Hahaha, just kidding, don't kill me, don't nerf anything, all is well with the world.
BUT. . . that Call of the Wild sure has a lot of value, yeah? For 8 mana, you get three minions, with a Taunt, a Buff, and a Charge tossed in, so you get an automatic 5 damage. Compare that to the game's other spells valued 8+
Just in terms of 'bang for your buck', Call of the Wild surpasses just about all of them. Most of the big legendaries don't do anything on turn of play, and can all be simply removed by most single target removal methods. Cenarius can give you two small taunts, VW can conceivably pull 3 big ol' bitches for his extra 2 mana, possibly a charger. Mind Control will steal one minion, probably valued at less than 10, and end your turn. Warlock spells just blow shit up and hope for the best. Boom's still pretty badass, but if the opponent takes out the Doc immediately, it's possible your 7 mana buys you 2 random damage.
N'Zoth brings back an extra Sylvanas, Cairne and Tirion. Yogg-Saron can potentially give you double Call of the Wild. C'Thun can wipe your board or straight up murder you. King Krush is 9 Charge damage instead of 5.
Sure, Call has a lot of value, but it's also 8 mana, and is needed as a finisher for Hunters. You may have noticed Face Hunter doesn't really exist anymore, so they needed some powerful midrange cards to keep the class viable.
Just like with almost all nerf requests on this forum these days: If the decks that are using the card aren't OP, no nerf is needed. You need some stronger-than-average cards to make certain classes/decks actually worthwhile to play & to make them feel different. Fiery Win Axe & Execute are certainly much stronger than any neutral cards, Innervate would be used by almost every deck if it could, Doomhammer is crazy value if it doesn't get destroyed, the list goes on. Nobody plays mage because of demented frostcaller, you play it because of Flamewaker.
Quite honestly, without CotW, Midrange Hunter would be a total joke. Even with it, Midrange Shaman is still much stronger.
So an 8 mana spell in a class that has basically no card draw, only one viable 1-drop, no 7-drop (!), and relies on basically a perfect early curve to even have a chance to GET to turn 8....is OP?
Just like with almost all nerf requests on this forum these days: If the decks that are using the card aren't OP, no nerf is needed. You need some stronger-than-average cards to make certain classes/decks actually worthwhile to play & to make them feel different. Fiery Win Axe & Execute are certainly much stronger than any neutral cards, Innervate would be used by almost every deck if it could, Doomhammer is crazy value if it doesn't get destroyed, the list goes on. Nobody plays mage because of demented frostcaller, you play it because of Flamewaker.
Quite honestly, without CotW, Midrange Hunter would be a total joke. Even with it, Midrange Shaman is still much stronger.
That's kind of bad design because it reinforces draw inconsistency.
Agree you can't make it perfect but making it so utterly nonsensical is why Hearthstone tournament games have already been ended in 3 turns.
tbh it should be nerfed to atleast 9 mana becuase it is 3, 3 mane drops, however these 3 mana drops are over stated so much that they are more like a 3½ mana card and it is 3 cards in 1 so it should be one extra mana for that aswell.. so make it 11½ mana.. or atleast 10 mana and it would be okay
First off, I disenchanted a legendary for it. Rend blackhand. You might say thats a horrible idea, but I will never use him anyway.
Either way, I crafted call of the wild for my midrange hunter deck. The past 5 games I've won thanks to it.
For 8 mana, you get Misha (4/4 taunt but with Leokk you get 5/4), Leokk (2/4 and gives friendly minions +1 attack) and Hoffer (4/2 charge but with Leokk you get 5/2)
It adds up to 13/10. For 8. And, Misha has taunt which makes it hard to kill Huffer, who does a great amount of damage. Leokk also improves your other minions too.
You were not the first to figure this out. Hunter needed a really good midrange/control card like call of the wild to actually become a viable midrange class. It is an op card, but so is Terion and Flamewreathed.
tbh it should be nerfed to atleast 9 mana becuase it is 3, 3 mane drops, however these 3 mana drops are over stated so much that they are more like a 3½ mana card and it is 3 cards in 1 so it should be one extra mana for that aswell.. so make it 11½ mana.. or atleast 10 mana and it would be okay
Good stuff. Not sure what would balance it, 10 mana is probably appropriate. Sure seems like this card should have never been printed at this cost.
One card win conditions are not good for the game. Call of the Wild is bad for the same reason that Dr. Boom, Mysterious Challenger, and N'Zoth shouldn't exist. Both Boom and Mysterious Challenger would have been much better as ~3 Attack minions, then they wouldn't require immediate attention or lose the game.
At 3 attack, they would contribute to the "midrange" gameplan of board control and minion combat, not the aggro/combo gameplan of aggression and bursty ending. For N'Zoth, well, DR is already strongest minions in the game, they don't need additional support, and it creates a 1 card win con same a Dr. Boom aqnd Challenger. N"Zoth does have a few deck requirements, just like Secret Paladin, but it is still too strong.
It's supposed to be aggro beats midrange, midrange beats control, and control beats aggro.
Feels closer to this:
And each expansion Blizz decides a class or two that gets to take Patrons spot as center of the universe. Shouldn't be that hard to make a somewhat balanced game. Atleast work on your triangle and making it better and more balanced and away from the OP rotation that most games go with these days.
Broken / flopping trinagle is major problem. Decision needs to be made on which way the triangle goes, and then stick to it. Aggro has never had a weak matchup, control has barely ever existed.
Entomb is an example of a card that breaks the triangle, because it allows control decks to beat midrange decks. Control is supposed to beat on aggro, not midrange.
Aggressive low cost cards with high health (or other form of protection): makes aggro too strong, board clears ineffective = no control
Darkshire Councilman is an example because it is used in aggro decks but can't be cleared by board clears. Breaks the triangle as it allows aggro decks to beat up on control and imdrange.
Flamewaker is also bad because it's text protects itself along with having high health. Really makes no sense why Flamewanker has 4 health but stuff like Silver Hand Regent has 3. Should be reversed as Flamewanker contributes to a very aggressive gameplan, where as Silver Hand Regent contributes to a very slow gameplan. The minions that are fast and/or aggressive need the low health. No idea how Blizz did the opposite, so illogical, it would be great to hear their explanation.
Single card win conditions: Makes aggressive midrange / tempo too strong. Just adding one or two of these types of cards to a deck changes a control deck into a midrange one, and aaverage midrange deck into a very aggressive one.Already discuseed this above so I'll just list 'em.
Hahaha, just kidding, don't kill me, don't nerf anything, all is well with the world.
BUT. . . that Call of the Wild sure has a lot of value, yeah? For 8 mana, you get three minions, with a Taunt, a Buff, and a Charge tossed in, so you get an automatic 5 damage. Compare that to the game's other spells valued 8+
Tree of Life, Lay on Hands,Anyfin Can Happen, Twisting Nether, DOOM!, Mind Control, Pyroblast
How about minions? Which cards have a similar feel? Cenarius?Varian Wrynn? Onyxia? Ragnaros the Firelord will give you 8 undirected damage. Y'Shaarj, Rage Unbound will pull one guy for ya, but as with Varian, you don't know what. And of course, there is Dr. Boom, the all-time King of the Cackling Assholes.
Just in terms of 'bang for your buck', Call of the Wild surpasses just about all of them. Most of the big legendaries don't do anything on turn of play, and can all be simply removed by most single target removal methods. Cenarius can give you two small taunts, VW can conceivably pull 3 big ol' bitches for his extra 2 mana, possibly a charger. Mind Control will steal one minion, probably valued at less than 10, and end your turn. Warlock spells just blow shit up and hope for the best. Boom's still pretty badass, but if the opponent takes out the Doc immediately, it's possible your 7 mana buys you 2 random damage.
And you can run Call twice.
It's a good spell, but not OP.
It's a great card indeed. Not deserving of nerfs tho!
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N'Zoth brings back an extra Sylvanas, Cairne and Tirion. Yogg-Saron can potentially give you double Call of the Wild. C'Thun can wipe your board or straight up murder you. King Krush is 9 Charge damage instead of 5.
Sure, Call has a lot of value, but it's also 8 mana, and is needed as a finisher for Hunters. You may have noticed Face Hunter doesn't really exist anymore, so they needed some powerful midrange cards to keep the class viable.
Just like with almost all nerf requests on this forum these days: If the decks that are using the card aren't OP, no nerf is needed. You need some stronger-than-average cards to make certain classes/decks actually worthwhile to play & to make them feel different. Fiery Win Axe & Execute are certainly much stronger than any neutral cards, Innervate would be used by almost every deck if it could, Doomhammer is crazy value if it doesn't get destroyed, the list goes on. Nobody plays mage because of demented frostcaller, you play it because of Flamewaker.
Quite honestly, without CotW, Midrange Hunter would be a total joke. Even with it, Midrange Shaman is still much stronger.
So an 8 mana spell in a class that has basically no card draw, only one viable 1-drop, no 7-drop (!), and relies on basically a perfect early curve to even have a chance to GET to turn 8....is OP?
Honestly, conceal is a more op card than this
I tried having fun once. It was awful.
anyfin is usually gonna be 15 charge damage 2 3/3s a 6/3 and a 9/6
I'd probably chance CotW to 9 mana to prevent hero power on the same turn. It's already such a huge swing with one card.
It basically turns hunter into combo druid in a way. They play the same.
tbh it should be nerfed to atleast 9 mana becuase it is 3, 3 mane drops, however these 3 mana drops are over stated so much that they are more like a 3½ mana card and it is 3 cards in 1 so it should be one extra mana for that aswell.. so make it 11½ mana.. or atleast 10 mana and it would be okay
First off, I disenchanted a legendary for it. Rend blackhand. You might say thats a horrible idea, but I will never use him anyway.
Either way, I crafted call of the wild for my midrange hunter deck. The past 5 games I've won thanks to it.
For 8 mana, you get Misha (4/4 taunt but with Leokk you get 5/4), Leokk (2/4 and gives friendly minions +1 attack) and Hoffer (4/2 charge but with Leokk you get 5/2)
It adds up to 13/10. For 8. And, Misha has taunt which makes it hard to kill Huffer, who does a great amount of damage. Leokk also improves your other minions too.
So, yeahhhhh.
t4i
You were not the first to figure this out. Hunter needed a really good midrange/control card like call of the wild to actually become a viable midrange class. It is an op card, but so is Terion and Flamewreathed.
Hi!
Yea, Call of the Wild is pretty OP, and can certainly win you the game, but it's not always a guaranteed win. I know this from my own experiences
Let the Hunt begin.
It's a swing card, sometimes.It turns "Welp, I'm dead." into "I might not die next turn! YAY!"
http://i.imgur.com/kX4Liaq.jpg
As a Hunter enthusiast... Call of the Wild its beautiful... Pure art...
Leokk doesn't only affect Beasts.
It's supposed to be aggro beats midrange, midrange beats control, and control beats aggro.
Feels closer to this:
And each expansion Blizz decides a class or two that gets to take Patrons spot as center of the universe. Shouldn't be that hard to make a somewhat balanced game. Atleast work on your triangle and making it better and more balanced and away from the OP rotation that most games go with these days.
Broken / flopping trinagle is major problem. Decision needs to be made on which way the triangle goes, and then stick to it. Aggro has never had a weak matchup, control has barely ever existed.
Aggressive low cost cards with high health (or other form of protection): makes aggro too strong, board clears ineffective = no control
Single card win conditions: Makes aggressive midrange / tempo too strong. Just adding one or two of these types of cards to a deck changes a control deck into a midrange one, and aaverage midrange deck into a very aggressive one.Already discuseed this above so I'll just list 'em.
Call of the Wild is complete garbage. It's a 'lose more' card. If you have 8 mana as a hunter and the game isn't over, concede.
Free to try and find a game, dealing cards for sorrow, cards for pain.
That is simply not true anymore.