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Patch 6.0: Ember balance

Fast Ember decks were too strong. Furnacetusk becomes legendary and loses 2 life, four other Ember Shardlings lose 1 attack or 1 life.

Why this patch

In our simulations an aggressive Ember deck that goes straight for the ward won about 90 % of its games against fully built decks. No class should be that far ahead. The main reason was Furnacetusk: it often arrived on turn 4 and, with Rampage and Pierce, hit the ward directly every turn. Its cheaper helpers made sure the opponent could not stabilise. After this patch the same deck still wins about 80 % against a very defensive deck, so Ember stays the fast, dangerous class, but it can now be stopped.

How we measured it

Computer against computer with the current rules. Aggressive Ember against fully built decks: about 90 % wins before the patch. Against a very defensive deck after the patch: about 80 %.

Card changes

Blazebison

ValueBeforeAfter
Life54

With 5 life Blazebison survived most trades and kept attacking again with Rampage. With 4 life it now goes down to a fair blocker of the same cost.

Blazehound

ValueBeforeAfter
Attack43

Swift plus 4 attack for 3 energy meant a lot of surprise damage on the turn it was played. 3 attack keeps the surprise but makes it less punishing.

Flarecrawler

ValueBeforeAfter
Attack32

A 2-cost Shardling with Swift and 3 attack traded up far too easily in the early game. 2 attack fits its cost.

Furnacetusk

ValueBeforeAfter
Life75
Rarityepiclegendary

Furnacetusk was the heart of the problem: 7 life made it almost impossible to remove, and Rampage plus Pierce turned every attack into damage to the ward. With 5 life it can be answered. As a legendary card it is now allowed only once per deck instead of twice, so it shows up early in far fewer games.

Scorchmaw

ValueBeforeAfter
Life32

Scorchmaw evolves cheaply and, with Rampage, too often turned a won fight straight into a second attack. With 2 life the opponent can punish it more easily.

All patch notes