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
| Value | Before | After |
|---|---|---|
| Life | 5 | 4 |
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
| Value | Before | After |
|---|---|---|
| Attack | 4 | 3 |
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
| Value | Before | After |
|---|---|---|
| Attack | 3 | 2 |
A 2-cost Shardling with Swift and 3 attack traded up far too easily in the early game. 2 attack fits its cost.
Furnacetusk
| Value | Before | After |
|---|---|---|
| Life | 7 | 5 |
| Rarity | epic | legendary |
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
| Value | Before | After |
|---|---|---|
| Life | 3 | 2 |
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.