrils won't cast the 10 mana orb and rainbow spell in dk
I've been ignoring HS for Battlegrounds lately and I missed the nerf to Timewarp. I still won my match but i was confused when i missed the extra turns after duplicating the spell with Grand Magister Rommath. Bummer, i liked holding my opponents hostage with mage. Guess I'm back to Hostage Shudderwock...
Why the heck is Helya STILL making ALL plagues infinite, instead of her 3 ones..?
Considering everyone got a free dk deck with her I think nerfing her may Piss off over half the community.
Plus the changes to no duplicate decks is basically a big nerf to plague deck
They brought the power level down. Fuking finally
I imagine wheel doesn’t work with drakkari enchanter anymore?
we dont mind longer vids Zeddy
When zeddy said “0 mana to 0 mana” on the crash of thunder nerf I geeked
I like most of these but effectively not addressing Hunter (the class with the best WR%), who creates absolutely disgusting board states way too easily, while nerfing AoE that was still too slow/not enough against it more often than not... I'm not gonna be surprised if it gets to the initial Shopper DH level of winrate
no that will never happen because flood pally is also going to rise in power and it counters it hard with prismatic beam and equally strong board presence.
A little sad about Gaslight Gatekeeper going up a mana. I've been running Questline DH for a bit now and coining her on turn 2 was one of the strongest interactions in my deck.
I know it was an issue, but i just got back into hearthstone and spent like 2 months getting the dust to make a waygate deck because it used so much of the cards that were played when i used to play. Anyone have some ideas of other decks that might be fun? I should note mine was very midrange and had stuff like Lorthemar.
Unless im wrong we should be able to get full dust for waygate at least
@@TaterconYeah but I'm trying to find another deck to play.
This is an absolute legendary patch.
Only thing I feel should get nerfed a bit further is warlock, feels like the interaction between wheel and 15/15 should be changed somewhat, other than that great change. The floop change and quest change for wild is goated.
Forge of Wheels can be used for Even Warlock in Wild now
I'd been having a very disappointing time climbing ladder recently. Very stoked to see the meta shift around these changes.
So the patch had the intention of increasing player agency EXCEPT for those facing Reno Warrior, it seems. The only counter to Brann now is Dirty Rat, which can barely be considered a counter. Well, good for Warrior players, I guess.
Yeah wtf. It's basically buff to warrior. Do I just lose if I don't want to play warrior?
You think playing Helya should make every Highlander deck instantly concede on turn 4? Is that your idea of “agency”?
@@ShadowRaZeV1 If 1 card is ruining your entire deck then maybe you don't have a good deck? Warriors can suck it. Now you got buffed to oblivion with this change.
@@kaloyanivanov885 I'm talking about all of the unplayable Reno decks, not just dupe Warrior, dummy. Ahahahaha.
@kaloyanivanov885 If the deck is not a good deck then why are you complaining about it 😂😂😂
I really just wish they made the "no duplicate" thing for ALL the cards with it, not just the Showdown ones.
They should give that text to all previous highlander cards
What about the highlander cards in Wild? They should have Start of Game condition too
I get the new duplicates change but i don’t really like it because there’s no counterplay or deck disruption anymore and if you generate a highlander card it’s basically useless
Floop's Glorious Gloop was buond to happen sooner or later. Happy to have it finally nerfed
I really enjoyed hitting the warriors with curses making them concede turn 4. Too bad its gone but was fun while it lasted.
Maby big demon warlock with nemsy will be a bit stonger now.
The reno change isnt just to adress plauges, but address the fact that wheel of death warlock was running it despite running duplicates bc of how turbo draw and deck destruction.
I would say it’s better now for Locks. Sure a new deck will be needed but my main problem was that i had to wait for the wheel to use it even if the wheel was at the back of the deck. Now i can freely use Reno whenever i want and also now don’t have to worry about movement cards or dk plagues or dk boxes and such so i would say personally to me it’s a buff. Previously i had better success running twisting nether in place of Reno because of this.
Can we get a video on the Whizbang’s Experimental Decks changes please?!
Imagine thinking the wild nerfs will do anything to fix the format. After neglecting it for so long, the devs have essentially killed the gamemode. As a hearthstone fan and wild player since kobolds, I will never forgive the dev team for leaving wild in such disarray. Having respect for your customers and treating your loyal fanbase well? Couldn't be Blizzard.
The in-game shop is still broken for Mac. It has been down since the last patch, over a week ago. It's a little crazy to me that they haven't bothered fixing it in that time.