HEARTHSTONENerfs anunciados! – Bruxa Naga do Mar, Pacto Sombrio e muito mais

Luiz Miguel 15 de maio de 2018

Seis cartas serão nerfadas em breve Bruxa Naga do Mar, Evocadora Malevolente e outras!

Todas elas retornarão integralmente seus valores em custo de pó, então, não desencante essas cartas até o próximo patch.

Bruxa do Mar Naga – custo aumentado de 5 para 8.
Evocador Malevolente – custo aumentado de 6 para 7.
Pacto Sombrio – agora restaura 4 de vida em vez de 8
Lacaio Possuído – custo aumentado de 5 para 6.
Chamado às Armas – custo aumentado de 4 para 5.
• Carta de recompensa da missao do ladino – agora todos os lacaios se transformam em 4/4 ao invés de 5/5.

Originalmente postado por Blizzard


Naga Sea Witch – Will cost 8 mana. (Up from 5)

In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.

We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

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Spiteful Summoner – Will cost 7 mana. (Up from 6)

After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

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Dark Pact – Will restore 4 Health. (Down from 8)

There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

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Possessed Lackey – Will cost 6 mana. (Up from 5)

Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

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Call to Arms – Will cost 5 mana. (Up from 4)

Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.

We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

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Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.

The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)

The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

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Luiz Miguelluiz-miguel
Carioca, 22 anos, estudante de Design Gráfico (Portfólio). Odeia Guerreiro mas é fã de Caçador e defensor da ideia que a classe nunca vai ter um baralho controle, always face. Você pode trocar ideia comigo pelo twitter ou facebook.

  • Marcos Rocha

    Acho que o bruxo saiu ganhando muito, os nerfs só vão fazer cócegas. Aposto que outros terão de vir.

    O Even Paladin vai ser jogado bem menos, o Murloc vai ser a melhor escolha.

    O Spiteful deve conseguir resistir ao nerf, mas não tenho certeza.

  • Magnosama

    Senti falta de um nerf no DK do Guldan, o poder heroico dele devia ser casar 2 e curar 2… 3 é muito injusto.

    E o Kubo tbm devia ter sido nerfado, invocar 2 criaturas é absurdo demais…

    • Larissa Nunes

      Muito verdade!

  • Mill Dread

    Decks de gigantes vão morrer com esse nerf, Paladino Par tem grandes chances de acabar sem o chamado as armas, creio que só o paladino murloc continue usando, o ímpar creio que não, ele tem jogadas melhores pra fazer no turno 5, e invocar 3 lacaios de custo 1 não é uma delas

    Bruxo Cubo recebeu um freio, mas o Bruxo Controle pode sofrer por não conseguir mais trapacear o Senhor do Caos no turno 6, acreditem, um turno a mais faz diferença, e a cura reduzida no pacto também vai tirar eles do conforto, vão saber o que é ficar com o c* trancado por medo de levar um letal kkkkkk

    E outro freio nos decks malevolentes, Druida segue tranquilo de certa forma, a presença de mesa dele já é sólida, esperar mais um turno pra jogar a evocadora não vai fazer muita coisa se ele já estiver pressionando o oponente desde o começo do jogo

    Esse nerf na missão do ladino vai doer, lacaios 4/4 passam a ser problema pro sacerdote, mas agora podem ser mortos por golpe flamejante do mago e podem ser varridos mais facilmente pelo guerreiro, a missão continua jogável, só não vai ser mais tão opressor contra decks controle

  • Lucca Vanin

    Mages everywhere