Card Nerf - Conjurer's Calling

Submitted 4 years, 7 months ago by

Conjurer's Calling Card Image

Discuss!

  • FrostyFeet's Avatar
    Senior Writer Derpcorn 2170 1449 Posts Joined 10/20/2018
    Posted 4 years, 7 months ago

    Conjurer's Calling Card Image

    Discuss!

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  • RandomGuy's Avatar
    430 614 Posts Joined 05/29/2019
    Posted 4 years, 7 months ago

    This was the right move.

    It still does nothing to a naked giant on turn 3 or 4 followed by this, but it makes it more difficult to play both on the same turn.

    1
  • Hydrafrog's Avatar
    Gul'dan 1840 3268 Posts Joined 05/28/2019
    Posted 4 years, 7 months ago

    This is hilarious... This card isn't the problem with the deck.  The problem is that you can get Mountain Giant out and ping it with Conjurer's Calling to get 2 12 cost minions.  Even jumping the cost of this card by one won't stop the ridiculousness of it. 

    If they wanted to make a good nerf to this card, what they needed to do was something like, "Summon 2 minions of the same cost that you paid to play the original minion"  That way a Mountain Giant doesn't turn into 2 big scary things, only 2 mediocre minions. 

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  • FieselFitz's Avatar
    Prince Charming 1105 1355 Posts Joined 05/29/2019
    Posted 4 years, 7 months ago

    Meh - decent nerf but still good - will still see play !

    Challenge me ... when you're ready to duel a god!

    1
  • chWolfgang's Avatar
    815 198 Posts Joined 03/13/2019
    Posted 4 years, 7 months ago

    Going to 4 mana is probably a good thing. I like the mechanics of the card. I would rather it have a mana adjustment then a mechanic one.

    \/\/olfgang

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  • Jaybaseball1's Avatar
    225 54 Posts Joined 05/28/2019
    Posted 4 years, 7 months ago

    This is a good nerf as it correctly establishes how this card is being used - in a combo manner. Making it cost 1 more mana helps aggro decks, the weakness of combo, run down the mage faster, but the nerf doesn't hugely affect the control match up, which the mage/combo deck is suppost to be at least at least a bit favored. 

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  • ElSabidon's Avatar
    Salty Dog 1030 685 Posts Joined 06/07/2019
    Posted 4 years, 7 months ago

    Quote From No Author Specified
    While Conjurer’s Calling is a powerful tool that’s found in a number of Mage decks, when used in decks focused around cards like Mountain Giant and Sea Giant, it was creating extremely powerful board states at a point in the game where opponents didn’t have effective answers.

    Ok T5, then how about changing the cards that let to the "powerful board states" be changed? Because, let's face it, there will eventually be more cards that will be broken more because of 4 mana 8/8s than because of the card's own power level. And yes, [Hearthstone Card (Conjurer’s Calling) Not Found] at 4 is still good, but the combos with the Giants will still show up in the mid game, even if a bit less often.

    Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
    Wins per class (2/6/22): DH-197; Druid-996Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906

    1
  • JoeyJojo48's Avatar
    Peon 630 230 Posts Joined 06/11/2019
  • MasseBre007's Avatar
    Plains 215 79 Posts Joined 03/31/2019
    Posted 4 years, 7 months ago

    This nerf should've been Mountain Giant. These two still curve into each other and so they will remain a problem. Mountain Giant to 15 would've been a better nerf to Conjurer's Calling than this.

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  • Watermelon86's Avatar
    Magma Rager 475 207 Posts Joined 05/29/2019
    Posted 4 years, 7 months ago

    Oh yeah, these Forum Signatures are a thing.

    5
  • iWatchUSleep's Avatar
    1095 819 Posts Joined 05/28/2019
    Posted 4 years, 7 months ago

    Yeah this doesn't address the snowball of turn 3 Mountain Giant into turn 4 Conjurer's Calling at all lmao. 

    The card is still good though. Glad they didn't butcher it completely. Although this seems like yet another 'easy way out' nerf that doesn't really address the actual problem.

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  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    ah yes, this definitely solves the issue of when you can't answer a turn 4 Mountain Giant...wait

    what does this even realistically do?

    Any deck that previously failed to beat doubling a 12-drop still can't do anything about it. You still get game ending swing turns with Khadgar if you ever have a minion left on the board.

    The explanation makes it seem like they think the problem was   using two CCs on the same turn...but it's not. If I can't kill a single Mountain Giant the turn it's played what makes you think I'll be in any better of a situation if they double it the next turn for 4 instead of 3 mana?

    The only situation where this matters would be some weird turn 10 combo with a 4-cost giant, any combo involving Astromancer (the one card where this wouldn't even be nearly broken with, but thanks I guess, better not fix the inherent problem of cost reducing cards and evolve effects).

    CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.

    I guess they'll fix it next year when they hoF Mountain Giant and pretend ilke he was the issue all along.

    I tried having fun once.

    It was awful.

    0
  • YJHS2000's Avatar
    Uther 315 119 Posts Joined 06/03/2019
    Posted 4 years, 7 months ago

    Personally, I find it rare that I don't have an answer for an early giant, whether its aggro with a bunch of minions, or control/mid with a spell or combo. Most of the time, its the turn 6-7 giant-conjurer combo that gets me, and this nerf delays it by a turn and also, with luna nerf, makes double-conjurer turns way less likely. I'm fine with this. 

    Communism is just a red herring

    1
  • EndlessTides's Avatar
    Funnel Cakes 365 232 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago

    I'm glad they haven't totally nuked the card. It's still useful, even as a defensive card in a pinch. As the power levels in the game have slowly raised then having an 8/8 drop on Turn 3-4 isn't quite as frightening as it would have been 2-3 years ago.

     And with the Nerf to Luna's Pocket Galaxy you will probably see more Mage players go back to this Combo. Which means you know what's coming and can Mulligan for it. 

    Cocked, locked and ready to rock... 

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  • Pezman's Avatar
    Staff Writer 2235 2225 Posts Joined 06/03/2019
    Posted 4 years, 7 months ago

    This seems good to me. Unlike the Barnes nerf, where a one turn delay of the play seems irrelevant, this might make a difference. I guess we'll see how those decks fare once this nerf goes live.

    "Be excellent to each other." -Bill and Ted

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  • kaladin's Avatar
    365 396 Posts Joined 03/13/2019
    Posted 4 years, 7 months ago

    This is good enough IMO.  No more Giant on 5, double Conjurer's on 6 because you couldn't deal with an 8/8 on turn 5.

    worst community ever

    -1
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From YourPrivateNightmare

    CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.

    You called?

    You underestimate this nerf I mean molten reflections never was played outside of quest mage  as a tempo tool, but only as an OTK enabler, this nerf is huge and will be much more severe than you think it is. 

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  • Fyrfytr998's Avatar
    Salty Dog 680 136 Posts Joined 05/29/2019
    Posted 4 years, 7 months ago

    This nerf does nothing really. Mages have enough tricks to make the extra turn a non factor. The real nerf should have been to HoF the Giants.

    Grammar is the difference between knowing your s**t, and knowing you’re s**t.

    A .gif is worth a thousand words.

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  • Wendeee's Avatar
    HearthStationeer 490 248 Posts Joined 03/29/2019
    Posted 4 years, 7 months ago

    This was probably comming, but I would prefer to see the Mountain Giant hit instead of this. Hope it will still see play.

    I do what I must, when I must. Know this well.

    0
  • duppie's Avatar
    HearthStationeer 320 240 Posts Joined 04/02/2019
    Posted 4 years, 7 months ago

    This might not have been the best way to handle the giant+conj interaction, but it's probably the easiest and required the least risk of fucking it up which is fine as long as it gets the job done.

    It doesn't kill the strategy but forces it to be more interactive or come out slower.  You have to stick the giant, doing the combo from hand comes out a turn later which is hard in the face of pressure.

     

    You can't get this from magic trick anymore also.  I feel like the nerf to this in general hurts cyclone / big spell more than reno.  

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  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From DoubleSummon
    Quote From YourPrivateNightmare

    CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.

    You called?

    You underestimate this nerf I mean molten reflections never was played outside of quest mage  as a tempo tool, but only as an OTK enabler, this nerf is huge and will be much more severe than you think it is. 

    I honestly might be too skeptical on this one. I'm just still upset about this complete cop out of a nerf when there were so many better ways to handle this.

     

    Also

     

    nice

    I tried having fun once.

    It was awful.

    0
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 4 years, 7 months ago
    Quote From YourPrivateNightmare
    Quote From DoubleSummon
    Quote From YourPrivateNightmare

    CC is powerful because it duplicates are large guy and threatens to do it again on the next turn. It's not the double summon that's the problem.

    You called?

    You underestimate this nerf I mean molten reflections never was played outside of quest mage  as a tempo tool, but only as an OTK enabler, this nerf is huge and will be much more severe than you think it is. 

    I honestly might be too skeptical on this one. I'm just still upset about this complete cop out of a nerf when there were so many better ways to handle this.

     

    Also

     

    nice

    I watched the last omnistone show, they talked about it being a 2 mana nerf and not just 1 mana since it's a twinspell you need to pay 2 extra mana to use this card, sure they could've removed twinspell but again [Hearthstone Card (molten reflections) Not Found] was a card, and they still want mage to use CC.

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  • Zwane's Avatar
    Wizard 320 423 Posts Joined 06/04/2019
    Posted 4 years, 7 months ago

    I do not understand this nerf. From Blizz's explanation it was used with giants to create extremely powerful board states "at a point in the game where opponents didn't have effective answers" well I thought this was the point of the game, if you are lucky enough to get the cards you need, to get an advantage so you can win once in a while. Like a Inner Fire priest can win from nowhere all the time if he has the right cards in  hand and one minion on the board.

    Although I agree that it being a twinspell you have twice as much chance. This also hugely hits cyclone mage as it's also a nerf to magic trick. So basically mage had two nice decks and they destroyed them all. Guess its hunterstone again.

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  • Alfi's Avatar
    Devoted Academic 1790 1375 Posts Joined 05/29/2019
    Posted 4 years, 7 months ago
    Quote From YJHS2000

    Personally, I find it rare that I don't have an answer for an early giant, whether its aggro with a bunch of minions, or control/mid with a spell or combo. Most of the time, its the turn 6-7 giant-conjurer combo that gets me, and this nerf delays it by a turn and also, with luna nerf, makes double-conjurer turns way less likely. I'm fine with this. 

    Well, with aggro you would lose all your minions (bad for aggro) or ignore the giant and risk a 7/8 taunt (or two) in your way.

    With tempo/control you again have to have minions with total attack of 8 on board and lose board control completely. 

    -=alfi=-

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