As mentioned at the end of March, I decided to take on an Arena challenge where you play 10 arena runs and try to achieve a certain number of wins (65 total, in my case). Let's check in on how this challenge is progressing.
My first deck choice was between Warlock, Hunter, and Warrior. Nothing like starting off with that type of choice. Regardless, we move on with Alleria leading this challenge and the following deck:
Results for Run 1 (Hunter)
W vs. Paladin (1-0)
L vs. Paladin (1-1)
W vs. Shaman (2-1)
L vs. Paladin (2-2)
W vs. Mage (3-2)
L vs. Paladin (3-3)
Total after 1 Arena Run - 3 wins
Not exactly the start you would hope for when shooting for 65 wins in 10 arena runs. Two of the three Paladin decks that I lost to were very high quality, and this particular Hunter deck was really weak in the midgame. Plus, when Chromaggus is the best legendary offered as a first pick, it's not exactly a great set of cards overall. Moving on...
For round 2, the next selection was between Shaman, Paladin, and Warlock. If you can't beat them as in the last run, join them! Paladin it is. Here's deck 2 (cries at no Truesilver or Murloc Knight):
Results for Run 2 (Paladin)
W vs. Warrior (1-0)
L vs. Druid (1-1)
W vs. Druid (2-1)
W vs. Paladin (3-1)
L vs. Priest (3-2)
W vs. Druid (4-2)
W vs. Mage (5-2)
L vs. Mage (5-3)
Total after 2 Arena Runs - 8 wins
Certainly an improvement from the first run, but still not a perfect result when shooting for a 6.5 win average, as Paladin is one of the better options in Arena if not THE best, at the moment. As noted above, there were some notable Paladin staples missing, but the deck still worked well enough. The late-game cards did not pack quite enough punch to finish off the opponents I lost to, as most games did play out with the opponent dropping below 10 health before the game was over.
But regardless, we must move on. Next up will be a Mage run, which is probably more my favorite Arena class than even Paladin. Check back next time to see if we can get this challenge back on track.
Monday, April 11, 2016
Wednesday, March 30, 2016
Hearthstone: The First Failure of Driving to Legend, and Arena April Challenge
Figured we are at the end of March, so a good time for a Hearthstone update. Unlike the last few entries which have been heavy analysis and predictions (which still haven't been announced), this will focus more on my current game play in Hearthstone.
I decided to try for Legend this month as March is a low time in my other hobbies like sports writing. Climbing the ladder up to Rank 5 was done mostly on the back of my pet deck Dragon Hunter and Warlock Zoo. Because Zoo felt like it was optimally placed in the current metagame, I stuck with that and beat my head against the "lack of win streak" zone for over a week.
The only truly failed departure from this approach was a trip to Druid to do a couple dailies. Lesson learned...if you aren't pro with a deck, do your dailies in any other mode but ladder.
I would normally say put dailies aside if grinding for legend, but the reality is that sometimes you need to step away from ladder for a game or two to get things right. Just like in any other game, there's no reason to be on tilt when playing serious games (and all games are serious competition at rank 5 and above, in my view).
Although I never dipped back down to rank 6 over the course of a week, my games (mostly with Zoo and a little Secret Paladin, because Lady Liadrin hype) pretty much leveled off near 50% and thus I was stuck between a couple stars in rank 5 and full stars at rank 4. Indeed, I played against more rank 2 players while at rank 4 than rank 3 players (must have been odd times of day for matchmaking).
This week came with four days left in the season, and me back at rank 5. I'd decided to give up and just have some fun with Shaman to do a couple dailies. Then, what do you know, aggro shaman went and won like 10 out of 11 games, pushing me to rank 3 (tied for a personal best). When Shaman leveled off, as I expected, it was back to Zoo and Secret Paladin. And alas, it put me back to rank 4.
So no legend for me in this first serious try. I'm curious to see if the Legend card back reward stays the same or becomes two separate rewards for Wild and Standard, which will be a change we see at some point in April. I'm tempted to try hard again sometime soon, especially now that I've gotten a taste of true competition at the top ranks of the ladder. But April is probably not a great choice with a truly unsettled ladder coming thanks to the release of Whispers of the Old Gods.
The struggle and my challenge for now is to figure out when to stay with a deck and when to audible. I will end the March season about 8-12 games about .500 since reaching Rank 5...and you need 25+ over .500 for Legend. It's definitely doable, just a lot of games and tight play required.
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Looking ahead to April, it may be time to rekindle my Arena game, to build up packs and dust. Indeed, the challenge going around for Arena streamers has been "100 in 10" which means trying to net 100 total wins in 10 consecutive Arena runs, while always picking a new class if available and not picked during the 10 run stretch. Only one player/streamer has been reported to achieve this, thus far.
Let's modify this for April (and because like setting goals with a FitBit, you need to tailor goals to what may actually be achievable first). I feel like I average 5-6 wins per Arena run, so let's set the bar low with the new cards coming in and the format changing before "raising the bar."
My challenge: 65 wins in 10 arena runs.
Stay tuned for updates, and if you want to join in, let me know how it goes on Twitter!
I decided to try for Legend this month as March is a low time in my other hobbies like sports writing. Climbing the ladder up to Rank 5 was done mostly on the back of my pet deck Dragon Hunter and Warlock Zoo. Because Zoo felt like it was optimally placed in the current metagame, I stuck with that and beat my head against the "lack of win streak" zone for over a week.
The only truly failed departure from this approach was a trip to Druid to do a couple dailies. Lesson learned...if you aren't pro with a deck, do your dailies in any other mode but ladder.
I would normally say put dailies aside if grinding for legend, but the reality is that sometimes you need to step away from ladder for a game or two to get things right. Just like in any other game, there's no reason to be on tilt when playing serious games (and all games are serious competition at rank 5 and above, in my view).
Although I never dipped back down to rank 6 over the course of a week, my games (mostly with Zoo and a little Secret Paladin, because Lady Liadrin hype) pretty much leveled off near 50% and thus I was stuck between a couple stars in rank 5 and full stars at rank 4. Indeed, I played against more rank 2 players while at rank 4 than rank 3 players (must have been odd times of day for matchmaking).
This week came with four days left in the season, and me back at rank 5. I'd decided to give up and just have some fun with Shaman to do a couple dailies. Then, what do you know, aggro shaman went and won like 10 out of 11 games, pushing me to rank 3 (tied for a personal best). When Shaman leveled off, as I expected, it was back to Zoo and Secret Paladin. And alas, it put me back to rank 4.
So no legend for me in this first serious try. I'm curious to see if the Legend card back reward stays the same or becomes two separate rewards for Wild and Standard, which will be a change we see at some point in April. I'm tempted to try hard again sometime soon, especially now that I've gotten a taste of true competition at the top ranks of the ladder. But April is probably not a great choice with a truly unsettled ladder coming thanks to the release of Whispers of the Old Gods.
The struggle and my challenge for now is to figure out when to stay with a deck and when to audible. I will end the March season about 8-12 games about .500 since reaching Rank 5...and you need 25+ over .500 for Legend. It's definitely doable, just a lot of games and tight play required.
---
Looking ahead to April, it may be time to rekindle my Arena game, to build up packs and dust. Indeed, the challenge going around for Arena streamers has been "100 in 10" which means trying to net 100 total wins in 10 consecutive Arena runs, while always picking a new class if available and not picked during the 10 run stretch. Only one player/streamer has been reported to achieve this, thus far.
Let's modify this for April (and because like setting goals with a FitBit, you need to tailor goals to what may actually be achievable first). I feel like I average 5-6 wins per Arena run, so let's set the bar low with the new cards coming in and the format changing before "raising the bar."
My challenge: 65 wins in 10 arena runs.
Stay tuned for updates, and if you want to join in, let me know how it goes on Twitter!
Tuesday, March 8, 2016
Predicting the Hearthstone "Standard" Rebalancing Nerfs - Neutral Minions
As was announced earlier last month, Hearthstone will be adding formats to the constructed part of the game. Hearthstone has a growing card pool that now requires multiple formats to ensure freshness of competitive formats and accessibility for new players. This will also involve a rebalancing of several Basic and Classic cards.
As a reminder, this series of posts (part 1 here) (part 2 here) (part 3 here) will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be.
In today's prediction of the Standard Format rebalancing, I cover the neutral minions.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
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BASIC SET NEUTRALS
Overview - Unlike several of the class cards, the neutral minions in the Basic Set are really underwhelming for the most part. That has led to a situation where not many of the cards are regularly used, at least outside the lower ranks and by beginning players working up a collection. Given that these cards are automatically unlocked by leveling heroes, that seems to be an appropriate place for this set.
However, it does not provide much in the way of opportunities to discuss potential nerfs. If Blizzard intended to possibly buff some cards, then this set of neutral minions would have some candidates, but that is not the case. So I have picked the best and that's all to discuss.
Acidic Swamp Ooze
The Swamp Ooze is one of the best utility creatures in the game, offering a 3/2 body for 2 mana while also destroying an opponent's weapon. Against weapon classes, especially when those classes are at the top of the ladder, this card is a relatively under-costed bomb. Of course, the card is just a decent vanilla creature when playing against a non-weapon class. That makes this one of those skill-testing deck building options (called "tech" cards by regular card game players), and those should always be a viable option in a game like this. Unless another weapon-breaking card is to be designed, this likely should stay as a good option like other similar tech cards.
Likelihood of Rebalancing - Slim to none.
-----------------------------------
CLASSIC SET NEUTRALS
Overview - The original set of packs that a player could buy in Hearthstone definitely set the tone for this game, including having cards of wildly different power levels and plenty of random effects. While this is a nice baseline for the game to build a future upon, the new goal for Blizzard is to let new set designs shine and change the competitive format we play in the game, keeping everything fresh. Thus, some of the cards which are the most powerful in Classic will need to be tuned back down in power level so as to let future design space open up for cards that will rotate in and out of Standard Format instead of being constant. There's really a ton that could be discussed, after the dearth of options for rebalancing in the Basic Set, so let's jump right in and see what needs changed.
Abusive Sergeant
Starting at the bottom of the mana scale in the Classic Set, one of the most regular inclusions in aggressive decks has been this card. The Sergeant is not a terribly effective turn 1 play, but later in the game it can help aggressive decks be quite explosive in working towards the finish of the game. This card appears a little better on average than Dark Iron Dwarf with the same Battlecry, which is a little strange to see a duplicate of in the Classic Set. Nevertheless, the weak body on this card and the poor value as a turn 1 play keeps this in check compared to the next card on this list.
Likelihood of Rebalancing - Not very likely, less than 50%.
Leper Gnome

The best neutral one-mana card in the game is Leper Gnome, and it is not particularly close. This card has broken into some non-aggressive decks just based on power level alone. Unlike Abusive Sergeant, the Leper Gnome is one of the best plays that can be made in the game on turn 1. Furthermore, the card guarantees two damage and usually causes much more. That has made it difficult to design one-mana cards which can reliably compete for spots in aggressive decks. In other words, this is precisely the type of card which Blizzard wants to change to force innovation in the Standard Format, particularly in aggressive decks.
Likelihood of Rebalancing - Very likely, more than 50%.
How to Rebalance - It seems right that this card should still exist, but the power level needs to be adjusted down a slight bit. In view of that, the best change is likely to adjust the Deathrattle. It should cause only a loss of 1 life, or perhaps instead cause 1 damage to a random enemy rather than always to the opposing hero. Those would keep this card in some play, but allow for better alternative cheap minions to have a legitimate chance in new set designs.
Secretkeeper

The final one-mana creature which may deserve some attention is this one, which has only seen significant play in Secret Paladin builds. Of course, those decks will lose a ton of powerful cards when the rotation occurs, which means this will be one of only a few cards left (along with Mysterious Challenger) which will potentially maintain the core of this deck. In most cases, this is not anywhere near the degenerate power level that Undertaker was with Deathrattle cards (which were minions rather than relatively weak secrets), which should keep this card safe. But it must make the radar for a small amount of consideration based on the strength of Secret Paladin, particularly if there is any risk that decks continues to be on the top of competitive play.
Likelihood of Rebalancing - Slim to none.
Bloodmage Thalnos

The first legendary-rarity card to make the list is Thalnos, which provides a lot of bang for the buck at only two mana. Thanks to the cheap cost, this card and the spell power boost is provides can help decks that combo out with spells (Miracle Rogue, when it existed, and more recently, Freeze Mage) become more reliable in the late game. However, it can also cycle with the "draw a card" Deathrattle when needed in the early game, making it a combination of other two mana cards like Loot Hoarder, Novice Engineer, and Kobold Geomancer. However, that combination comes with weaker stats at 1/1 and it can only have one copy in any deck, limiting its impact. This looks like just a card to watch for future potential abuse more so than an immediate problem.
Likelihood of Rebalancing - Not very likely, less than 50%.
Knife Juggler
The only card even more locked into almost every aggressive and aggressive-midrange deck than Leper Gnome is this one, Knife Juggler. The ability to throw a knife for every single creature summoned or cast form the hand can be devastating when combined with cards like Imp-losion, Muster for Battle, and Unleash the Hounds. Of course, some of those cards are rotating out of Standard, but others will likely continue to be added in future sets. That, plus the natural overuse of this ability in aggressive decks following the Juggler up with a ton of small creatures makes this simply too good to design around. It will change, if for no other reason than to open design whiteboard space for future aggressive two mana cards like Flame Juggler.
Likelihood of Rebalancing - Almost certain.
How to Rebalance - One potential option would be to lower the stats on this card from its current 3/2 for 2 mana state, but the creature is already fairly easy to kill and still remains a problem. Thus, the answer is likely to change the effect of the knife juggling ability, regardless of whether the statistics change. Assuming Flame Juggler is an example of what the development team wants to see play now, I expect Knife Juggler to drop to a 2/2 or 1/2 and the knife throwing to be limited to a one-time per turn ability (the first time a creature is played, throw a 1 damage knife).
A one-time battlecry would also be OK, but that would overlap too much with Flame Juggler and so that re-design has been left off the table.
Arcane Golem
Another fairly common card used in aggressive decks is this Golem, who smashes in for 4 damage at the low cost of 3 mana. However, this card has a huge downside if played before the end of the game, which means it usually is held back until well after turn 3. This gives the card just enough nuance to make "face" decks play with some decision-making, a good thing in a game like Hearthstone. If this gets rebalanced, it will be because the haste creature is too much like Leeroy Jenkins, which was too good as a 6/2 for 4 mana (similar to a 4/2 for 3 mana), especially when two can be played in the same deck. However, I think aggressive decks will take enough of a hit with the cards above to keep the Golem around for another year in its current form.
Likelihood of Rebalancing - Not very likely, less than 50%.
Big Game Hunter
Another strange card at the epic rarity, Big Game Hunter has stood out as perhaps the best and most often-used "tech" card. The ability to make any big creature with more than 7 power immediately disappear is great at 3 mana (just ask any Priest player about Shadow Word: Death), but the fact that a 4/2 minion remains is salt in the wound for the opponent who likely just spent a lot of mana on that threat. This is simply too good a body on a minion with that type of spell effect, and it has dampened the development and play of big minions which are the most fun to play in a minion-oriented card game (except the truly degenerate ones like Dr. Boom). If this effect is to remain, it likely needs to have some adjustment to the minion body to make it more in line with other tech cards. My only hesitation at this point is whether other "problem" cards will outshine this one for the first round of Standard Format rebalancing.
Likelihood of Rebalancing - 50/50.
How to Rebalance - This feels like an effect that should cost one more mana, so as to not make it exactly as cheap as the Priest spell counterpart. In addition, the body on the minion should be reduced in some small manner also. If Big Game Hunter were a 2/3 minion for 4 mana, that would be more palatable, should this one be rebalanced now.
Azure Drake
One card that is a staple in the middle of most Dragon decks is Azure Drake, thanks to the reasonable 4/4 body for 5 mana plus the "draw a card" Battlecry. The fact that this can also help spells be more powerful makes this a potential finisher as well. The main reason this would potentially be changed is if the power level of dragon decks is too high in the testing of the new Standard Format. Removing or changing this card would force play of weaker small dragons or less efficient big Dragons, both of which are easier to play around. However, I suspect Dragon decks will not become a problem but just a regular part of the Standard Format metagame for the next year while Blackrock Mountain remains legal. Thus, this one likely escapes any rebalancing (and possibly for the long term as well).
Likelihood of Rebalancing - Not very likely, less than 50%.
Leeroy Jenkins
Now we turn to two cards which were previously adjusted with nerfs, in this case a 4-mana card that now costs 5 mana. Leroy Jenkins is still used as a finisher in some aggressive decks as well as Rogue decks which abuse Shadowstep for a big damage turn. However, this is a legendary card so that combo can be difficult to reliably set up. Plus, a 6/2 with a downside for 5 mana is really not so good as to be something that can't be designed around. Indeed, it's basically like a bigger version of Arcane Golem, which tends to see much more play as a 4/2 for 3 mana. That was not deemed problematic above, and likewise, I suspect this card is settled in fine at 5 mana when combined with being legendary and thus limited to one copy per deck.
Likelihood of Rebalancing - Slim to none.
Gadgetzan Auctioneer
Another card which increased in mana thanks to spell-abusing decks like Miracle Rogue is this one, as Auctioneer used to be the staple card draw engine at 5 mana. Although Auctioneer can still be played in those decks and protected with support cards like Conceal, placing that at 7 total mana before the turn where any degenerate plays can happen has proven to keep the spell-based Rogues in line. This stays on the radar because any card that potentially draws a bunch of cards at once or during a single turn will remain a serious threat for combo enabling and broken decks which are disfavored in the main competition format. Like Leeroy Jenkins, the previous adjustment should keep this card from current rebalancing.
Likelihood of Rebalancing - Not very likely, less than 50%.
Sylvanas Windrunner
Now we come to a series of some of the best legendary-rarity cards in Hearthstone, many of these being staples of early decks and continuing to some extent today. Sylvanas originally competed with the likes of Cairne Bloodhoof, but when better and more efficient (non-legendary) Deathrattle cards became available in Naxxramas and Goblins vs. Gnomes, this was the only 6-mana legendary that continued to see some play. The Deathrattle does have the word random in it, which makes it less controlled than the spell with the same effect (Mind Control at a whopping 10 mana). In addition, this effect can be silenced and played around by a good opponent. As a result, the effect tends to play fair in most circumstances. I think this therefore stays on the watch list for future rebalancing, but it does not limit the design space for new cards (especially powerful legendaries) too much for the upcoming Standard Format.
Likelihood of Rebalancing - Not very likely, less than 50%.
Baron Geddon
Another card that saw a ton of play in control decks before Naxxramas (and even after the first expansion set or two, at least until Dr. Boom supplanted all 7 mana cards forever) was this one, as the ability to control a board of small creatures each turn was devastating for early aggressive decks. With some of the cards making those aggressive decks good enough to overwhelm Baron Geddon rotating out, and others likely seeing rebalancing as set forth above, this primary weapon of control decks could once again become highly relevant and powerful. There is likely nothing wrong with the board sweeping effect at the mana cost, especially with it being applied to both sides of the board, but the minion body itself may be a little too much when added with this ability.
Likelihood of Rebalancing - 50/50.
How to Rebalance - If this card is deemed slightly too powerful in its current form, the easy fix is to bring some of the minion stats down. Perhaps a 6/4 or a 5/5 for the same 7 mana cost would be more in line with other cards intended to be the baseline that the Standard Format builds upon. However, there may be no need to nerf this card unless internal testing shows it to be too good with the weakening that is likely coming for aggressive decks.
Ragnaros the Firelord
Another card which felt the effects of Dr. Boom becoming so prevalent was Ragnaros, a staple control card and finisher for many different types of decks in the early days of Hearthstone. There are many factors which keep this card in check, including the all-important "Can't Attack" line. The random nature of the effect can lead to big swings depending on whether the fates are in your favor that game, and I personally think that is the kind of fun and (somewhat controllable) unpredictability that the Hearthstone developers continue to want in their game. For now, this card remains likely OK but don't expect it to avoid close scrutiny in the future.
Likelihood of Rebalancing - Not very likely, less than 50%.
Alexstraza
Everyone's favorite control/combo dragon leads off in the 9 mana slot, and Alexstraza has provided the firepower for decks like Freeze Mage and Control Warrior to efficiently finish off opponents after locking down a game for many turns. In certain circumstances, this utility knife of a dragon can be used to heal from a precariously low life total against aggressive decks, although it is less effective than Reno Jackson at that. While I personally like playing this dragon, it does feel like a bit of an auto-include in many control/combo strategies, and those are the types of cards which seem more likely to be rebalanced for Standard Format. Plus, if Blizzard wants the other major dragons to shine and have "a day in the sun." it is time for this card to be brought more in line on the same power level as those other dragons.
Likelihood of Rebalancing - Very likely, more than 50%.
How to Rebalance - This will prove to be one of the harder cards to "fix," as the dragons bring unique flavor which should remain in this game. As a first step, it would be fun to see most of the dragons have similar stats and be very hard to kill, so I think a change to 4/12 could be in order for this minion. As far as changing the Battlecry, it could go to something completely different (or become a Deathrattle), but I think a simple change that keeps the same flavor would be to make it set a hero's remaining health to 20. That limits the combo potential of this card, while making it a dragon that should still see play as an alternative or complement to Reno Jackson strategies. Of course, the existence of a "fixed" version of a healing card in Reno Jackson may signal that a bigger change is coming to this card. But for now, I will say this becomes a 4/12 that sets one hero's health to 20.
Ysera
The other dragon that sees some play in multiple decks is Ysera, whether that be as a top-end threat for tempo dragon-based strategies or as another weapon in a control player's arsenal. The Dream Cards are very powerful, but not necessarily game-breaking unless Ysera is allowed to sit there without opposition for a few turns. The 4/12 dragon body really works with this ability, as the player wants to get more than one Dream Card out of playing this dragon. The only thing that makes me wonder if this will be dropped slightly in power is if Blizzard wants to encourage more experimentation in Standard Format with other dragons like Onyxia and Malygos. If so, then this may be weakened (and the easy way to do this would be to modify some of the Dream Cards to be slightly more costly or weaker in effect).
Likelihood of Rebalancing - Not very likely, less than 50%.
Sea Giant
To end the discussion of Classic Set, let's take a look at one of the Giants. Each of the Giants requires some type of board state to make the minion cheaper, and Molten Giant and Mountain Giant tend to be harder to race out because losing life below 20 life and having a bunch of cards in hand is not always possible. However, in a game that encourages and sometimes demands minion-based strategies and interactions, Sea Giant can be "cheated" into play at very low cost in some circumstances. That has led to this becoming a staple once again in so-called "Zoo" decks which tend to play powerful and cheap minions on every turn. If this card needs to be changed to let other Giant designs shine in the future sets, then perhaps a small adjustment in the base mana cost will be the answer. However, for now, I think the epic-rarity original Giants stay safe from the rebalancing hammer.
Likelihood of Rebalancing - Not very likely, less than 50%.
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FINAL LIST FOR REBALANCING (summarizing the 4 article series)
Here's my conclusions on which cards will be announced to be rebalanced or changed for the upcoming first year of the Standard Format. My specific conclusions and recommendations for redesign can be found in the appropriate articles linked above. As you can see, I have identified 8 cards which seem destined for some chopping blocks, and another 5 which are potential options should Blizzard's Team 5 end up reworking 10-12 cards as originally posited (based on Ben Brode's quote that 2 to 20 cards are in the mix for rebalancing).
More Than 50% Likelihood, or Almost Certain
Savage Roar - Druid
Force of Nature - Druid
Divine Favor - Paladin
Doomhammer - Shaman
Battle Rage - Warrior
Leper Gnome - Neutral
Knife Juggler - Neutral
Alexstraza - Neutral
50/50 Likelihood
Sorcerer's Apprentice - Mage
Tirion Fordring - Paladin
Northshire Cleric - Priest
Big Game Hunter - Neutral
Baron Geddon - Neutral
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Did I miss any big cards which you believe will definitely get the rebalancing axe? Let me know in the comments or on the Reddit posts where I link this. There's certainly room for differing opinion when it comes to game design, but the changes summarized above should leave plenty of design space for powerful new cards to come into Standard Format and actually shake up the meta of what decks people play on competitive Ladder.
Thanks for reading this and the other articles in this series. Most of the comments have come on Reddit, and I appreciate the feedback and discussion that has helped make this interesting for more readers.
Until next time, come quickly Standard Format...please come quickly.
Wednesday, March 2, 2016
Predicting the Hearthstone "Standard" Rebalancing Nerfs - Shaman, Warlock and Warrior
As was announced earlier this month, Hearthstone will be adding formats to the constructed part of the game. Hearthstone has a growing card pool that now requires multiple formats to ensure freshness of competitive formats and accessibility for new players. This will also involve a rebalancing of several Basic and Classic cards.
As a reminder, this series of posts (part 1 here) (part 2 here) will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be.
In today's prediction of the Standard Format rebalancing, I cover three more classes in Hearthstone: Shaman, Warlock and Warrior.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
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SHAMAN
Overview - Shaman is an interesting class overall because the design has been somewhat constrained by the existence of the Overload mechanic. A Shaman has cards which are more powerful than the usual curve on the turn played, but the mana locking on the next turn ends up making Shaman decks pay more over the long run. The short term tempo advantage is not enough to make up for the long term opportunity and mana loss of these cards, and that has tended to make Shaman a little worse than the average class. Plus Shaman has the highest percentage of playable random effect cards as well, which can worsen the tempo loss potential overall.
That makes a review for rebalancing interesting because Overload costs are hard to evaluate when comparing power level of cards to others in Standard and in other classes. There are a couple of common staples which will merit some review, but it's hard to tell if there's much of a target on this class's back.
Hex - Basic
One of the only analogues to this card is Polymorph from Mage, but that card costs one more mana and arguably has slightly more downside as a 1/1 is usually slightly better than a 0/1 taunt in most situations. That means Hex may very likely be the best hard removal spell in the game, potentially a little higher on the power scale than desired long-term. Ironically, this is one of the few Shaman staples without Overload, and adding something like Overload 1 may put this card back in line (again, assuming it ever is considered too strong). With Shaman being a little weak on the control side, I expect this will escape any rebalancing for now.
Likelihood of Rebalancing - Not very likely, less than 50%.
Lightning Storm - Classic
This is the perfect Overload card design example, as well as the maddening RNG for Shaman players and opponents of the class. Lightning Storm can be wildly better than Consecration, which costs 4 mana, but in the long term this ends up costing 5 mana nearly equally split over 2 turns. As alluded to when Consecration/Paladin was discussed, this card has enough upside/downside and randomness to be reasonable even in the Standard Format. Indeed, while it is frustrating to play against like most board clearing cards, if Shaman is login to remain a viable contender in some form other than pure aggro decks, then cards like this need to continue to exist.
Likelihood of Rebalancing - Not very likely, less than 50%.
Doomhammer - Classic
Finally, we come to the iconic Shaman weapon, which is definitely unique enough to fit in the epic rarity slot. Plus this is not the type of card you want to see running rampant in only one class of Arena play. Relative to Standard Format, the Shaman deck which has been doing well on ladder is left mostly intact even with the rotation of Goblins vs. Gnomes and Naxxramas. A huge part of this deck's success is Doomhammer, and that may be the easiest target for rebalancing. Given the strong lore and history of this weapon in Warcraft, it seems more likely that a small adjustment would be made if this ends up on the chopping block in its current form, and it certainly seems to be the most likely of the Shaman cards currently in Basic and Classic.
Likelihood of Rebalancing - Very likely, over 50%.
How to Rebalance - If the primary concern with this card is enabling aggressive strategies too much, a simple adjustment to be 6 mana with 1 or 2 Overload may be enough of a change to keep the weapon from being a reliable finisher at too low a cost for those style of decks. The Windfury is an untouchable unique aspect of this weapon, so I would not expect changes there. If the weapon needs to be weakened further than I give it credit for, dropping the total charges to something like 6 would also be possible. But for now, I predict 6 mana and 1 overload instead of the current 5 and 2 setup.
-----------------------------------
WARLOCK
Overview - Just like Shaman, Warlock is limited in development by a major feature of the class, which is the ability to draw extra cards with the hero power, in this case. That has led Warlock to have some slightly overpowered cards (much like Shaman) but with huge drawbacks in life loss and/or discard. What stands out when looking at Basic and Classic for this class is that there's really not much which is a problem. Blizzard has clearly been really careful with the design of this class thanks to the hero power, and that could mean much less chance of rebalancing now or in the future.
What would be interesting is if the hero power itself ever comes up for rebalancing. That still seems unlikely because Warlock has not totally dominated the ladder metagame, but it's a great design question and food for thought for game designers. For now, let's turn to the cards.
Power Overwhelming - Classic
There's not much different about this card compared to Soulfire, but I kept this one in the discussion because Zoo type creature strategies have been more prevalent over the past two years. Plus this downside is more controllable than a random discard. Losing some of the great Deathrattle cards will make this card worse, as there was nothing better than to Power Overwhelming a Nerubian Egg, turning a 4/6 attacker immediately into a 4/4 permanently. The only potential problem with this card is it helps encourage a big one-turn-kill type finish in an overwhelming tempo/aggro deck. Those will be disfavored in the new Standard likely even more than when decks like Miracle Rogue and Patron Warrior were nerfed, but for now, this is not completely crazy even though it can come out of a Dark Peddler.
Likelihood of Rebalancing - Not very likely, less than 50%.
Doomgaurd - Classic
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Another aggressive card seeing a lot of play in different types of Warlock decks is Doomguard, which is not ridiculously undercosted considering the brutal drawback when cards are in hand, as they often are with Warlock's hero power. Aggressive decks will always have potential options for a finisher, and there's no real problem with this card when comparing it to other options or even Power Overwhelming. Unless another Voidcaller (rotating out) is made to cheat Demons into play, the risk of this being degenerate will remain slim. This card only has no downside in one particular type of deck or at a very deep stage in the game, and those types of cards don't tend to warp future card development or a format.
Likelihood of Rebalancing - Slim to none.
Lord Jaraxxus - Classic
One of the more interesting test cases for rebalancing is this one, as Jaraxxus was perhaps the only regularly-played legendary that ended up overshadowed with the strength of Mal'Ganis when Goblins vs. Gnomes was printed. Most decks that can wait around to play either of these ended up playing both, along with Voidcaller to cheat them into play (of course Jaraxxus is merely a regular 3/15 in that case). This card is definitely a bit on the strong side thanks to the 15 life reset, even compared to the other class legendaries, but it is far from unbeatable at 9 mana. Plus when Mal'Ganis is gone again, there's no reason why this card can't be allowed to shine once again. It's also unique enough to not limit any further card designs in any significant manner. It only reaches above "Slim to none" in the likelihood below because it's a bit complicated for new players to understand and deal with for a Classic card.
Likelihood of Rebalancing - Not very likely, less than 50%.
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WARRIOR
Overview - Unlike the other two classes covered today, Warrior does not have any huge limits in the way of special mechanics or strong hero powers. That has enabled somewhat of a diversity of decks to shine in this class, including the long-standing Control Warrior as well as aggressive weapon and charge based strategies, and midrange Patron Warrior varieties. With none of these running away with the mantle of top deck in the format following the change to Warsong Commander a few months ago, Warrior appears by default to be in a very healthy place heading into Standard.
Of course, that does NOT mean there are no cards to discuss. If anything, Warrior almost merits more than 4 cards to be discussed, as other powerful options like Shield Slam can be ridiculous in view of the hero power and other cards which create armor in the class to synergze with this. But that card and a couple others were outshine by potential better options for rebalancing in my opinion, so keep Shield Slam on the watch list for now and let's look at the more likely options for immediate rebalancing.
Execute- Basic

The predecessor to Shield Slam, Execute has found a regular home as the cheap effective removal for Warriors (particularly the slower or control variety). With so many ways to get a stray single damage on a creature in the Warrior set of cards, this often turns into a 1-mana Power Word: Death for this class. Indeed, it kind of makes Shield Slam feel duplicative and like more of a fixed version of this card, if it is believed to be too powerful. If this card gets the axe, it will likely be because Blizzard needs to cut down on the 1-mana removal options in the class and force Warriors to use different types of cards for that effect. For now, I think this card likely remains as-is until (and if) Warrior proves to be a problem in the Standard Format. Plus there are better options for slowing down Warrior right now.
Likelihood of Rebalancing - Not very likely, less than 50%.
Battle Rage - Classic

Here we have another swingy card that could draw 3 or more cards at once, solely for the low cost of 2 mana. That puts it in line with cards like Divine Favor and Northshire Cleric, which have received very close scrutiny in this series of articles in view of the ridiculous power level of drawing so many cards at once. To be fair, I'm mildly surprised this escaped the rebalancing when Patron Warrior needed to be removed from the top spot in the format, e.g., when Warsong Commander became irrelevant forever. This is really the engine that drove the combo power of that deck, and it remains just as powerful today. That seems to be an easy target for an immediate adjustment.
Likelihood of Rebalancing - Very likely, over 50%.
How to Rebalance - Although this card requires some setup, that setup is easy to do with the natural tools available to Warrior decks. Thus, while one option would be to change it to say draw one card for each damaged minion (excluding the hero), it seems more likely to receive a bump in mana cost to avoid the one-turn-kill potential. I think it settles out at 4 mana, or 5 mana is Blizzard is feeling particularly bad about card draw engines like this one.
Fiery War Axe - Basic

An icon of how beginning players learn Warrior is with the weapons widely available more in this class than any others. But one potential problem arrives when one of the original two weapons is still considered the best in the class (and possibly the game). That also makes it hard to design reliable alternative options at 2 mana which Warrior players will actually consider. Most two mana weapons have been 2/2 with a potential upside, which is worse usually than plain old 3/2. This is just objectively better in many cases, and that may require a small nerf to avoid the class all about weapons being stuck in a rut. I think Blizzard will try another couple small cost weapons in the class before making a drastic change, though.
Likelihood of Rebalancing - Not very likely, less than 50%.
Grommash Hellscream - Classic

Another class, another legendary from Classic to discuss. Garrosh's father comes in with fury, at least if he is enraged. That will be less automatic with Death's Bite rotating out of the format, thereby hitting the value in this as a reliable finisher card. While this is certainly strong, Blizzard has found interesting design space for completely different styles of legendary cards in this class (Varian Wrynn, for example). Plus, when comparing this to Tirion or Antonidas, Grommash falls far short of being the best card in the Classic set. That, plus a high mana cost, means this card will likely avoid rebalancing.
Likelihood of Rebalancing - Slim to none.
--------------------------------
In summary, these final three classes being discussed result in only two more total cards being added to the likely (at least 50%) rebalanced list. That's 8 candidates overall before we even reach neutral minions, and you know there will be good discussion points there as well. The more you look at these cards, the more it looks like the "between 2 and 20 cards" estimation was pretty accurate, if my own predictions are to be believed in any form. If I missed any obvious potential cards for rebalancing, let me know in the comments below.
Stay tuned for the next article in this series, where the neutral minions will be discussed! Please share your own thoughts on Shaman, Warlock and Warrior rebalancing, as well as the other classes already addressed.
Of course, that does NOT mean there are no cards to discuss. If anything, Warrior almost merits more than 4 cards to be discussed, as other powerful options like Shield Slam can be ridiculous in view of the hero power and other cards which create armor in the class to synergze with this. But that card and a couple others were outshine by potential better options for rebalancing in my opinion, so keep Shield Slam on the watch list for now and let's look at the more likely options for immediate rebalancing.
Execute- Basic
The predecessor to Shield Slam, Execute has found a regular home as the cheap effective removal for Warriors (particularly the slower or control variety). With so many ways to get a stray single damage on a creature in the Warrior set of cards, this often turns into a 1-mana Power Word: Death for this class. Indeed, it kind of makes Shield Slam feel duplicative and like more of a fixed version of this card, if it is believed to be too powerful. If this card gets the axe, it will likely be because Blizzard needs to cut down on the 1-mana removal options in the class and force Warriors to use different types of cards for that effect. For now, I think this card likely remains as-is until (and if) Warrior proves to be a problem in the Standard Format. Plus there are better options for slowing down Warrior right now.
Likelihood of Rebalancing - Not very likely, less than 50%.
Battle Rage - Classic
Here we have another swingy card that could draw 3 or more cards at once, solely for the low cost of 2 mana. That puts it in line with cards like Divine Favor and Northshire Cleric, which have received very close scrutiny in this series of articles in view of the ridiculous power level of drawing so many cards at once. To be fair, I'm mildly surprised this escaped the rebalancing when Patron Warrior needed to be removed from the top spot in the format, e.g., when Warsong Commander became irrelevant forever. This is really the engine that drove the combo power of that deck, and it remains just as powerful today. That seems to be an easy target for an immediate adjustment.
Likelihood of Rebalancing - Very likely, over 50%.
How to Rebalance - Although this card requires some setup, that setup is easy to do with the natural tools available to Warrior decks. Thus, while one option would be to change it to say draw one card for each damaged minion (excluding the hero), it seems more likely to receive a bump in mana cost to avoid the one-turn-kill potential. I think it settles out at 4 mana, or 5 mana is Blizzard is feeling particularly bad about card draw engines like this one.
Fiery War Axe - Basic
An icon of how beginning players learn Warrior is with the weapons widely available more in this class than any others. But one potential problem arrives when one of the original two weapons is still considered the best in the class (and possibly the game). That also makes it hard to design reliable alternative options at 2 mana which Warrior players will actually consider. Most two mana weapons have been 2/2 with a potential upside, which is worse usually than plain old 3/2. This is just objectively better in many cases, and that may require a small nerf to avoid the class all about weapons being stuck in a rut. I think Blizzard will try another couple small cost weapons in the class before making a drastic change, though.
Likelihood of Rebalancing - Not very likely, less than 50%.
Grommash Hellscream - Classic
Another class, another legendary from Classic to discuss. Garrosh's father comes in with fury, at least if he is enraged. That will be less automatic with Death's Bite rotating out of the format, thereby hitting the value in this as a reliable finisher card. While this is certainly strong, Blizzard has found interesting design space for completely different styles of legendary cards in this class (Varian Wrynn, for example). Plus, when comparing this to Tirion or Antonidas, Grommash falls far short of being the best card in the Classic set. That, plus a high mana cost, means this card will likely avoid rebalancing.
Likelihood of Rebalancing - Slim to none.
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In summary, these final three classes being discussed result in only two more total cards being added to the likely (at least 50%) rebalanced list. That's 8 candidates overall before we even reach neutral minions, and you know there will be good discussion points there as well. The more you look at these cards, the more it looks like the "between 2 and 20 cards" estimation was pretty accurate, if my own predictions are to be believed in any form. If I missed any obvious potential cards for rebalancing, let me know in the comments below.
Stay tuned for the next article in this series, where the neutral minions will be discussed! Please share your own thoughts on Shaman, Warlock and Warrior rebalancing, as well as the other classes already addressed.
Monday, February 22, 2016
Predicting the Hearthstone "Standard" Rebalancing Nerfs - Paladin, Priest and Rogue
As was announced earlier this month, Hearthstone will be adding formats to the constructed part of the game. Hearthstone has a growing card pool that now requires multiple formats to ensure freshness of competitive formats and accessibility for new players. This will also involve a rebalancing of several Basic and Classic cards.
As a reminder, this series of posts (part 1 here) will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be.
In today's prediction of the Standard Format rebalancing, I cover three more classes in Hearthstone: Paladin, Priest and Rogue.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
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PALADIN
Overview - Long time Hearthstone players will recall that Paladin was one of the classes that struggled to find any consistent success on ladder before some course corrections were made in Goblins vs. Gnomes and Naxxramas. Unfortunately, with those cards leaving Standard Format (and most of the Secret Paladin deck with it), what is left may not be a solid base for future Standard decks. Indeed, outside the one legendary card available, almost everything else in Basic and Classic is pretty average and, in most cases, below par.
As a result, I will discuss only three cards here. The second one was picked over Consecration, but it shows that the class as a whole is pretty underpowered in these initial sets.
Divine Favor - Classic

Shout out to a law school friend Mike for pointing out my omission of this card in my first draft of this article. I had overlooked this card partially because it has proven to be a swing card that often does nothing, as much as it does great things, particularly outside of truly aggressive Paladin decks. This card was nerfed once already from 2 mana to 3, which lowers the likelihood it needs rebalanced again. On average, this probably nets 2 cards, which is in line with Arcane Intellect, the standard card draw engine of Mage. I think cards like this need to exist to balance out control strategies (which can still play around this card, for what it's worth), and given how weak Paladin is across the rest of Basic/Classic, the potential big swings of Divine Favor may not be too powerful. However, the fact that an aggressive Paladin deck can net 3 or more cards in one fell swoop with little downside does have the potential of making it difficult to encourage other types of Paladin strategies to be effective. If I've learned anything from other card games like Magic, it is that broken or potentially broken card draw engines tend to be the most disruptive and most likely to be banned/rebalanced. Thus, this card has to be on the short list for Blizzard, in all likelihood.
Likelihood of Rebalancing - Very likely, higher than 50%.
How to Rebalance - The only real option is to make the mana cost be prohibitive, preventing aggressive strategies from being able to reload and drop more threats on a single turn. Whether that means 5 mana or more, this card should find a significant bump in requirements (but the general concept of card draw based on the opponent is inventive, and should still remain until it proves broken at a higher mana cost, in my opinion).
Truesilver Champion - Basic

The better weapon given to Paladins as part of the Basic cards earned during leveling remains one of the best weapons for this class, outside the Ashbringer that comes out of Tirion Fordring. It is slightly more powerful than the basic Warrior weapons as far as benefit for cost, and more in line with Death's Bite, the most played Warrior weapon. However, this has not stifled interesting alternative weapon designs, including Sword of Justice and Coghammer, from also seeing play in competitive decks. In view of this, and the greater depth of weapons overall for Warrior, I do not see any reason that this card will see rebalancing.
Likelihood of Rebalancing - Slim to None.
Tirion Fordring - Classic

Much like with the only Legendary rarity card discussed in the first article of this series (Archmage Antonidas), Tirion has always been the best Paladin legendary card by a long shot. If an opponent does not save a silence for this minion, he likely will remove at least two creatures while then leaving a 5/3 Ashbringer weapon for the Paladin to do some serious damage with. The fact that all of these abilities can be largely nullified with a silence does help his cause for avoiding the rebalancing process, but it has become clear that it is difficult to make another Paladin creature be anywhere near as good. That could be a limit on design, albeit a very small one. If Paladin looks like it will remain a top deck in Standard in internal testing as it is right now with Secret Paladin, I expect this to be the sole Paladin card which will merit a slight reduction in power.
Likelihood of Rebalancing - 50/50.
How to Rebalance - Although we have yet to come to Big Game Hunter, if that is going to remain a thing in Standard, then maybe making Tirion a 7/5 would be a small enough change to make him vulnerable to yet another commonly-played foil or tech card. Alternatively, the Ashbringer could be modified to something a little weaker, like a 4/3 or a 6/2, to bring him closer in line with the strength of other good legendaries. I think the latter change is more likely, as the Ashbringer is really what puts this card over the top in my opinion, and that's only if the team wants to change this card.
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PRIEST
Overview - Perhaps the only class consistently worse in constructed Hearthstone than Paladin over the first few months of the game was Priest. It was so bad that some pro players and streamers made a reputation out of figuring out how to win with this very underpowered set of class cards. That tends to indicate that there won't be anything to look at for rebalancing, especially using the assumption that no cards will be improved or "buff"-ed in this process. Until dragons became more powerful in more recent expansions that will remain Standard Format legal, Priest was not really a good place to be playing constructed.
However, just like for Paladin and Hunter before this, I have identified a few of the strongest cards that still find consistent play for discussion here. Really the only other card which merited any attention whatsoever was Mind Control, which was already nerfed a couple years ago from an 8-mana card to 10-mana, thereby leaving no actual room for further adjustment.
Northshire Cleric - Basic

Any card that has the potential of drawing multiple cards at a single time has the potential to be broken. One analogous card to Northshire Cleric in a much different setting was Starving Buzzard before it went from 2 mana to 5 mana over a year ago. Cleric tends to be a big enabler in Control Priest strategies, and until a 2/3 dragon for 1 was provided (for Dragon-based decks), this card saw no competition for the 1-drop spot of Priest decks except maybe for Zombie Chow. If Blizzard is rebalancing cards to try and force players to alter the sets of cards used in Standard Format, the ubiquitous nature of this card in Priest decks may mean it is time for a redesign to avoid having a low-cost creature be so game-altering in many match ups.
Likelihood of Rebalancing - 50/50.
How to Rebalance - If this card were to be included on a rebalancing, I would suspect a dramatic change like Starving Buzzard. The reason for this would be to open up the 1-mana slot for alternative Priest minion designs while also avoiding making the Cleric useless (which reducing the toughness statistic from 3 would likely do). Thus, a 3 mana 1/4 version of this creature would bring the power level down while maintaining the spirit of the card for a future generation, and it would also fill a gap left in the 3 mana slot that took forever to fix until Dark Cultist and Deathlord showed up, but botho f these are rotating back out of Standard.
Shadow Word: Death - Basic

This card is kind of a "feels bad man" card when the opponent spends a bunch of mana to put out a big creature only to have it nullified for three mana. But unlike the cries about Big Game Hunter, which does largely the same thing with a 4/2 body attached, this spell leaves no minion on board. That fact alone, and the fact that it is limited to a class all about control, means this card makes sense to keep alongside its counterpart Shadow Word: Pain, which kills small minions.
Likelihood of Rebalancing - Slim to None.
Cabal Shadow Priest - Classic

I'm not one for having to have gold cards, but just look at the nifty different art appearance on Cabal Shadow Priest. Anyway, this is yet another Priest card which nullifies or takes things away from the opponent. Combined with Shrinkmeister, this is an 8-mana Mind Control for any creature with 4 power or less, with a combined 7/7 of stats to boot across the other two creatures. But Shrinkmeister is gone in the new Standard as it is in Goblins vs. Gnomes, which may be the saving grace for this Priest epic. When limited to only creatures with less than 2 power, it is still a powerful card but not overwhelmingly so. Indeed, it is kind of like a smaller cousin to legendary Sylvanas Windrunner, and that's probably still OK even though it can be terribly annoying to play against with an aggressive deck.
Likelihood of Rebalancing - Not very likely, less than 50%.
--------------------------------
ROGUE
Overview - Unlike the other two classes discussed in this article, Rogue was one of the most successful and hated decks back when Classic and Basic made up a majority of the card pool for Hearthstone. Miracle Rogue was a dominant strategy in the hands of a great Rogue player, and it is one of the reasons cards like Loatheb became reality in Naxxramas. However, several cards enabling the combo finish of Miracle Rouge and the strong lead up to that have been nerfed already, including Gadgetzan Auctioneer and Leeroy Jenkins, among others.
That led Rogue to become much more reliant on tempo plays with the "combo" ability and finishing with different cards like Tinker's Sharpsword Oil, which, by the way, is gone in this rotation as well when the Standard Format begins. Thus, despite what may have been expected based on the history of the game to be a target class for rebalancing cards, there's not really a ton of problems here at the current juncture.
Backstab - Basic

One of the defining features of a Rogue other than weapon buffing is the Combo mechanic, and perhaps the biggest useful enabler of such tactics is this removal spell. While Druid and Priest have similar spells and have to pay 1 mana for a similar effect, Rogue gets it for free, but with the caveat that the 2 damage can only target minions, and undamaged minions at that. That and the investment of a card makes this spell pretty much in line with the power level of those other class removal options. Furthermore, Rogue would not be the same without some decent Combo enablers, so I suspect that will keep Backstab as a staple of this class for years to come without making any problems.
Likelihood of Rebalancing - Slim to None.
Preparation - Classic

The more interesting of the zero-mana Rogue cards to discuss is the epic rarity card Preparation, which also enables Combo as well as cheap big spells like Vanish and Sprint. Much like Backstab, this has become a staple support card for what Rogue is, and it is in line with other fast mana for a card spells like Innervate. While that is a high power level, it does not seem completely unreasonable when limited to spells which can largely only come from class cards currently. It is notable that this card escaped the hammer when other staples of Miracle Rogue did not in previous nerfs, so while I do think there's a non-zero chance this gets changed slightly, it is probably safe so long as we aren't overlooking a good Standard Format Rogue deck that has not been figured out beyond the existence of Oil Rogue right now.
Likelihood of Rebalancing - Not very likely, less than 50%.
Sprint - Basic

Again, a recurring theme of rebalancing is identifying cards which appear in almost every deck of a class, and also identifying types of cards (including drawing multiple cards at once) that tend to create the most problems in a card game. Sprint has the most raw power of card drawing in the game, but it also comes at a very steep cost. However, with the existence of Preparation in this class, the potential combination of these cards could prove to be slightly too powerful, at which point it would be likely to see this come down to 3 cards or go up in mana cost. For now, it's probably fine based on requiring two cards to be broken, but it is likely on a watch list for future rebalancing.
Likelihood of Rebalancing - Not very likely, less than 50%.
--------------------------------
All told, these second three classes have resulted in another three cards which I identify as at least 50/50 candidates for rebalancing, bringing the total up to 6 overall. It will be interesting to see if I overlooked any cards such as in Rogue, as the class was strong back when Classic and Basic made up a higher percentage of the card pool available.
Stay tuned for the next article in this series, where the final three classes will be discussed (and then later a look at neutral minions)! Please share your own thoughts on Paladin, Priest, and Rogue rebalancing in the comments below, as I'd love to hear feedback and differing opinions.
As a reminder, this series of posts (part 1 here) will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be.
In today's prediction of the Standard Format rebalancing, I cover three more classes in Hearthstone: Paladin, Priest and Rogue.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
-----------------------
PALADIN
Overview - Long time Hearthstone players will recall that Paladin was one of the classes that struggled to find any consistent success on ladder before some course corrections were made in Goblins vs. Gnomes and Naxxramas. Unfortunately, with those cards leaving Standard Format (and most of the Secret Paladin deck with it), what is left may not be a solid base for future Standard decks. Indeed, outside the one legendary card available, almost everything else in Basic and Classic is pretty average and, in most cases, below par.
As a result, I will discuss only three cards here. The second one was picked over Consecration, but it shows that the class as a whole is pretty underpowered in these initial sets.
Divine Favor - Classic
Shout out to a law school friend Mike for pointing out my omission of this card in my first draft of this article. I had overlooked this card partially because it has proven to be a swing card that often does nothing, as much as it does great things, particularly outside of truly aggressive Paladin decks. This card was nerfed once already from 2 mana to 3, which lowers the likelihood it needs rebalanced again. On average, this probably nets 2 cards, which is in line with Arcane Intellect, the standard card draw engine of Mage. I think cards like this need to exist to balance out control strategies (which can still play around this card, for what it's worth), and given how weak Paladin is across the rest of Basic/Classic, the potential big swings of Divine Favor may not be too powerful. However, the fact that an aggressive Paladin deck can net 3 or more cards in one fell swoop with little downside does have the potential of making it difficult to encourage other types of Paladin strategies to be effective. If I've learned anything from other card games like Magic, it is that broken or potentially broken card draw engines tend to be the most disruptive and most likely to be banned/rebalanced. Thus, this card has to be on the short list for Blizzard, in all likelihood.
Likelihood of Rebalancing - Very likely, higher than 50%.
How to Rebalance - The only real option is to make the mana cost be prohibitive, preventing aggressive strategies from being able to reload and drop more threats on a single turn. Whether that means 5 mana or more, this card should find a significant bump in requirements (but the general concept of card draw based on the opponent is inventive, and should still remain until it proves broken at a higher mana cost, in my opinion).
Truesilver Champion - Basic
The better weapon given to Paladins as part of the Basic cards earned during leveling remains one of the best weapons for this class, outside the Ashbringer that comes out of Tirion Fordring. It is slightly more powerful than the basic Warrior weapons as far as benefit for cost, and more in line with Death's Bite, the most played Warrior weapon. However, this has not stifled interesting alternative weapon designs, including Sword of Justice and Coghammer, from also seeing play in competitive decks. In view of this, and the greater depth of weapons overall for Warrior, I do not see any reason that this card will see rebalancing.
Likelihood of Rebalancing - Slim to None.
Tirion Fordring - Classic
Much like with the only Legendary rarity card discussed in the first article of this series (Archmage Antonidas), Tirion has always been the best Paladin legendary card by a long shot. If an opponent does not save a silence for this minion, he likely will remove at least two creatures while then leaving a 5/3 Ashbringer weapon for the Paladin to do some serious damage with. The fact that all of these abilities can be largely nullified with a silence does help his cause for avoiding the rebalancing process, but it has become clear that it is difficult to make another Paladin creature be anywhere near as good. That could be a limit on design, albeit a very small one. If Paladin looks like it will remain a top deck in Standard in internal testing as it is right now with Secret Paladin, I expect this to be the sole Paladin card which will merit a slight reduction in power.
Likelihood of Rebalancing - 50/50.
How to Rebalance - Although we have yet to come to Big Game Hunter, if that is going to remain a thing in Standard, then maybe making Tirion a 7/5 would be a small enough change to make him vulnerable to yet another commonly-played foil or tech card. Alternatively, the Ashbringer could be modified to something a little weaker, like a 4/3 or a 6/2, to bring him closer in line with the strength of other good legendaries. I think the latter change is more likely, as the Ashbringer is really what puts this card over the top in my opinion, and that's only if the team wants to change this card.
-----------------------------------
PRIEST
Overview - Perhaps the only class consistently worse in constructed Hearthstone than Paladin over the first few months of the game was Priest. It was so bad that some pro players and streamers made a reputation out of figuring out how to win with this very underpowered set of class cards. That tends to indicate that there won't be anything to look at for rebalancing, especially using the assumption that no cards will be improved or "buff"-ed in this process. Until dragons became more powerful in more recent expansions that will remain Standard Format legal, Priest was not really a good place to be playing constructed.
However, just like for Paladin and Hunter before this, I have identified a few of the strongest cards that still find consistent play for discussion here. Really the only other card which merited any attention whatsoever was Mind Control, which was already nerfed a couple years ago from an 8-mana card to 10-mana, thereby leaving no actual room for further adjustment.
Northshire Cleric - Basic
Any card that has the potential of drawing multiple cards at a single time has the potential to be broken. One analogous card to Northshire Cleric in a much different setting was Starving Buzzard before it went from 2 mana to 5 mana over a year ago. Cleric tends to be a big enabler in Control Priest strategies, and until a 2/3 dragon for 1 was provided (for Dragon-based decks), this card saw no competition for the 1-drop spot of Priest decks except maybe for Zombie Chow. If Blizzard is rebalancing cards to try and force players to alter the sets of cards used in Standard Format, the ubiquitous nature of this card in Priest decks may mean it is time for a redesign to avoid having a low-cost creature be so game-altering in many match ups.
Likelihood of Rebalancing - 50/50.
How to Rebalance - If this card were to be included on a rebalancing, I would suspect a dramatic change like Starving Buzzard. The reason for this would be to open up the 1-mana slot for alternative Priest minion designs while also avoiding making the Cleric useless (which reducing the toughness statistic from 3 would likely do). Thus, a 3 mana 1/4 version of this creature would bring the power level down while maintaining the spirit of the card for a future generation, and it would also fill a gap left in the 3 mana slot that took forever to fix until Dark Cultist and Deathlord showed up, but botho f these are rotating back out of Standard.
Shadow Word: Death - Basic
This card is kind of a "feels bad man" card when the opponent spends a bunch of mana to put out a big creature only to have it nullified for three mana. But unlike the cries about Big Game Hunter, which does largely the same thing with a 4/2 body attached, this spell leaves no minion on board. That fact alone, and the fact that it is limited to a class all about control, means this card makes sense to keep alongside its counterpart Shadow Word: Pain, which kills small minions.
Likelihood of Rebalancing - Slim to None.
Cabal Shadow Priest - Classic

I'm not one for having to have gold cards, but just look at the nifty different art appearance on Cabal Shadow Priest. Anyway, this is yet another Priest card which nullifies or takes things away from the opponent. Combined with Shrinkmeister, this is an 8-mana Mind Control for any creature with 4 power or less, with a combined 7/7 of stats to boot across the other two creatures. But Shrinkmeister is gone in the new Standard as it is in Goblins vs. Gnomes, which may be the saving grace for this Priest epic. When limited to only creatures with less than 2 power, it is still a powerful card but not overwhelmingly so. Indeed, it is kind of like a smaller cousin to legendary Sylvanas Windrunner, and that's probably still OK even though it can be terribly annoying to play against with an aggressive deck.
Likelihood of Rebalancing - Not very likely, less than 50%.
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ROGUE
Overview - Unlike the other two classes discussed in this article, Rogue was one of the most successful and hated decks back when Classic and Basic made up a majority of the card pool for Hearthstone. Miracle Rogue was a dominant strategy in the hands of a great Rogue player, and it is one of the reasons cards like Loatheb became reality in Naxxramas. However, several cards enabling the combo finish of Miracle Rouge and the strong lead up to that have been nerfed already, including Gadgetzan Auctioneer and Leeroy Jenkins, among others.
That led Rogue to become much more reliant on tempo plays with the "combo" ability and finishing with different cards like Tinker's Sharpsword Oil, which, by the way, is gone in this rotation as well when the Standard Format begins. Thus, despite what may have been expected based on the history of the game to be a target class for rebalancing cards, there's not really a ton of problems here at the current juncture.
Backstab - Basic

One of the defining features of a Rogue other than weapon buffing is the Combo mechanic, and perhaps the biggest useful enabler of such tactics is this removal spell. While Druid and Priest have similar spells and have to pay 1 mana for a similar effect, Rogue gets it for free, but with the caveat that the 2 damage can only target minions, and undamaged minions at that. That and the investment of a card makes this spell pretty much in line with the power level of those other class removal options. Furthermore, Rogue would not be the same without some decent Combo enablers, so I suspect that will keep Backstab as a staple of this class for years to come without making any problems.
Likelihood of Rebalancing - Slim to None.
Preparation - Classic
The more interesting of the zero-mana Rogue cards to discuss is the epic rarity card Preparation, which also enables Combo as well as cheap big spells like Vanish and Sprint. Much like Backstab, this has become a staple support card for what Rogue is, and it is in line with other fast mana for a card spells like Innervate. While that is a high power level, it does not seem completely unreasonable when limited to spells which can largely only come from class cards currently. It is notable that this card escaped the hammer when other staples of Miracle Rogue did not in previous nerfs, so while I do think there's a non-zero chance this gets changed slightly, it is probably safe so long as we aren't overlooking a good Standard Format Rogue deck that has not been figured out beyond the existence of Oil Rogue right now.
Likelihood of Rebalancing - Not very likely, less than 50%.
Sprint - Basic

Again, a recurring theme of rebalancing is identifying cards which appear in almost every deck of a class, and also identifying types of cards (including drawing multiple cards at once) that tend to create the most problems in a card game. Sprint has the most raw power of card drawing in the game, but it also comes at a very steep cost. However, with the existence of Preparation in this class, the potential combination of these cards could prove to be slightly too powerful, at which point it would be likely to see this come down to 3 cards or go up in mana cost. For now, it's probably fine based on requiring two cards to be broken, but it is likely on a watch list for future rebalancing.
Likelihood of Rebalancing - Not very likely, less than 50%.
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All told, these second three classes have resulted in another three cards which I identify as at least 50/50 candidates for rebalancing, bringing the total up to 6 overall. It will be interesting to see if I overlooked any cards such as in Rogue, as the class was strong back when Classic and Basic made up a higher percentage of the card pool available.
Stay tuned for the next article in this series, where the final three classes will be discussed (and then later a look at neutral minions)! Please share your own thoughts on Paladin, Priest, and Rogue rebalancing in the comments below, as I'd love to hear feedback and differing opinions.
Thursday, February 18, 2016
Predicting the Hearthstone "Standard" Rebalancing Nerfs - Druid, Hunter and Mage
As was announced earlier this month, Hearthstone will be adding formats to the constructed part of the game. Hearthstone has a growing card pool that now requires multiple formats to ensure freshness of competitive formats and accessibility for new players.
Thus, Standard Format will be born when the first large expansion of 2016 is released, presumably in the next couple months. At that point, all non-Classic and non-Basic cards (those are staying in Standard) from before the previous calendar year will rotate out of Standard. In short, the adventure cards from Naxxramas and the Goblins vs. Gnomes expansion will no longer be legal in this new Standard Format.
The game as it currently stands, with everything legal, will continue as the Wild Format. This will be the Eternal (Vintage/Legacy) type format, for those with Magic the Gathering backgrounds.
Because the decision was made to leave Basic (cards earned by leveling heroes) and Classic (original set of Hearthstone) cards legal in Standard, the development team at Blizzard has indicated that several of these older cards will need to be adjusted/rebalanced to keep the format and classes lively and fresh. In other words, any overpowered cards that would tend to make it hard to design new and interesting ways to play a class will likely face imminent "nerfs," e.g., adjustments to make them weaker and more in line with the design goals of the Standard Format.
More specifically, Ben Brode was quoted in an interview as saying "more than two but less than 20 cards" will receive nerf treatment, and "buffs" or improvements to cards will not be occurring at this time. That line is setting expectations, so let's assume for the sake of argument 8 to 12 cards will be receiving some adjustments.
This series of posts will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be. I envision that this will be a fun thought experiment for anyone who both plays Hearthstone (or card games) and anyone who likes to design or balance games.
Without further ado, let's get started.
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In today's prediction of the Standard Format rebalancing, I cover the first three classes in Hearthstone: Druid, Hunter, and Mage.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
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DRUID
Overview - There has long been one very standard build of druid decks that find success on constructed ladder play, and that is a midrange druid with mana ramp cards that eventually lead into the Savage Roar-Force of Nature combo (9 mana for 14 damage from an empty board state, much more damage if any pre-existing creatures are on board already). It's clear that other concepts like Beast Druid have suffered from how good this midrange build is, and many of the cards for that midrange deck are in Basic and Standard.
This is the only class that is absolutely guaranteed to see major changes, as Ben Brode has mentioned these cards in Druid multiple times when the rebalancing topic comes up. Let's look at the potential culprits.
Savage Roar - Basic

One half of the omnipresent Druid combo is this card, which takes any board full of creatures (thanks to Force of Nature or not) and makes it an instant death for the opponent. That has led to some interesting token-style builds as well, which may be worth encouraging. However, Druid has plenty of other buff spells and this does not fit in as an overpowered/under-costed version of Bloodlust for this class. Thus, this card is likely headed for a serious nerf.
Likelihood of Rebalancing - Almost Certain
How to Redesign - There's two simple options here: increase the mana cost to 4 (5 would be too much because of Bloodlust) or reduce the effect. One potential reduced effect would be to remove the hero from the bonus, and another would be to reduce the benefit to +1 attack. But that would be worse than Power of the Wild, which seems like a poor re-design. If this card is to be effectively killed, that would do it. However, to keep it interesting I will say an increase to 4 mana and the exclusion of the hero from the benefit.
Druid of the Claw - Classic

Another card that seems to be in every Druid deck is this one, as both options are solid creatures for the cost of 5 mana. However, the different forms or choice is something Druid does well as a theme, and this card is actually less powerful than Sludge Belcher as far as overall minion stats go. While Sludge Belcher is more of a problem because it is available to all classes, big taunt minions seems alright for Druid. It can be and has been designed around, as with Sludge Belcher.
Likelihood of Rebalancing - Slim to None
Force of Nature - Classic

The other half of the Druid combo, this card is just like many other epic rarity cards because it seems quirky and could find some different uses. With the relatively minor change in functionality I propose will happen to Savage Roar, this card will also need to be changed to avoid any hint of the combo knocking out other interesting design spaces for the class. Hearthstone is all about creature combat and removal, and I think this could be made an interesting alternative tool to Starfall and Swipe.
Likelihood of Rebalance - More likely than not, over 50%
How to Redesign - The most interesting option I have seen is cutting this card in half, making it cost three mana and summon three 1/1 trees with charge. However, there's plenty of small token generators and that is a bit too much like Muster for Battle. I think the simple change is to increase the mana cost to 7 (which likely reduces the combo likelihood to nil), or keep the mana cost lower and make the Treants not capable of attacking heroes. That converts this to an interesting piece of removal rather than a combo piece, right where an epic should be.
Ancient of Lore - Classic

Much like Druid of the Claw, this epic rarity card for Druid sees play in almost every Druid deck currently. Of course, that is partially a result of the two modes of this battlecry-type effect being right in line with the normal strategy of Druid with the combo cards included from above: that being, the need to draw both pieces of the combo and the need to stay alive long enough to play the combo. The health side of this is on par with comparable options in Paladin and neutral minions, but there's not a lot of minions which enable card draw, let alone multiple cards. That side of this card may prove to be a touch too powerful, and if so, then I would expect a minor change to the mana cost (8, for example) would be warranted. All cards that draw multiple cards will be subject to high scrutiny in this review and future Standard rebalancing reviews, as that tends to be the most broken type of card in cards games. However, this seems more like a "wait and see" if it's a problem card in 2016 before action is taken now, particularly in view of the bigger problems noted above in this class.
Likelihood of Rebalancing - Not very likely, less than 50%.
-----------------------------------
HUNTER
Overview - Despite supporting a strong aggressive Face Hunter strategy as well as a midrange beast-style strategy since the game's inception, the Hunter class has been brought into check by other classes becoming more powerful over time. While there's a risk that Hunter could rise again when a rotation occurs, a review of the Basic and Classic class cards for Hunter reveals that there's not a ton which could be considered overpowered.
Thus, the examples below are taken more from the context of cards which have consistently seen play in most Hunter decks over the past two years, rather than truly problematic cards which have stifled more recent Hunter cards in expansions that will remain Standard Format legal.
Explosive Trap/Freezing Trap - Classic/Classic


Let's begin with the two most used secrets for the Hunter class. The reason these have seen more play than others like Misdirection and Snake Trap is because they fully support the typical aggressive or tempo roles that Hunter plays well. There's zero option to change the mana cost on these, as Hunter secrets are forever set at two mana. Furthermore, any revision (other than maybe altering the penalty on freezing trap to be less mana-intensive) would render these cards pretty unplayable. Secrets like this can be played around by smart players, and there's enough other secrets like Bear Trap which see play that make these not really problematic.
Likelihood of Rebalancing - Slim to None
Animal Companion - Basic

Another card that sees play in almost every style of Hunter deck is Animal Companion, which gives a random one of three beasts: a 4/4 taunt bear, a 4/2 has boar, or a 2/4 buff lion which gives all other minions +1 attack. In some cases this can be huge value, as other similar analogues (Ogre Brute as a 4/4 for 3 mana, Arcane Golem as a 4/2 haste for 3 mana, etc.) are weaker or have drawbacks. But the random nature and unpredictability of what comes out of this spell makes it largely fair and balanced, as it could easily provide what the Hunter does not want or need. A solid card, not overpowered, and the beast theme will always be welcome in Hunter.
Likelihood of Rebalancing - Slim to None.
The only other card that even came on the radar for discussion was Savannah Highmane, but the fact that it can be silenced and it's original body is weaker than the terrible Boulderfist Ogre makes this nothing too far out of the ordinary, much like the rest of the Hunter Classic and Basic cards. There's just not much to see here.
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MAGE
Overview - With Mage, the class appears mostly healthy in view of multiple major decks finding success in recent months. These decks include Mech Mage, an aggressive style; Tempo Mage, a midrange deck that tries to out-value the opponent over the course of the game; and Freeze Mage, a control/combo style deck. It's a good sign when a class can support all types of decks reliably, and that may protect the Basic and Classic cards from significant rebalancing.
Much like Hunter and beasts, there's no doubt Mage will continue to synergize with spells and have some of the best spells in the game. That's fine because every class has to have an identity and Mage has one that has not proven to be overpowered or dominating the meta at any time. So while there's a lot of cards here that could/should merit some consideration, there's nothing that stands out as an immediate problem like in Druid.
Sorcerer's Apprentice - Classic

The first card on this list going by mana cost may end up being the most controversial #take in this first article. I suspect this card will be overlooked by most thanks to the proliferation of 2/3 and 3/2 creatures which have some sort of benefit attached (Knife Juggler, etc.). However, considering that Mage has been and always will be about spells, this particular benefit of reduction of spell cost runs a significant risk of powering up combos and getting out of control in a tempo game (if the Apprentice is not dealt with). Putting such an ability on a 3/2 for 2, which already has favorable stats for the mana cost, seems like a bit too much to reliably design other 2-drops around. In view of all these factors, I believe this is the card most likely in Mage to get a surprising minor adjustment.
Likelihood of Rebalancing - 50/50.
How to Redesign: As mentioned above, this does not have to be drastic. One option would be to increase the mana cost by 1, but I actually think the more inventive way to deal with this is to make the creature smaller (I think the potential should still exist for a combo when a player has 10 mana, even if it is hard to pull off). At 3/1 or perhaps 2/1, the card would be more in line with those small creatures having large ancillary benefits, which will likely remain the same following the Standard Format Rebalancing (Bloodmage Thalanos, for example).
Ice Block - Classic

Just like with the Hunter secrets, there's obviously no room for Mage secrets to receive an adjustment in mana cost. These are generally more powerful thanks to the higher mana cost compared to the Paladin and Hunter counterparts, and that is fine. However, this is the most quirky (surprise, surprise...it's epic rarity where all those cards seem to be) of the Mage secrets and it may single-handedly enable Freeze Mage control strategies to continue running rampant in the Standard Format. This is also perhaps the quintessential "feels bad man" card when losing a game to a Mage because of the card being played. Thus, I bet this gets a pretty close look, and stays on a watch list for future balancing changes, even though I do not believe it needs an adjustment at this time. Moreover, it will be hard to figure out how to rebalance this card without rendering it useless, which I doubt the development team wants to do.
Likelihood of Rebalancing - Not very likely, less than 50%.
Flamestrike - Basic

This card comes up because it remains one of the best mass removal spells in the entire game, and it overlaps a bit with Blizzard, which is also in the Basic/Classic sets. If nothing else, I hope Flamestrike and some other Basic cards receive rarities (even if not on the face of the card with colored gems) so that it doesn't keep showing up at common in Arena draft while other mass removal is much more rare for other classes. However, that's not really a nerf or balancing change within the confines of this article series. The mana cost is very high for this and that makes it commensurate with the other similar spells in the game, significantly reducing a rebalancing.
Likelihood of Rebalancing: Slim to None.
Archmage Antonidas - Classic

The final card seriously considered in Mage is the first legendary rarity card, as Hunter and Druid do not present anything that sees heavy play. On the other hand, Antonidas is a staple of many Mage decks as a finisher. This particular legendary has proven much more effective than later ones, although Flame Leviathan was pretty much a joke on arrival. That being said, the fact that Fireball costs 4 mana and can't be case more than twice a turn makes Antonidas (in the absence of other enablers like Sorcerer's Apprentice) not terribly unbalanced. A strong finisher, for sure, but the opponent usually has a chance to respond before anything goes crazy. On that basis alone, and the fact that any tweaks would likely be minor/insignificant, this likely escapes rebalancing.
Likelihood of Rebalancing: Not very likely, less than 50%.
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All told, these first three classes have resulted in only three cards which I identify as at least 50/50 candidates for rebalancing. That may seem like a lot and on pace for much more than 10 overall, but I suspect when deep dives are taken into other classes, not many have the problems like Druid currently does for Standard Format moving forward.
Stay tuned for the next article in this series, where three more classes will be discussed! Please share your own thoughts on Druid, Hunter, and Mage rebalancing in the comments below, as I'd love to hear feedback and differing opinions.
Thus, Standard Format will be born when the first large expansion of 2016 is released, presumably in the next couple months. At that point, all non-Classic and non-Basic cards (those are staying in Standard) from before the previous calendar year will rotate out of Standard. In short, the adventure cards from Naxxramas and the Goblins vs. Gnomes expansion will no longer be legal in this new Standard Format.
The game as it currently stands, with everything legal, will continue as the Wild Format. This will be the Eternal (Vintage/Legacy) type format, for those with Magic the Gathering backgrounds.
Because the decision was made to leave Basic (cards earned by leveling heroes) and Classic (original set of Hearthstone) cards legal in Standard, the development team at Blizzard has indicated that several of these older cards will need to be adjusted/rebalanced to keep the format and classes lively and fresh. In other words, any overpowered cards that would tend to make it hard to design new and interesting ways to play a class will likely face imminent "nerfs," e.g., adjustments to make them weaker and more in line with the design goals of the Standard Format.
More specifically, Ben Brode was quoted in an interview as saying "more than two but less than 20 cards" will receive nerf treatment, and "buffs" or improvements to cards will not be occurring at this time. That line is setting expectations, so let's assume for the sake of argument 8 to 12 cards will be receiving some adjustments.
This series of posts will focus on predicting what cards will be changed, and for the ones most likely to change, what the predicted change will be. I envision that this will be a fun thought experiment for anyone who both plays Hearthstone (or card games) and anyone who likes to design or balance games.
Without further ado, let's get started.
-------
In today's prediction of the Standard Format rebalancing, I cover the first three classes in Hearthstone: Druid, Hunter, and Mage.
In the discussion below, I look at several potential problematic or more powerful cards in each of these classes, with a consideration of the current metagame and strong decks that will remain Standard Format legal when the first rotation happens this spring. I have endeavored to be conservative in picking cards for discussion, including more cards than not to try and identify all possible rebalancing angles.
(All card images herein contain copyrighted and other material owned by Blizzard Entertainment)
-----------------------
DRUID
Overview - There has long been one very standard build of druid decks that find success on constructed ladder play, and that is a midrange druid with mana ramp cards that eventually lead into the Savage Roar-Force of Nature combo (9 mana for 14 damage from an empty board state, much more damage if any pre-existing creatures are on board already). It's clear that other concepts like Beast Druid have suffered from how good this midrange build is, and many of the cards for that midrange deck are in Basic and Standard.
This is the only class that is absolutely guaranteed to see major changes, as Ben Brode has mentioned these cards in Druid multiple times when the rebalancing topic comes up. Let's look at the potential culprits.
Savage Roar - Basic
One half of the omnipresent Druid combo is this card, which takes any board full of creatures (thanks to Force of Nature or not) and makes it an instant death for the opponent. That has led to some interesting token-style builds as well, which may be worth encouraging. However, Druid has plenty of other buff spells and this does not fit in as an overpowered/under-costed version of Bloodlust for this class. Thus, this card is likely headed for a serious nerf.
Likelihood of Rebalancing - Almost Certain
How to Redesign - There's two simple options here: increase the mana cost to 4 (5 would be too much because of Bloodlust) or reduce the effect. One potential reduced effect would be to remove the hero from the bonus, and another would be to reduce the benefit to +1 attack. But that would be worse than Power of the Wild, which seems like a poor re-design. If this card is to be effectively killed, that would do it. However, to keep it interesting I will say an increase to 4 mana and the exclusion of the hero from the benefit.
Druid of the Claw - Classic
Another card that seems to be in every Druid deck is this one, as both options are solid creatures for the cost of 5 mana. However, the different forms or choice is something Druid does well as a theme, and this card is actually less powerful than Sludge Belcher as far as overall minion stats go. While Sludge Belcher is more of a problem because it is available to all classes, big taunt minions seems alright for Druid. It can be and has been designed around, as with Sludge Belcher.
Likelihood of Rebalancing - Slim to None
Force of Nature - Classic
The other half of the Druid combo, this card is just like many other epic rarity cards because it seems quirky and could find some different uses. With the relatively minor change in functionality I propose will happen to Savage Roar, this card will also need to be changed to avoid any hint of the combo knocking out other interesting design spaces for the class. Hearthstone is all about creature combat and removal, and I think this could be made an interesting alternative tool to Starfall and Swipe.
Likelihood of Rebalance - More likely than not, over 50%
How to Redesign - The most interesting option I have seen is cutting this card in half, making it cost three mana and summon three 1/1 trees with charge. However, there's plenty of small token generators and that is a bit too much like Muster for Battle. I think the simple change is to increase the mana cost to 7 (which likely reduces the combo likelihood to nil), or keep the mana cost lower and make the Treants not capable of attacking heroes. That converts this to an interesting piece of removal rather than a combo piece, right where an epic should be.
Ancient of Lore - Classic

Much like Druid of the Claw, this epic rarity card for Druid sees play in almost every Druid deck currently. Of course, that is partially a result of the two modes of this battlecry-type effect being right in line with the normal strategy of Druid with the combo cards included from above: that being, the need to draw both pieces of the combo and the need to stay alive long enough to play the combo. The health side of this is on par with comparable options in Paladin and neutral minions, but there's not a lot of minions which enable card draw, let alone multiple cards. That side of this card may prove to be a touch too powerful, and if so, then I would expect a minor change to the mana cost (8, for example) would be warranted. All cards that draw multiple cards will be subject to high scrutiny in this review and future Standard rebalancing reviews, as that tends to be the most broken type of card in cards games. However, this seems more like a "wait and see" if it's a problem card in 2016 before action is taken now, particularly in view of the bigger problems noted above in this class.
Likelihood of Rebalancing - Not very likely, less than 50%.
-----------------------------------
HUNTER
Overview - Despite supporting a strong aggressive Face Hunter strategy as well as a midrange beast-style strategy since the game's inception, the Hunter class has been brought into check by other classes becoming more powerful over time. While there's a risk that Hunter could rise again when a rotation occurs, a review of the Basic and Classic class cards for Hunter reveals that there's not a ton which could be considered overpowered.
Thus, the examples below are taken more from the context of cards which have consistently seen play in most Hunter decks over the past two years, rather than truly problematic cards which have stifled more recent Hunter cards in expansions that will remain Standard Format legal.
Explosive Trap/Freezing Trap - Classic/Classic
Let's begin with the two most used secrets for the Hunter class. The reason these have seen more play than others like Misdirection and Snake Trap is because they fully support the typical aggressive or tempo roles that Hunter plays well. There's zero option to change the mana cost on these, as Hunter secrets are forever set at two mana. Furthermore, any revision (other than maybe altering the penalty on freezing trap to be less mana-intensive) would render these cards pretty unplayable. Secrets like this can be played around by smart players, and there's enough other secrets like Bear Trap which see play that make these not really problematic.
Likelihood of Rebalancing - Slim to None
Animal Companion - Basic

Another card that sees play in almost every style of Hunter deck is Animal Companion, which gives a random one of three beasts: a 4/4 taunt bear, a 4/2 has boar, or a 2/4 buff lion which gives all other minions +1 attack. In some cases this can be huge value, as other similar analogues (Ogre Brute as a 4/4 for 3 mana, Arcane Golem as a 4/2 haste for 3 mana, etc.) are weaker or have drawbacks. But the random nature and unpredictability of what comes out of this spell makes it largely fair and balanced, as it could easily provide what the Hunter does not want or need. A solid card, not overpowered, and the beast theme will always be welcome in Hunter.
Likelihood of Rebalancing - Slim to None.
The only other card that even came on the radar for discussion was Savannah Highmane, but the fact that it can be silenced and it's original body is weaker than the terrible Boulderfist Ogre makes this nothing too far out of the ordinary, much like the rest of the Hunter Classic and Basic cards. There's just not much to see here.
--------------------------------
MAGE
Overview - With Mage, the class appears mostly healthy in view of multiple major decks finding success in recent months. These decks include Mech Mage, an aggressive style; Tempo Mage, a midrange deck that tries to out-value the opponent over the course of the game; and Freeze Mage, a control/combo style deck. It's a good sign when a class can support all types of decks reliably, and that may protect the Basic and Classic cards from significant rebalancing.
Much like Hunter and beasts, there's no doubt Mage will continue to synergize with spells and have some of the best spells in the game. That's fine because every class has to have an identity and Mage has one that has not proven to be overpowered or dominating the meta at any time. So while there's a lot of cards here that could/should merit some consideration, there's nothing that stands out as an immediate problem like in Druid.
Sorcerer's Apprentice - Classic
The first card on this list going by mana cost may end up being the most controversial #take in this first article. I suspect this card will be overlooked by most thanks to the proliferation of 2/3 and 3/2 creatures which have some sort of benefit attached (Knife Juggler, etc.). However, considering that Mage has been and always will be about spells, this particular benefit of reduction of spell cost runs a significant risk of powering up combos and getting out of control in a tempo game (if the Apprentice is not dealt with). Putting such an ability on a 3/2 for 2, which already has favorable stats for the mana cost, seems like a bit too much to reliably design other 2-drops around. In view of all these factors, I believe this is the card most likely in Mage to get a surprising minor adjustment.
Likelihood of Rebalancing - 50/50.
How to Redesign: As mentioned above, this does not have to be drastic. One option would be to increase the mana cost by 1, but I actually think the more inventive way to deal with this is to make the creature smaller (I think the potential should still exist for a combo when a player has 10 mana, even if it is hard to pull off). At 3/1 or perhaps 2/1, the card would be more in line with those small creatures having large ancillary benefits, which will likely remain the same following the Standard Format Rebalancing (Bloodmage Thalanos, for example).
Ice Block - Classic
Just like with the Hunter secrets, there's obviously no room for Mage secrets to receive an adjustment in mana cost. These are generally more powerful thanks to the higher mana cost compared to the Paladin and Hunter counterparts, and that is fine. However, this is the most quirky (surprise, surprise...it's epic rarity where all those cards seem to be) of the Mage secrets and it may single-handedly enable Freeze Mage control strategies to continue running rampant in the Standard Format. This is also perhaps the quintessential "feels bad man" card when losing a game to a Mage because of the card being played. Thus, I bet this gets a pretty close look, and stays on a watch list for future balancing changes, even though I do not believe it needs an adjustment at this time. Moreover, it will be hard to figure out how to rebalance this card without rendering it useless, which I doubt the development team wants to do.
Likelihood of Rebalancing - Not very likely, less than 50%.
Flamestrike - Basic

This card comes up because it remains one of the best mass removal spells in the entire game, and it overlaps a bit with Blizzard, which is also in the Basic/Classic sets. If nothing else, I hope Flamestrike and some other Basic cards receive rarities (even if not on the face of the card with colored gems) so that it doesn't keep showing up at common in Arena draft while other mass removal is much more rare for other classes. However, that's not really a nerf or balancing change within the confines of this article series. The mana cost is very high for this and that makes it commensurate with the other similar spells in the game, significantly reducing a rebalancing.
Likelihood of Rebalancing: Slim to None.
Archmage Antonidas - Classic
The final card seriously considered in Mage is the first legendary rarity card, as Hunter and Druid do not present anything that sees heavy play. On the other hand, Antonidas is a staple of many Mage decks as a finisher. This particular legendary has proven much more effective than later ones, although Flame Leviathan was pretty much a joke on arrival. That being said, the fact that Fireball costs 4 mana and can't be case more than twice a turn makes Antonidas (in the absence of other enablers like Sorcerer's Apprentice) not terribly unbalanced. A strong finisher, for sure, but the opponent usually has a chance to respond before anything goes crazy. On that basis alone, and the fact that any tweaks would likely be minor/insignificant, this likely escapes rebalancing.
Likelihood of Rebalancing: Not very likely, less than 50%.
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All told, these first three classes have resulted in only three cards which I identify as at least 50/50 candidates for rebalancing. That may seem like a lot and on pace for much more than 10 overall, but I suspect when deep dives are taken into other classes, not many have the problems like Druid currently does for Standard Format moving forward.
Stay tuned for the next article in this series, where three more classes will be discussed! Please share your own thoughts on Druid, Hunter, and Mage rebalancing in the comments below, as I'd love to hear feedback and differing opinions.
Wednesday, February 17, 2016
Character Insight - New Home!
As a part of archiving all of my segments online (independent from the This Week in Trek show, for those who want just the segments or need to refer back to one), I moved all of my script posts to a new blog. Please give a follow to the blog below if interested. Thanks!
http://characterinsight.blogspot.com/
Also, the audio for newer segments is on Archive.org under my username BuckeyeFitzy. Eventually, the older Character Insight will also be archived and moved, so stay tuned. Enjoy!
All new posts will show up on that blog, and this blog will remain for gaming focused posts.
http://characterinsight.blogspot.com/
Also, the audio for newer segments is on Archive.org under my username BuckeyeFitzy. Eventually, the older Character Insight will also be archived and moved, so stay tuned. Enjoy!
All new posts will show up on that blog, and this blog will remain for gaming focused posts.
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