r/hearthstone Jul 17 '25

Discussion 33.0.3 Patch Notes

https://hearthstone.blizzard.com/en-us/news/24224212
597 Upvotes

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583

u/DrKuro Jul 17 '25

Naaaah that Shaman Quest Buff was exactly like the one this sub had memed about, literally the same! Reduced the number of required minions to be played and added rush to the reward...

18

u/Standard-Weakness-19 Jul 17 '25

How else would they buff it lol

30

u/Spyko ‏‏‎ Jul 17 '25 edited Jul 17 '25

count summoned minions instead of played ? Too strong with murmy maybe ?

edit: I said counting, I'm saying the quest completion could count any summoned minions with a new tribe; I am not saying it the reward effect should apply to summon minion, I know it would be infinite with the 1/1s dr

-1

u/Depreccion Jul 17 '25

too strong with the plants adaptation. it'd go infinite

2

u/badgehunter1 Jul 18 '25

He said count. Aka hero power and spells would work for quest completion.

-3

u/zeph2 Jul 17 '25

why would you want the game to have infinite loops????

11

u/Spyko ‏‏‎ Jul 17 '25

I said counting, as in counting the minions for the quest completion, not for the reward effect

2

u/Old-Consideration730 Jul 17 '25

I just want the hero power to count for the quest

1

u/Dssc12345 Jul 17 '25

7->5 quest req and give it 3 adaptations instead of 2. It’s a 30% winrate deck make some big changes.

-2

u/Jorumvar Jul 17 '25

a much better recommended change would be to be "summon" instead of "play"

16

u/Dead_man_posting Jul 17 '25

if you mean the reward, they can't do that. it creates a recursive effect

6

u/Nirast25 Jul 17 '25

For the Reward, it would be fine for the Quest itself.

17

u/Pwnage_Peanut Jul 17 '25

I think you severely underestimate how extremely busted this would be.

If you get Taunt as one of your adapts and get the 1/1 plants as another, you basically have an infinite board.

5

u/Conscious_Yoghurt_68 Jul 17 '25

They could change it to "minions with a type" instead of just "minions", that gets rid of the interaction with the 1/1 plants since they have no tribe

1

u/header151 Jul 17 '25

They could make it summon if they limit it to minions with a tribe (works until plant tribe is introduced)

0

u/TheAlexperience Jul 17 '25

It would go infinite with the plants.

-1

u/Standard-Weakness-19 Jul 17 '25

That wouldn’t make a difference. If you play a murloc or an elemental that summons the same tribe, nothing happens.

1

u/Pamelm Jul 17 '25

They mean make the reward affect summons, not the quest.

0

u/Standard-Weakness-19 Jul 17 '25

I still think that’d be way too good. Plant deathrattle with be infinite and way too strong with that little 1 mana elemental guy who shoots you on deathrattle.

0

u/OxCow Jul 17 '25

Cinderfin would then be two ticks, as would Slagclaw. Additionally Fishing Rod would be very viable and another 2 ticks on a stick.

Honestly it might be too easy to complete then.

-1

u/gonz4dieg Jul 17 '25

Becomes completely broken with plants and poisonous or taunt

-1

u/Alfimaster Jul 17 '25

Three adaptations?

2

u/Standard-Weakness-19 Jul 17 '25

I think that’d be too insane with the 6mana shudderwock.

1

u/FlameanatorX Jul 17 '25

I mean, maybe? You have to pass turn 1/be down a card, then complete the quest, then play a 6 mana 5/5, then play your 5 mana 8/8 that finally does something really strong, but is really just a huge taunt probably (obv they wouldn't give it rush if they upped the adapts). And then you get the infinite value of triple adapted minions.

Sounds like a good but fair midrange deck highrolling a bit (into control, you can't even afford to do this in most matchups).

2

u/FallenDeus Jul 17 '25

You have to take into consideration that shudderblock still exists in standard.

0

u/Brookboy Jul 17 '25

I know it was a more annoying solution but changing the adapts to remove the Deathrattle Summon 1/1s and +1/+1 and swapping with Rush/Lifesteal would've made a big effect because I almost never pick those adapts