Summons
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Join the discussion on our forums! Come discuss Call of the Wild over in our dedicated Call of the Wild discussion topic.
Card does not need to be nerf. it's a late game card and people can expect it coming and counter it. I usually put a taunt or have some aoe ready. Just like flamewreathed faceless, it's getting countered when people are expecting to see it being played on 4. Why isn't flamewreated faceless getting a nerf???
Call of the wild also clogs up your early hand if drawn or through mulligan because of its already high mana cost. Hunter needs this card to remain competitive. new decks will not run two call of the wilds because it's so late and hunters need to close out games before control decks turn it around.
Kindly grandmother wasn't enough to push hunter to tier one and this nerf isn't helping also.
-''Card doesn't not to be nerfed cause i like winning with it and i use as an argument that it doesn't win me the game every time dur dur dur''
In serious note though i would honestly say why all your reasons for not nerfing the card are sooo invalid but they it would be a waste of time.Because you already know them(they have been discussed countless times) and you have completely ingnored them.
You must lose to this card often to be this salty. saying my argument is invalid without proof/backup and that i already know them is ignorant.
hunter is not a top tier class even with this card at 8 mana. it is not represented well at high ladder ranks.
I am currently rank 145 Legend and have been playing at Legend for most of the season. Not once have myself and my friends say this card is OP and needed a nerf.
Maybe you need to learn how to play around this card just like how people play around the 4 mana flamewreathed faceless.
You can add me at Dannywu#1188 for coaching tips.
1) I don't believe it's a full win condition such as combo decks and otk decks. It only charges 5 damage, which is less than fireballs. In terms of damage to face, one time 5 damage if opponent does not have taunt and before you can react to it. Every class have some sort of Aoe, and even the weaker aoes, can kill huffer, you will still left over mana to counter. For example, flamestrike kills all, lightning storm then drop a minion like thing from below. Twisting nether works as well. Call of the wild def helps when you are winning and is also a win more card. If you are behind or equal, huffer trades and negates the damage to face.
You have mentioned two back to back call of the wilds. Yes, that is the dream turn if you are not in lethal range, but still not 100% guarantee win. Along with that dream, there are other dream turns such as double fireballs, or double pyro blasts for max damage to face. There are a lot of dream turns but the probability is lower than expected and requires surviving to those big turns.
8 mana is a strong spot where Rag, tirion, grommash sits. If it want to talk about OP, Tirion is OP. Tirion by himself shuts down call of the wild.
Lets see what Call of the Wild does:
1- Huffer: 4/2 Charge, a good 4 cost value, can deal instantly with many mid-level minions or deal decent damage to face.
2- Misha: 4/4 Taunt, another solid 4 value card, but more importantly, protects the other 2 from minions.
3- Leok: Raid leader with 2 more health. If CotW is played in an empty board, totals 4/4, if you have more minions can reach up to 8/4. Another decent 4 mana minion.
Now you are combining a solid taunt, a good charger and a decent buffer, all worth about 4 mana by themselves, in 1 single card and 8 mana, and you can even have 2 of them. 3 minions, worth 12 mana in total in 8 mana. Compared to Dr.Balance himself who is a 7 mana card that has 1 7 mana minion and 2 1.5 mana minions for a total of 10 mana.
Call of the Wild currently has MORE value than THE value card.
Now you claim Rag, Grommash and TIrion are similar power for 8 mana. Rag is good, but not nearly that good, Grommash is similarly 4 attack charge and 10 health, not actually as many stats and without enablers for his enrage (inner rage and the like) not that great. Tirion IS arguably stronger, and I think he should be 9 or maybe even 10 mana. But all of those are legendaries. You can only have 1 of them and thats it.The problem with CotW is after spending 7 mana and taking 5 face damage to Flamestrike them, they might pull out ANOTHER one. and if you cantcounter them thats 5 + 12 damage in 2 turns. Not even Rag can afford 17 damage in 2 turns.
And considering all the other 8 or 9 mana cards can bedestroyed by deadly shot, assassinate, entomb, naturalize, etc... a single card that requires a powerful AoE to destroy is not balanced.
Like I said before, it's a strong card but not an OP card. Also previously said, hunter needs a card like this because their early game is weak. Even with this card, Hunter is still not tier 1 on ladder or tournament play. Strongest classes are still Shaman, Druid and Warrior.
A class not being good doesnt mean they should have an OP card. Rather they should have several good cards.
Explain Yogg in Druid. A single OP card makes ordinary decks into outstanding decks.
Make a cup of tea man, tis all a waste of energy.
Let's revisit. How many people are running call of the wild these days? two of, one, or zero?
The only tier one deck right now is midrange shaman, and even then, you're forgettng about secrets hunter being tier 2?
Sure it looks balanced, let's release it, there is nothing wrong with this card.
fair card for hunter and dont think should be nerf
Not anymore I guess.
Would this be more balanced if it costed 10 instead of 8?
honestly that would make it a lot more fair. or blizz should make this card legendary