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* [[https://hearthstone.wiki.gg/wiki/Flash_of_Lightning Flash of Lightning]] is a 2-mana Shaman spell that draws you a card and reduces the cost of your Nature spells by 1 on your next turn. Anyone familiar with the shenanigans enabled by Radiant Elemental and Sorcerer's Apprentice will likely not be surprised to hear that Flash of Lightning enabled some pretty degenerate things and became the centerpiece of the notorious Nature Shaman.[[https://hearthstone.wiki.gg/wiki/Lightning_Bolt Lightning Bolt]], [[https://hearthstone.wiki.gg/wiki/Lightning_Reflexes Lightning Reflexes]], and [[https://hearthstone.wiki.gg/wiki/Pop-Up_Book Pop-Up Book]] all became free (and Lightning Reflexes' extra Discover became much easier to trigger), Bioluminescence (which itself got a nerf) came down for 1 mana cheaper so you could fling more burn at your opponent, and the cost reduction not only benefited [[https://hearthstone.wiki.gg/wiki/Crash_of_Thunder Crash of Thunder]] directly but also let you easily string together enough spells to get it down to 0 cost. Shamans were burning people to death ''on turn 5'' at some points because of how much mana this card could cheat, thus allowing them to stack a crapton of Spell Damage on the same turn.

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* [[https://hearthstone.wiki.gg/wiki/Flash_of_Lightning Flash of Lightning]] is a 2-mana Shaman spell that draws you a card and reduces the cost of your Nature spells by 1 on your next turn. Anyone familiar with the shenanigans enabled by Radiant Elemental and Sorcerer's Apprentice will likely not be surprised to hear that Flash of Lightning enabled some pretty degenerate things and became the centerpiece of the notorious Nature Shaman. [[https://hearthstone.wiki.gg/wiki/Lightning_Bolt Lightning Bolt]], [[https://hearthstone.wiki.gg/wiki/Lightning_Reflexes Lightning Reflexes]], and [[https://hearthstone.wiki.gg/wiki/Pop-Up_Book Pop-Up Book]] all became free (and Lightning Reflexes' extra Discover became much easier to trigger), Bioluminescence (which itself got a nerf) came down for 1 mana cheaper so you could fling more burn at your opponent, and the cost reduction not only benefited [[https://hearthstone.wiki.gg/wiki/Crash_of_Thunder Crash of Thunder]] directly but also let you easily string together enough spells to get it down to 0 cost. Shamans were burning people to death ''on turn 5'' at some points because of how much mana this card could cheat, thus allowing them to stack a crapton of Spell Damage on the same turn.
turn. This card ended up getting Thrall's Gift and Bioluminescence both nerfed due to the degenerate burn combos, and even outside of those decks, it just gave too much value for Shamans to pass up.
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* [[https://hearthstone.wiki.gg/wiki/Radiant_Elemental Radiant Elemental]] is a 2-mana 2/3 Priest Elemental that reduces the cost of all your spells by 1. Just like Sorcerer's Apprentice, Radiant Elemental became a notorious combo piece for Priest, who were not only much better at keeping it alive than Mage but also had lots and lots of cheap draw spells, combo spells, and tutors; just having one on board could allow them to do some extremely silly things, with or without [[https://hearthstone.wiki.gg/wiki/Lyra_the_Sunshard Lyra the Sunshard]], and two of them (which was also very easy considering how good Priest was at duplicating their minions) basically removed their mana costs altogether. Just playing it on curve with Power Word: Shield basically gave you a 2-mana 2/5 that cycled a card from your deck. To this day, Radiant Elemental is still one of the Priest's premier combo cards in Wild, and when it was brought into Core for a year in the Year of the Hydra, Priests notably got very few cheap spells that year (not that it stopped Priests from doing particularly degenerate combos regardless).




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* [[https://hearthstone.wiki.gg/wiki/Flash_of_Lightning Flash of Lightning]] is a 2-mana Shaman spell that draws you a card and reduces the cost of your Nature spells by 1 on your next turn. Anyone familiar with the shenanigans enabled by Radiant Elemental and Sorcerer's Apprentice will likely not be surprised to hear that Flash of Lightning enabled some pretty degenerate things and became the centerpiece of the notorious Nature Shaman.[[https://hearthstone.wiki.gg/wiki/Lightning_Bolt Lightning Bolt]], [[https://hearthstone.wiki.gg/wiki/Lightning_Reflexes Lightning Reflexes]], and [[https://hearthstone.wiki.gg/wiki/Pop-Up_Book Pop-Up Book]] all became free (and Lightning Reflexes' extra Discover became much easier to trigger), Bioluminescence (which itself got a nerf) came down for 1 mana cheaper so you could fling more burn at your opponent, and the cost reduction not only benefited [[https://hearthstone.wiki.gg/wiki/Crash_of_Thunder Crash of Thunder]] directly but also let you easily string together enough spells to get it down to 0 cost. Shamans were burning people to death ''on turn 5'' at some points because of how much mana this card could cheat, thus allowing them to stack a crapton of Spell Damage on the same turn.
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* See [[https://hearthstone.wiki.gg/wiki/Tigress_Plushy Tigress Plushy]] in the Nerfed Cards section.

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* See [[https://hearthstone.wiki.gg/wiki/Tigress_Plushy Tigress Plushy]] and [[https://hearthstone.wiki.gg/wiki/Zilliax_Deluxe_3000 Zilliax Deluxe 3000]] in the Nerfed Cards section.
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!!Events
See [[https://hearthstone.wiki.gg/wiki/Thrall%27s_Gift Thrall's Gift]] in the Nerfed Cards section.


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[[folder:Year of the Pegasus]]

!!''Whizbang's Workshop''
* See [[https://hearthstone.wiki.gg/wiki/Tigress_Plushy Tigress Plushy]] in the Nerfed Cards section.
----
[[/folder]]
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See [[https://hearthstone.wiki.gg/wiki/Lab_Constructor Lab Constructor]] and [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] in the Nerfed Cards section.

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See [[https://hearthstone.wiki.gg/wiki/Lab_Constructor Lab Constructor]] and Constructor]], [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] Designate]], and [[https://hearthstone.wiki.gg/wiki/Awakening_Tremors Awakening Tremors]] in the Nerfed Cards section.
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See [[https://hearthstone.wiki.gg/wiki/Lab_Constructor Lab Constructor]] in the Nerfed Cards section.

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See [[https://hearthstone.wiki.gg/wiki/Lab_Constructor Lab Constructor]] and [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] in the Nerfed Cards section.



* [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] is an 8-mana 8/8 Legendary whose Battlecry makes it so that whenever your hero gains Armor, you also gain that much Attack until the end of the turn. Warrior has ''a lot'' of relatively cheap Armor gain, from Heavy Plate to Shield Block to Verse Riff, and Odyn effectively converts them into disgustingly cheap burn spells since all of that Attack is going straight to the opponent's face. A control deck with Odyn effectively puts the opponent on the clock to kill them ASAP because if Odyn comes down and they don't win the game quickly, the Warrior will kill them in one or two big hits, and since the damage came from the Hero, they could easily do this from an empty board. If the Warrior got a Windfury weapon off [[https://hearthstone.wiki.gg/wiki/Ignis,_the_Eternal_Flame Ignis, the Eternal Flame]], an OTK was almost guaranteed, especially if that weapon also received Light of Tyr (which gives the wielder Armor after attacking, so the second swing would be deadlier than the first). Odyn thus became Warrior's premier win condition late in the Year of the Wolf and especially post-rotation in the Year of the Pegasus.

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* [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] is an 8-mana 8/8 Legendary whose Battlecry makes it so that whenever your hero gains Armor, you also gain that much Attack until the end of the turn. Warrior has ''a lot'' of relatively cheap Armor gain, from Heavy Plate to Shield Block to Verse Riff, and Odyn effectively converts them into disgustingly cheap burn spells since all of that Attack is going straight to the opponent's face. A control deck with Odyn effectively puts the opponent on the clock to kill them ASAP because if Odyn comes down and they don't win the game quickly, the Warrior will kill them in one or two big hits, and since the damage came from the Hero, they could easily do this from an empty board. If the Warrior got a Windfury weapon off [[https://hearthstone.wiki.gg/wiki/Ignis,_the_Eternal_Flame Ignis, the Eternal Flame]], an OTK was almost guaranteed, especially if that weapon also received Light of Tyr (which gives the wielder Armor after attacking, so the second swing would be deadlier than the first). Odyn thus became Warrior's premier win condition late in the Year of the Wolf and especially post-rotation in the Year of the Pegasus.



See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]], [[https://hearthstone.wiki.gg/wiki/Waste_Remover Waste Remover]], [[https://hearthstone.wiki.gg/wiki/Sludge_on_Wheels Sludge on Wheels]], and [[https://hearthstone.wiki.gg/wiki/Chaos_Creation Chaos Creation]] in the Nerfed Cards section.

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See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]], [[https://hearthstone.wiki.gg/wiki/Waste_Remover Waste Remover]], [[https://hearthstone.wiki.gg/wiki/Sludge_on_Wheels Sludge on Wheels]], and [[https://hearthstone.wiki.gg/wiki/Chaos_Creation Chaos Creation]] Creation]], [[https://hearthstone.wiki.gg/wiki/Aftershocks Aftershocks]], [[https://hearthstone.wiki.gg/wiki/Deputization_Aura Deputization Aura]], and [[https://hearthstone.wiki.gg/wiki/Shroomscavate Shroomscavate]] in the Nerfed Cards section.
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** ''Festival of Legends'' opened up a nasty edge case involving [[https://hearthstone.wiki.gg/wiki/Multi-Strike Multi-Strike]], which gives your Hero +2 Attack and allows them to attack an extra time if they attack into a minion. Enter [[https://hearthstone.wiki.gg/wiki/Going_Down_Swinging Going Down Swinging]], Demon Hunter's Legendary Spell from ''Festival'', which gives your Hero Immune and makes you attack every enemy minion. When Multi-Strike was played beforehand, Going Down Swinging would give you an extra attack ''for each minion you hit'', which usually translated to an easy OTK with all of the Demon Hunter's Attack buffs going straight into the opponent's face multiple times. This was very swiftly hotfixed.
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Also see [[https://hearthstone.fandom.com/wiki/Pufferfist Pufferfist]], [[https://hearthstone.fandom.com/wiki/Miracle_Growth Miracle Growth]], [[https://hearthstone.fandom.com/wiki/Multi-Strike Multi-Strike]], [[https://hearthstone.fandom.com/wiki/Nellie,_the_Great_Thresher Nellie, the Great Thresher]], [[https://hearthstone.fandom.com/wiki/From_the_Depths From the Depths]], [[https://hearthstone.fandom.com/wiki/Spitelash_Siren Spitelash Siren]], [[https://hearthstone.fandom.com/wiki/School_Teacher School Teacher]], [[https://hearthstone.fandom.com/wiki/Smothering_Starfish Smothering Starfish]], [[https://hearthstone.fandom.com/wiki/Harpoon_Gun Harpoon Gun]], and [[https://hearthstone.fandom.com/wiki/Priestess_Valishj Priestess Valishj]] in the Nerfed Cards section, and [[https://hearthstone.fandom.com/wiki/Switcheroo Switcheroo]] in the Banned Cards section.

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Also see [[https://hearthstone.fandom.com/wiki/Pufferfist Pufferfist]], [[https://hearthstone.fandom.com/wiki/Miracle_Growth Miracle Growth]], [[https://hearthstone.fandom.com/wiki/Multi-Strike Multi-Strike]], [[https://hearthstone.fandom.com/wiki/Nellie,_the_Great_Thresher Nellie, the Great Thresher]], [[https://hearthstone.fandom.com/wiki/From_the_Depths From the Depths]], [[https://hearthstone.fandom.com/wiki/Spitelash_Siren Spitelash Siren]], [[https://hearthstone.fandom.com/wiki/School_Teacher School Teacher]], [[https://hearthstone.fandom.com/wiki/Smothering_Starfish Smothering Starfish]], [[https://hearthstone.fandom.com/wiki/Harpoon_Gun Harpoon Gun]], and [[https://hearthstone.fandom.com/wiki/Priestess_Valishj Priestess Valishj]] Valishj]], and [[https://hearthstone.wiki.gg/wiki/Bioluminescence Bioluminescence]] in the Nerfed Cards section, and [[https://hearthstone.fandom.com/wiki/Switcheroo Switcheroo]] in the Banned Cards section.
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* [[https://hearthstone.fandom.com/wiki/Test_Subject Test Subject]] is a 1 mana 0/2 Priest minion from ''The Boomsday Project'' with the Deathrattle effect of returning all spells cast on it to your hand. At its launch, it was used in a gimmicky OTK deck that would generate infinite copies of [[https://hearthstone.fandom.com/wiki/Divine_Spirit Divine Spirit]] using [[https://hearthstone.fandom.com/wiki/Vivid_Nightmare Vivid Nightmare]] and [[https://hearthstone.fandom.com/wiki/Topsy_Turvy Topsy Turvy]] to power-up a Stonetusk Boar. However, the inconsistency and insane skill needed to pull this off kept it from breaking the game. However, a much scarier OTK reared its ugly head in ''Return to Naxxramas'' with the spell [[https://hearthstone.fandom.com/wiki/Mind_Sear Mind Sear]], which dealt 2 damage to a minion and 3 to the enemy hero if it killed the target. Alongside [[https://hearthstone.fandom.com/wiki/Embalming_Ritual Embalming Ritual]] and a single [[https://hearthstone.fandom.com/wiki/Radiant_Elemental Radiant Elemental]], the Priest could cast endless copies of Mind Sear on a Test Subject until the opponent died, with only 4 cards and 3 mana needed. This resulted in Test Subject being preemptively banned from Wild before the set was released.
* [[https://hearthstone.wiki.gg/wiki/Crimson_Clergy Crimson Clergy]] is a 1 mana 1/5 Priest minion originally from the Year of the Gryphon ''Core'' set that gained +1 attack when a friendly character was healed -- Blizzard's attempt at giving Standard Priest a less-swingy replacement for Northshire Cleric. Needless to say, the response was lukewarm, so when the Overheal keyword was introduced with ''Festival of Legends'', Clergy was reworked to instead draw a card when Overhealed. On its own, this effect ''seems'' relatively innocent, but in Wild it became a big problem when it was discovered Clergy could be paired with Radiant Elemental and boatloads of heal spells, letting you rapidly cycle through your deck and quickly slam big minions like Arcane Giant and Grave Horror onto the board. Consequentially, Clergy was banned from the format in June 2023 to strike this toxic combo deck down.

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* [[https://hearthstone.fandom.com/wiki/Test_Subject Test Subject]] is a 1 mana 0/2 Priest minion from ''The Boomsday Project'' with the Deathrattle effect of returning all spells cast on it to your hand. At its launch, it was used in a gimmicky OTK deck that would generate infinite copies of [[https://hearthstone.fandom.com/wiki/Divine_Spirit Divine Spirit]] using [[https://hearthstone.fandom.com/wiki/Vivid_Nightmare Vivid Nightmare]] and [[https://hearthstone.fandom.com/wiki/Topsy_Turvy Topsy Turvy]] to power-up a Stonetusk Boar. However, the inconsistency and insane skill needed to pull this off kept it from breaking the game. However, a much scarier OTK reared its ugly head in ''Return to Naxxramas'' with the spell [[https://hearthstone.fandom.com/wiki/Mind_Sear Mind Sear]], which dealt 2 damage to a minion and 3 to the enemy hero if it killed the target. Alongside [[https://hearthstone.fandom.com/wiki/Embalming_Ritual Embalming Ritual]] and a single [[https://hearthstone.fandom.com/wiki/Radiant_Elemental Radiant Elemental]], the Priest could cast endless copies of Mind Sear on a Test Subject until the opponent died, with only 4 cards and 3 mana needed. This resulted in Test Subject being preemptively banned from Wild before the set was released.
released. A month later, it was unbanned after being nerfed to return the spells cast on it to your deck rather than your hand, neutering its combo potential.
* [[https://hearthstone.wiki.gg/wiki/Crimson_Clergy Crimson Clergy]] is a 1 mana 1/5 1/3 Priest minion originally from the Year of the Gryphon ''Core'' set that gained +1 attack when a friendly character was healed -- Blizzard's attempt at giving Standard Priest a less-swingy replacement for Northshire Cleric. Needless to say, the response was lukewarm, so when the Overheal keyword was introduced with ''Festival of Legends'', Clergy was reworked to instead draw a card when Overhealed. On its own, this effect ''seems'' relatively innocent, but in Wild it became a big problem when it was discovered Clergy could be paired with Radiant Elemental and boatloads of heal spells, letting you rapidly cycle through your deck and quickly slam big minions like Arcane Giant and Grave Horror onto the board. Consequentially, Clergy was banned from the format in June 2023 to strike this toxic combo deck down.
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%%Reminder for what qualifies as a game-breaker: The card not only has to be strong, but has to significantly affect the meta by itself, to the point where other options don't work because this card exists. This is not just another word for "overpowered" or especially "really good card". If you're adding something, make sure it belongs here, and not on Tier-Induced Scrappy.

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%%Reminder for what qualifies as a game-breaker: The card not only has to be strong, but has to significantly affect the meta by itself, to the point where other options don't work because this card exists. This is not just another word for "overpowered" or especially "really good card". If you're adding something, make sure it belongs here, and not on Tier-Induced High-Tier Scrappy.




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* [[https://hearthstone.wiki.gg/wiki/Odyn,_Prime_Designate Odyn, Prime Designate]] is an 8-mana 8/8 Legendary whose Battlecry makes it so that whenever your hero gains Armor, you also gain that much Attack until the end of the turn. Warrior has ''a lot'' of relatively cheap Armor gain, from Heavy Plate to Shield Block to Verse Riff, and Odyn effectively converts them into disgustingly cheap burn spells since all of that Attack is going straight to the opponent's face. A control deck with Odyn effectively puts the opponent on the clock to kill them ASAP because if Odyn comes down and they don't win the game quickly, the Warrior will kill them in one or two big hits, and since the damage came from the Hero, they could easily do this from an empty board. If the Warrior got a Windfury weapon off [[https://hearthstone.wiki.gg/wiki/Ignis,_the_Eternal_Flame Ignis, the Eternal Flame]], an OTK was almost guaranteed, especially if that weapon also received Light of Tyr (which gives the wielder Armor after attacking, so the second swing would be deadlier than the first). Odyn thus became Warrior's premier win condition late in the Year of the Wolf and especially post-rotation in the Year of the Pegasus.



See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]], and [[https://hearthstone.wiki.gg/wiki/Waste_Remover Waste Remover]] in the Nerfed Cards section.

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See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]], and [[https://hearthstone.wiki.gg/wiki/Waste_Remover Waste Remover]] Remover]], [[https://hearthstone.wiki.gg/wiki/Sludge_on_Wheels Sludge on Wheels]], and [[https://hearthstone.wiki.gg/wiki/Chaos_Creation Chaos Creation]] in the Nerfed Cards section.
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* Demon Hunter, Demon Hunter, Demon Hunter. That was the state of Hearthstone ''weeks'' following their debut. As a new class, the class had to be put on a high enough power level compete with other classes that have had years of cards to back their power up. It turned out their power level was set ''way'' too high and they ended up steamrolling virtually every other class. Demon Hunters had burst damage, AoE clears, healing and sustain, high tempo minions, insane card draw, and even some decent control tools, not to mention having less cards in their collection meant and easier time to fill out their deck, especially when half of them were given out to everyone for free. Demon Hunters had '''13''' cards nerfed within the same expansion cycle, and even with all these nerfs they continued to persist on the top of the ladder. Even in ''Wild'' mode they have a strong presence.

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* Demon Hunter, Demon Hunter, Demon Hunter. That was the state of Hearthstone ''weeks'' following their debut. As a new class, the class had to be put on a high enough power level compete with other classes that have had years of cards to back their power up. It turned out their power level was set ''way'' too high and they ended up steamrolling virtually every other class. Demon Hunters had burst damage, AoE [=AoE=] clears, healing and sustain, high tempo minions, insane card draw, and even some decent control tools, not to mention having less cards in their collection meant and easier time to fill out their deck, especially when half of them were given out to everyone for free. Demon Hunters had '''13''' cards nerfed within the same expansion cycle, and even with all these nerfs they continued to persist on the top of the ladder. Even in ''Wild'' mode they have a strong presence.
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** Although do note that Kazakus has been hit with fairly hefty PowerCreep. [[https://hearthstone.gamepedia.com/Zephrys_the_Great Zephrys the Great]] is not only cheaper and faster, but most players consider his effect a straight-up ''better version'' of Kazakus'.

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** Although do note that Kazakus has been hit with fairly hefty PowerCreep. [[https://hearthstone.gamepedia.com/Zephrys_the_Great Zephrys the Great]] is not only cheaper and faster, but most players consider his effect a straight-up ''better version'' of Kazakus'. Most Highlander decks do still run Kazakus, though, because you can only run one copy of Zephrys.



See [[https://hearthstone.fandom.com/wiki/Vile_Library Vile Library]], [[https://hearthstone.fandom.com/wiki/Stag_Spirit_Wildseed Stag Spirit Wildseed]], [[https://hearthstone.fandom.com/wiki/Kael%27thas_Sinstrider Kael'thas Sinstrider]], [[https://hearthstone.fandom.com/wiki/Nightcloak_Sanctum Nightcloak Sanctum]], [[https://hearthstone.fandom.com/wiki/Bear_Spirit_Wildseed Bear Spirit Wildseed]], [[https://hearthstone.fandom.com/wiki/Theotar,_the_Mad_Duke Theotar, the Mad Duke]]l, [[https://hearthstone.fandom.com/wiki/Sire_Denathrius Sire Denathrius]], [[https://hearthstone.fandom.com/wiki/Prince_Renathal Prince Renathal]], [[https://hearthstone.fandom.com/wiki/Relic_of_Dimensions Relic of Dimensions]], [[https://hearthstone.fandom.com/wiki/Necrolord_Draka Necrolord Draka]], [[https://hearthstone.fandom.com/wiki/Sinstone_Graveyard Sinstone Graveyard]], and [[https://hearthstone.fandom.com/wiki/Boon_of_the_Ascended Boon of the Ascended]] in the Nerfed Cards section, and [[https://hearthstone.fandom.com/wiki/Tome_Tampering Tome Tampering]] and [[https://hearthstone.wiki.gg/wiki/The_Jailer The Jailer]] in the banned Cards section.

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See [[https://hearthstone.fandom.com/wiki/Vile_Library Vile Library]], [[https://hearthstone.fandom.com/wiki/Stag_Spirit_Wildseed Stag Spirit Wildseed]], [[https://hearthstone.fandom.com/wiki/Kael%27thas_Sinstrider Kael'thas Sinstrider]], [[https://hearthstone.fandom.com/wiki/Nightcloak_Sanctum Nightcloak Sanctum]], [[https://hearthstone.fandom.com/wiki/Bear_Spirit_Wildseed Bear Spirit Wildseed]], [[https://hearthstone.fandom.com/wiki/Theotar,_the_Mad_Duke Theotar, the Mad Duke]]l, [[https://hearthstone.fandom.com/wiki/Sire_Denathrius Sire Denathrius]], [[https://hearthstone.fandom.com/wiki/Prince_Renathal Prince Renathal]], [[https://hearthstone.fandom.com/wiki/Relic_of_Dimensions Relic of Dimensions]], [[https://hearthstone.fandom.com/wiki/Necrolord_Draka Necrolord Draka]], [[https://hearthstone.fandom.com/wiki/Sinstone_Graveyard Sinstone Graveyard]], and [[https://hearthstone.fandom.com/wiki/Boon_of_the_Ascended Boon of the Ascended]] in the Nerfed Cards section, and [[https://hearthstone.fandom.com/wiki/Tome_Tampering Tome Tampering]] and [[https://hearthstone.wiki.gg/wiki/The_Jailer The Jailer]] in the banned Cards section.




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* [[https://hearthstone.fandom.com/wiki/Prince_Renathal Prince Renathal]] is a neutral Legendary from ''Murder at Castle Nathria'' with a very unique effect. When included in a deck, your deck size and maximum health were both increased to 40. For an additional 10 health boost, you had the downside of diluting your deck by 10 cards, including Renathal's weak 3 mana 3/4 vanilla body. This... was not really a downside. Control decks ''loved'' both parts of Renathal's effect, as the extra 10 health meant aggro decks had their work cut out for them and the extra deck size meant that you were 10 cards further away from fatigue (and naturally, when your opponent was running a 40-card deck in a control mirror, you'd also want 40 cards for that reason) and could cram in more tech cards and removal. Renathal warped the way decks were built, becoming a mandatory pick in anything even remotely non-aggro. Although this was a pretty beloved change, it was also far, far too dominant. At its peak, Renathal was in ''70%'' of all decks, a star in both Standard and Wild. Ultimately, Renathal's health boost was lowered to 35 while retaining the same 40 card restriction, to make the reward a little more even to the cost. This nerf was reverted when Renathal was rotated out in the Year of the Pegasus.
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* [[https://hearthstone.fandom.com/wiki/Switcheroo Switcheroo]] was a 3-mana Priest spell from ''Voyage to the Sunken City'' that drew two minions and swapped their stats. Designed as a unique minion tutor effect, players very quickly discovered a new way to break the game. By running a single small minion and a single huge minion, it became unbelievably easy to get an absurd amount of stats in play very early in the game. Standard used [[https://hearthstone.fandom.com/wiki/Twin-fin_Fin_Twin Twin-fin Fin Twin]] and [[https://hearthstone.fandom.com/wiki/Deathwing_the_Destroyer Deathwing the Destroyer]] to generate 24/24 in stats with Rush as early as turn 3, highrolling a board with very few answers; this version of the combo admittedly became less of a problem as the early meta developed. Wild, on the other hand, had the very-much broken combo of [[https://hearthstone.fandom.com/wiki/Stonetusk_Boar Stonetusk Boar]], [[https://hearthstone.fandom.com/wiki/The_Darkness The Darkness]], and [[https://hearthstone.fandom.com/wiki/Vivid_Nightmare Vivid Nightmare]], which when paired with Switcheroo allowed for '''40 attack worth of Charge''' on turn 3. Also, regardless of the format, the deck's consistency was massively boosted by [[https://hearthstone.fandom.com/wiki/Illuminate Illuminate]], since even if it failed to find Switcheroo it could still ensure that the next card drawn wouldn't be a minion. As such, Switcheroo was given a ban in Wild to prevent further shenanigans, and its effect was also nerfed, making it so that only the minions' health totals swap.
* [[https://hearthstone.fandom.com/wiki/Tome_Tampering Tome Tampering]] is a 3-mana Warlock spell from ''Murder at Castle Nathria'' that discards your entire hand and shuffles 1-mana copies of all discarded cards into your deck. In Standard format, this is a suicidally all-in set up card that leaves you with an empty hand. Predictably, it hasn't seen play there. Not so in Wild however, thanks to years and years of Discard support that was never designed with such an effect in mind. Thanks to [[https://hearthstone.fandom.com/wiki/Malchezaar%27s_Imp Malchezaar's Imp]], Tome Tampering let the Warlock reduce a full hand of cards to 1 mana while also redrawing a full hand, some of which were probably going to be discounted. This became a mandatory combo, although was slow and bricky enough to not be a huge problem. Then ''March of the Lich King'' introduced [[https://hearthstone.fandom.com/wiki/Soul_Barrage Soul Barrage]], a discard-synergy spell that turned this combo from a mana cheat to an outright win condition. Alongside [[https://hearthstone.fandom.com/wiki/Hand_of_Gul%27dan Hand of Gul'dan]] for a secondary form of hand reload and [[https://hearthstone.fandom.com/wiki/Cataclysm Cataclysm]] for a weaker secondary Tome, Discard Warlock became a disgusting Aggro-Combo deck capable of wins as early as turn 4. In order to nullify this meta-warper, Tome was banned from Wild format.

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* [[https://hearthstone.fandom.com/wiki/Switcheroo Switcheroo]] was a 3-mana Priest spell from ''Voyage to the Sunken City'' that drew two minions and swapped their stats. Designed as a unique minion tutor effect, players very quickly discovered a new way to break the game. By running a single small minion and a single huge minion, it became unbelievably easy to get an absurd amount of stats in play very early in the game. Standard used [[https://hearthstone.fandom.com/wiki/Twin-fin_Fin_Twin Twin-fin Fin Twin]] and [[https://hearthstone.fandom.com/wiki/Deathwing_the_Destroyer Deathwing the Destroyer]] to generate 24/24 in stats with Rush as early as turn 3, highrolling a board with very few answers; this version of the combo admittedly became less of a problem as the early meta developed. Wild, on the other hand, had the very-much broken combo of [[https://hearthstone.fandom.com/wiki/Stonetusk_Boar Stonetusk Boar]], [[https://hearthstone.fandom.com/wiki/The_Darkness The Darkness]], and [[https://hearthstone.fandom.com/wiki/Vivid_Nightmare Vivid Nightmare]], which when paired with Switcheroo allowed for '''40 attack worth of Charge''' on turn 3. Also, regardless of the format, the deck's consistency was massively boosted by [[https://hearthstone.fandom.com/wiki/Illuminate Illuminate]], since even if it failed to find Switcheroo it could still ensure that the next card drawn wouldn't be a minion. As such, Switcheroo was given a ban in Wild to prevent further shenanigans, and its effect was also nerfed, making it so that only the minions' health totals swap.
swap. When rotation arrived, Switcheroo was unbanned and had its cost bumped up to 5 to slow it down significantly, though whether or not 2 more mana is enough of an increase is debatable.
* [[https://hearthstone.fandom.com/wiki/Tome_Tampering Tome Tampering]] is a 3-mana Warlock spell from ''Murder at Castle Nathria'' that discards your entire hand and shuffles 1-mana copies of all discarded cards into your deck. In Standard format, this is a suicidally all-in set up card that leaves you with an empty hand. Predictably, it hasn't seen play there. Not so in Wild however, thanks to years and years of Discard support that was never designed with such an effect in mind. Thanks to [[https://hearthstone.fandom.com/wiki/Malchezaar%27s_Imp Malchezaar's Imp]], Tome Tampering let the Warlock reduce a full hand of cards to 1 mana while also redrawing a full hand, some of which were probably going to be discounted. This became a mandatory combo, although was slow and bricky enough to not be a huge problem. Then ''March of the Lich King'' introduced [[https://hearthstone.fandom.com/wiki/Soul_Barrage Soul Barrage]], a discard-synergy spell that turned this combo from a mana cheat to an outright win condition. Alongside [[https://hearthstone.fandom.com/wiki/Hand_of_Gul%27dan Hand of Gul'dan]] for a secondary form of hand reload and [[https://hearthstone.fandom.com/wiki/Cataclysm Cataclysm]] for a weaker secondary Tome, Discard Warlock became a disgusting Aggro-Combo deck capable of wins as early as turn 4. In order to nullify this meta-warper, Tome was banned from Wild format. When ''Castle Nathria'' rotated with the rest of the Year of the Hydra, Tome Tampering's ban was lifted, but with its cost ''doubled'' to 6 mana -- notably ''one more mana'' than Cataclysm -- to ensure its potentially game-warping effect came with an appropriate cost.



* [[https://hearthstone.gamepedia.com/Mechwarper Mechwarper]], the centerpiece card of all Mech decks, is a 2/3 Mech for 2 mana from ''Goblins vs. Gnomes'' that reduces the cost of all Mechs in hand by 1 mana. Most Mechs are very efficient for the cost to start with, like the 3/4 for 3 Spider Tank and the 1/2 Taunt Divine Shield for 2 [[https://hearthstone.gamepedia.com/Annoy-o-Tron Annoy-o-Tron]], and are also quite cheap, meaning that if Mechwarper survives turn 2, it's very likely the opponent would spam the board with multiple minions for nothing at all, and even to this day there is no [=AoE=] spell that would be capable of dealing with such a board outside of [[https://hearthstone.gamepedia.com/Doomsayer Doomsayer]]. Plus, this effect ''stacks''; two Mechwarpers is an absolute nightmare that can create unwinnable circumstances, especially when paired with minions like fellow ''Goblins vs. Gnomes'' additions Goblin Blastmage and Piloted Shredder. Simply put, if a deck was centered around Mechs, even ''well'' after its set rotated to wild, 9 times out of 10 Mechwarper would be in it. After years and years of enabling degenerate decks, Blizzard's massive September 2023 Wild balance wave finally banned it from the format.

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* [[https://hearthstone.gamepedia.com/Mechwarper Mechwarper]], the centerpiece card of all Mech decks, is a 2/3 Mech for 2 mana from ''Goblins vs. Gnomes'' that reduces the cost of all Mechs in hand by 1 mana. Most Mechs are very efficient for the cost to start with, like the 3/4 for 3 Spider Tank and the 1/2 Taunt Divine Shield for 2 [[https://hearthstone.gamepedia.com/Annoy-o-Tron Annoy-o-Tron]], and are also quite cheap, meaning that if Mechwarper survives turn 2, it's very likely the opponent would spam the board with multiple minions for nothing at all, and even to this day there is no [=AoE=] spell that would be capable of dealing with such a board outside of [[https://hearthstone.gamepedia.com/Doomsayer Doomsayer]]. Plus, this effect ''stacks''; two Mechwarpers is an absolute nightmare that can create unwinnable circumstances, especially when paired with minions like fellow ''Goblins vs. Gnomes'' additions Goblin Blastmage and Piloted Shredder. Simply put, if a deck was centered around Mechs, even ''well'' after its set rotated to wild, 9 times out of 10 Mechwarper would be in it. After years and years of enabling degenerate decks, Blizzard's massive September 2023 Wild balance wave finally banned it from the format. Blizzard would eventually go back on the ban with the Year of the Hydra rotations, but for good measure they burfed him to a 4 mana 4/4 to reduce Mechwarper's combo potential.
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%%!!!Demon Hunter
%%Launch day Midrange Demon Hunter.

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%%!!!Demon !!!Demon Hunter
%%Launch day * Demon Hunter was given a lot of deliberately overpowered cards when it was first released, in the hopes that the new class could find its footing with the veteran classes and freshen up the meta. Problem is, most classes only had a couple of deliberately overpowered cards to help cement their identity. Demon Hunter had '''dozens''' of overpowered cards, and their identity was being good at stuff that really, really matters (namely card draw, burn, and minion quality). The most notorious of these decks was the Midrange list, which was found after less than a few hours of play, where Demon Hunters could easily dominate the board, slam face for huge amounts of damage, and draw half their deck before they reached 7 mana. You couldn't even race it, as the deck had a decent amount of healing, too. The deck was -- and still is -- a colossal anomaly in terms of dominance: this one deck singlehandedly left every other class with a sub-50% winrate, while it itself peaked at around ''80%'', and even in Wild it somehow broke a 50% winrate, despite the class having only 45 cards to its name. The deck was heavily nerfed less than a day after launch and would receive more and more nerfs throughout ''Ashes of Outland'''s lifespan, but the deck's infamy carries on to this day. Tellingly, when the Death Knight class was added to the game, it was deliberately undertuned specifically to avoid what happened with Demon Hunter.
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** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled, then you can play it the next turn.

to:

** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn span of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled, then you can play it the next turn.
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** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 ''free'' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.

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** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 ''free'' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. And it's not like the value of this spell ended after the midgame: the fact it stacks with the regular Rivendare meant that beast boards would usually trigger Goldrinn's deathrattle a huge number of times thanks to Hawkstrider+Rivendare+Tribute, ensuring that no other endgame board had a chance to win against beasts. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
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** Reckless Investment was a Tier 3 1 gold spell that gave you 3 gold this turn, then it substracted gold from your total when your next turn starts. While not remarkable at first glance, Investment was incredibly strong as a tempo tool to have more gold and establize your own board during the midgame (with a fairly minor drawback), and had synergy with Land Lubber, Bejeweled Duelist [[note]]3/4 elemental that gains health whenever you refresh[[/note]] and The Glad-iator, who gains 1 attack whenever you cast a spell. The Lubber+Duelist+Glad-iator package in particular, as noted above in the Land Lubber section, was especially strong and only added to the versatility of the spell, and it was removed, alongside Leaf through the pages [[note]]A spell that costs 2 gold and provides 3 free refreshes[[/note]] and Bejeweled Duelist because it was way too strong and versatile, even when Lubber wasnt involved.

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** Reckless Investment was a Tier 3 1 gold spell that gave you 3 gold this turn, then it substracted 2 gold from your total when your next turn starts. While not remarkable at first glance, Investment was incredibly strong as a tempo tool to have more gold and establize your own board during the midgame (with a fairly minor drawback), and had synergy with Land Lubber, Bejeweled Duelist [[note]]3/4 elemental that gains health whenever you refresh[[/note]] and The Glad-iator, who gains 1 attack whenever you cast a spell. The Lubber+Duelist+Glad-iator package in particular, as noted above in the Land Lubber section, was especially strong and only added to the versatility of the spell, and it was removed, alongside Leaf through the pages [[note]]A spell that costs 2 gold and provides 3 free refreshes[[/note]] and Bejeweled Duelist because it was way too strong and versatile, even when Lubber wasnt involved.
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** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free'' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.

to:

** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free'' ''free'' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
Is there an issue? Send a MessageReason:
None


** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.

to:

** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free' 'free'' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
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** Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note]]Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.

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** Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note]]Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible eligible for copy.
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** Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note][Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.

to:

** Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note][Tier [[note]]Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.
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** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled.

to:

** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled.doubled, then you can play it the next turn.
Is there an issue? Send a MessageReason:
None


** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled.

to:

** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[/note]] magnetization[[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled.
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* In general, most Tavern Spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were either heavily nerfed or removed:

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* In general, most Tavern Spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' too broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were either heavily nerfed or removed:
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!!Spells[[note]]A new addition to the tavern in late 2023, not to be confused with Spellcrafts[[/note]]
* In general, most spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were either heavily nerfed or removed:

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!!Spells[[note]]A !!Tavern Spells[[note]]A new addition to the tavern in late 2023, not to be confused with Spellcrafts[[/note]]
* In general, most spells Tavern Spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were either heavily nerfed or removed:



* Fluidity used to be a Tier 3 spell that costed 1 gold and allowed you to swap a non-golden friendly minion with a different one from the tavern (pretty much Jandice Barov hero power). In addition to the obscene synergy this card had with Stimulant, as noted above, this card also had the issue that it made recycling battlecries [[GoneHorriblyRight a bit too easy]]. Fluidity was especially bad when certain minions (Some buddies like Shady aristocrat or Submersible Chef for example) were swapped in and bought back in, generating a high amount of tempo way too early into the game and snowballing from there. Fluidity was also booted after 2 days of play, much like Stimulant, and eventually returned as well, now being Tier 5, up from 3.
* Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note][Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.
* Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
* Reckless Investment was a Tier 3 1 gold spell that gave you 3 gold this turn, then it substracted gold from your total when your next turn starts. While not remarkable at first glance, Investment was incredibly strong as a tempo tool to have more gold and establize your own board during the midgame (with a fairly minor drawback), and had synergy with Land Lubber, Bejeweled Duelist [[note]]3/4 elemental that gains health whenever you refresh[[/note]] and The Glad-iator, who gains 1 attack whenever you cast a spell. The Lubber+Duelist+Glad-iator package in particular, as noted above in the Land Lubber section, was especially strong and only added to the versatility of the spell, and it was removed, alongside Leaf through the pages [[note]]A spell that costs 2 gold and provides 3 free refreshes[[/note]] and Bejeweled Duelist because it was way too strong and versatile, even when Lubber wasnt involved.

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* ** Fluidity used to be a Tier 3 spell that costed 1 gold and allowed you to swap a non-golden friendly minion with a different one from the tavern (pretty much Jandice Barov hero power). In addition to the obscene synergy this card had with Stimulant, as noted above, this card also had the issue that it made recycling battlecries [[GoneHorriblyRight a bit too easy]]. Fluidity was especially bad when certain minions (Some buddies like Shady aristocrat or Submersible Chef for example) were swapped in and bought back in, generating a high amount of tempo way too early into the game and snowballing from there. Fluidity was also booted after 2 days of play, much like Stimulant, and eventually returned as well, now being Tier 5, up from 3.
* ** Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note][Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.
* ** Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
* ** Reckless Investment was a Tier 3 1 gold spell that gave you 3 gold this turn, then it substracted gold from your total when your next turn starts. While not remarkable at first glance, Investment was incredibly strong as a tempo tool to have more gold and establize your own board during the midgame (with a fairly minor drawback), and had synergy with Land Lubber, Bejeweled Duelist [[note]]3/4 elemental that gains health whenever you refresh[[/note]] and The Glad-iator, who gains 1 attack whenever you cast a spell. The Lubber+Duelist+Glad-iator package in particular, as noted above in the Land Lubber section, was especially strong and only added to the versatility of the spell, and it was removed, alongside Leaf through the pages [[note]]A spell that costs 2 gold and provides 3 free refreshes[[/note]] and Bejeweled Duelist because it was way too strong and versatile, even when Lubber wasnt involved.
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* In general, most spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were heavily nerfed:

to:

* In general, most spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were either heavily nerfed:nerfed or removed:
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\n[[/folder]]* Titus' Tribute was a T4 3 gold spell that made your deathrattles trigger an extra time for 1 turn. Generally speaking, easy access to extra deathrattles is possibly one of the strongest effects that could have been printed as a spell. Not helping matters is that beasts got access to Mystic Sporebat, a beast with the deathrattle of giving you a random tavern spell, meaning that beasts suddenly had access to at least 2 'free' tavern spells each turn, and often ended up generating extra copies of Titus' Tribute from Sporebat, ensuring they could stay strong through their midgame until they find the actual Rivendare along Goldrinn and Banana Slamma, and that's not getting into the fact that Titus' Tribute ''also stacked its own effect with that of Rivendare itself'', and beasts also had access to Hawkstrider Herald to trigger deathrattles at start of combat, adding even more obscene value with this spell. This spell was too strong and ended up removed from the game only a few weeks later because it was too overpowered when beasts were involved.
* Reckless Investment was a Tier 3 1 gold spell that gave you 3 gold this turn, then it substracted gold from your total when your next turn starts. While not remarkable at first glance, Investment was incredibly strong as a tempo tool to have more gold and establize your own board during the midgame (with a fairly minor drawback), and had synergy with Land Lubber, Bejeweled Duelist [[note]]3/4 elemental that gains health whenever you refresh[[/note]] and The Glad-iator, who gains 1 attack whenever you cast a spell. The Lubber+Duelist+Glad-iator package in particular, as noted above in the Land Lubber section, was especially strong and only added to the versatility of the spell, and it was removed, alongside Leaf through the pages [[note]]A spell that costs 2 gold and provides 3 free refreshes[[/note]] and Bejeweled Duelist because it was way too strong and versatile, even when Lubber wasnt involved.


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!!Spells[[note]]A new addition to the tavern in late 2023, not to be confused with Spellcrafts[[/note]]
* In general, most spells got bumped by 1 tier or 1 gold cost shortly after their debut but otherwise were not 'too' broken overall. The same cannot be said for the following ones, however, since they ended up warping the meta around their very presence and were heavily nerfed:
** Suspicious Stimulant ended up being the single most obscenely broken spell to ever exist in its original iteration. Costing only 2 gold and being tier 3, this spell used to freeze a minion in bob's tavern and double its stats when the turn ends. This spell had so many ways to be abused and create gigantic minions in the spawn of a single turn its not even funny. To denote some examples:when Denathrius had access to the quest reward Anima Bribe, which allows him to sell a minion and give its stats to a random minion in the tavern, you could just sell your biggest minions, buy the rest of the tavern except one minion in order to make sure that minion got the stats buff, then use stimulant to freeze it. Alternative, use Lantern Light to buff a minion's stat then freeze it with stimulant, even better if you had a Drakkari Enchanter to double the effect since it counts as a end-of-turn effect. This spell was also ''especially'' broken when fluidity (see below) was involved, since you could send your already massive minion back to the tavern, freezer it with another stimulant and double its stats again with no drawback to speak of. Add in mechs with magnetized minions that can be buffed and slapped into a foereaper+ polarizing Beatboxer [[note]]Gains any stats or keywords that your other friendly mechs obtained after receiving a magnetization[/note]] board, and you were pretty much safe from any board that didn't include Mad Matador or Mantid Queen counters. The spell lasted a grand total of 2 days in its original iteration before the devs booted it out of battlegrounds and only came back after getting a big nerf that destroyed any chance of further degenerate plays: now the spell costs 3 gold and, instead of freezing the minion, it sends it to your hand in a locked state with their stats doubled.
* Fluidity used to be a Tier 3 spell that costed 1 gold and allowed you to swap a non-golden friendly minion with a different one from the tavern (pretty much Jandice Barov hero power). In addition to the obscene synergy this card had with Stimulant, as noted above, this card also had the issue that it made recycling battlecries [[GoneHorriblyRight a bit too easy]]. Fluidity was especially bad when certain minions (Some buddies like Shady aristocrat or Submersible Chef for example) were swapped in and bought back in, generating a high amount of tempo way too early into the game and snowballing from there. Fluidity was also booted after 2 days of play, much like Stimulant, and eventually returned as well, now being Tier 5, up from 3.
* Cloning Conch used to be a tier 5 spell that costed 5 gold and copied a random murloc in your hand. Nothing too impressive, until you realize it wasn't limited to any murloc, golden or not. With the recent buff to Blazing Skyfin [[note][Tier 2 1/3 murloc-dragon minion that gains +1/+1 (+2/+2 if golden) when you trigger a battlecry[[/note]] and the reverted nerf to Young Murk-eye, late-game murlocs suddenly had access to a tool that allowed them to copy golden versions of several murloc staples, meaning all you needed is brann to discover and secure golden copies of whatever murloc you wanted to copy and you were good to go, and thats not even getting into the free discovery of a tier 6 minion you got with each golden murloc you played. Cloning Conch was nerfed about a week after it debuted by changing it to a tier 4 spell but making it so the murloc must be non-golden to be ellegible for copy.

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* [[https://hearthstone.gamepedia.com/Hex Hex]] was a 3 mana Shaman spell that transformed a minion into a 0/1 Frog with Taunt. There's no reason to make this more complicated than it is; this was the best removal option in the entire game by a country mile, and most Shaman match-ups involved the Shaman's opponent playing around it as best they could while trying to take them out. Hex was changed to 4 mana, making it in line with the Mage's Polymorph, which possesses a similar effect. Due to the increasing power level of minions and minion removal in general becoming cheaper, Hex was deemed safe to revert in 2023.
* [[https://hearthstone.gamepedia.com/Fiery_War_Axe Fiery War Axe]], originally a 2 mana 3/2 Warrior weapon, was often considered one of the most powerful Warrior cards ever printed due to its sheer power and cheap cost that would allow the Warrior to kill off almost every 2 drop the opponent played while still retaining a 3/1 weapon ready to swing again. No viable Warrior decks ever went without this weapon, and the win rate of a Warrior increased by at least 50% if the player drew this card in their opening hand. War Axe eventually [[{{Pun}} got the axe]] in the Year of the Mammoth and was changed to a 3 mana weapon, turning it from one of the strongest weapons in the game into one of the worst. After being put into the Wild-only Legacy set and staying there for a couple of years, Fiery War Axe would be reverted to 2 mana due to the oversaturation of good 3-mana 3/2 weapons, giving Wild Warriors a shot in the arm.


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* [[https://hearthstone.gamepedia.com/Level_Up! Level Up!]] was a fairly unassuming buff from ''Kobolds & Catacombs'' that gave your Silver Hand Recruits +2/+2 and Taunt for 5 mana. Originally hard to get value from, that changed when Baku entered the picture, creating Odd Paladin. With Odd Paladin's hero power creating two Recruits each turn, Level Up! always found a strong board at some point, creating a wall to protect high-value minion and the face, providing a huge source of damage on the opponent, or [[FromBadToWorse both]]. It was brutally axed to 6 mana, where it compares horribly to [[https://hearthstone.gamepedia.com/Sunkeeper_Tarim Sunkeeper Tarim]], and prevents its use in Odd Paladin. It would be reverted in 2023 due to the Even/Odd mechanic being pretty much dead in Wild by that point.
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See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]] in the Nerfed Cards section.

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See [[https://hearthstone.wiki.gg/wiki/The_Azerite_Snake The Azerite Snake]] and [[https://hearthstone.wiki.gg/wiki/Blindeye_Sharpshooter Blindeye Sharpshooter]] Sharpshooter]], and [[https://hearthstone.wiki.gg/wiki/Waste_Remover Waste Remover]] in the Nerfed Cards section.

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