Okay, so I just tested my Inferno King + Sheggra deck of Inferno King - Sheggra - Mercy - Star Gazer. That and many variants of those 2 are quite common for quick PvP. Something that I noticed is Sheggra’s ability, after Inferno King or any red convert, does more damage with the nerfed spawn. This is because huge clumps of skulls do less damage than a lot of separate pairs. With Sheggra’s old ability, skulls would clump up and only do +1 damage per connected skull. Now that Sheggra can have more separation with the red to skull convert, it will align many more individual pairs. Every pair of 3+ skulls not connected to a clump of skulls does the first troop’s full attack. Instead of +1 attack skulls giving around 15-30 more damage, Sheggra now does about 3-5 pairs of the first troop’s attack. This is a damage output of at least 2x more than before. There is also a much higher chance of skull cascades, making overall damage output with an Inferno King around 3x the “nerf”. Both of them casting their spell is basically a team wipe with an even higher chance of doing so than pre-“nerf”.
So yeah, balancing is fun.