The "last" balance patch for Band of the Wolf was announced on June 5th followed two days later by one more balance patch due to community uproar. 😆 Let's see what they've done.
June 5 patch notes: https://blog.godsunchained.com/2023/06/06/balance-patch-june-5th-2023/
June 7 patch notes: https://blog.godsunchained.com/2023/06/08/balance-patch-june-7th-2023/
June 5:
Change stats from 4/5 to 6/6
Change text from “After you play a spell, refresh mana equal to its mana cost.“ to ”After you play your first spell each turn, refresh mana equal to its base mana cost.”
They killed him! No longer a combo piece. Just a 'meh' card not worth the leggy status. We all knew (speculated) why: the magic inks exploit where you could spam those two cards without an Aetherbug and skip your opponent's turn. Rather than fix the game, they took the easy way out and axed the card. However, as @motpanda pointed out, the exploit was still there just with a different deck.
Well on June 7:
Dralamar will be reverted to it’s original state once the exploit has been fixed.
Good on them. Fix the game. Don't brick cards.
June 5:
Reduce strength from 2 to 1
This is a reasonable change. At 2 mana, the base power level is a 2/3 creature with no text. Shalefire was 2/3 with very good text. At the same time, this may mean the card popularity drops off significantly. Snowball mechanics aren't the most reliable, so good players aren't willing to pay a lot in missing stats to get them.
June 5:
Reduce mana from 5 to 3
In the previous patch, the card was made much worse without lowering it's mana cost. This rectifies that, and the card is playable once more (still not as good as the original CTI). Putting a card on the bottom of the deck means that an aggro deck will never see it again (bye Asterius!). A control deck won't see it until their very last card, which gives deception control players time to find their Charm:
June 5:
Change text from “Hidden for 1 turn. After a friendly Nether damages your opponent’s god, pull the top card of their deck to your hand.” to ”Hidden for 1 turn. After a friendly Nether damages your opponent’s god, pull the top card of their void to your hand.”
June 7:
We understand that Gama has lost some power with it being realigned to the new Nether Voidsteal package, but we like the high skill potential of this better than the chance to randomly win the game off the top of your opponent’s deck. We’ve adopted a new philosophy around hand/deck interaction, namely that it needs to be behind severe conditions to clear in a game where you can only include a single copy of your key legendaries. While Void steal isn’t performing at the top right now, we also think there’s a lot of room for this archetype in the future.
I was one of those people bummed that Gama got nerfed. Yes, stealing cards from the top was too oppressive when all the nether deception cards were doing it; however, a single 1x leggy in the deck felt good. Not too toxic, but powerful. Now they are asking us to trust them that this will be expanded in the future. No new sets for months, though, so he'll collect dust. Odds are he's done for good, at least in aggro lists. I don't see anyone playing him in control, either, but maybe.
June 5:
Change text from “If your god has 15 health or less add a 6 or 7 mana legendary Death creature to your hand and set its cost to 0. if you do, at the end of your next turn take 15 damage.“ to “If your god has 10 health or less, add a 6 or 7 mana legendary Death creature to your hand and set its cost to 0. if you do, at the end of your next turn take 15 damage.“
I've watched some streamers play the deck since the change. The deck is much worse, and I felt that the players earned the wins they got. Serris is basically mandatory now. Otherwise, you don't have enough HP to pay for many of the lines you used to be able to win with. Also, at 10 HP, you are in very real danger. Overall, I'm happy with the change.
June 5:
No changes!
This caused quite an uproar. In my last post on my Olympian deck, I stated unequivocally that Wolf Recruits was busted. Definitely OP. To not change it was a mistake. They rectified that:
June 7:
Change text from “Draw a creature. If it’s another Olympian, draw another Olympian, and give +1/+1 to each Olympian in your hand.“ to ”Draw a creature. If it’s an Olympian, draw another Olympian, and give +1/+1 to each.”
It's now back to what it was. It's now back to its original version. They buffed it because it wasn't exactly great, but they overbuffed it. This change feels like a 'we don't have time to test anything, so just revert it." That's unfortunate. Giving each drawn creature +1/+2 would have been good or take a page from Screams in the Night and draw a third card if you draw an Olympian.
Olympian War is now almost solely dependent on Village Vendor, which means it's very brittle. For the last week Aggro War and Oly War were about even, but I expect that to shift back in Aggro War's favor.
June 5:
No change.
June 7:
Reduce health from 3 to 2
A good change, and for the same reason as Shalefire. Vanilla stats for a 2 drop: 2/3. You should have to give up stats for good text in order to keep the overall power budget in line. Changing her to 1/3 was meaningless given what she does, so 2/2 is the only option.
Kudos to the team for getting out one more patch even after announcing "last patch." They listened to the community and addressed the biggest concerns. After all, these are the cards we'll be playing with for months until the next set is released (barring 2-3 promo cards it sounds like). Of course, this has caused a bit of counter-backlash for people who speculated on cards and then got rekt when things were changed. You have to ask yourself what's worse: a few speculators upset or locking in OP cards? GU made the right choice. If anything, the lesson to learn from this is not to say "last patch."
Band of the Wolf gave us some solid cards, but I can't help but wonder if the new archetypes it tried to create (olympians, deception nethers, structure magic) will be strong enough to create a new meta. Or is each just strictly worse than the archetypes that already existed? If that's the case, then arguably the changes to the core cards (CTI, Carnage Sweep, and Devouring Blade) were the main reason for meta shifts in mythic. On the other hand, there's more to the game than Mythic play. Having more options to play is fun - as long as you are fine being in Auric/Solar Gold when you're doing it.