There are no other options. Their single target removal is limited to Scaleworm and Voodoo Doll (which isn't even included in all lists) so they deal poorly with snowballing threats.
Their winning strategy basically comes down to abusing Conjurer's calling so don't give them a chance to do so.
If you play a deck that doesn't put on a lot of pressure and also doesn't have an answer to a Khadgar turn you're probably going to lose, simple as that.
Alternatively you wait for Conjurer's Calling to be nerfed, because that shit is just broken and will only get better with more cards.
The question is this: Is Mountain Giant the issue? The Calling spell? Or both combined? Or nothing is wrong, both cards are fine.
Depending on your answer, the follow up question is how do you deal with it? How would you 'fix' it?
The issue is the combination of both cards. The fix is easy: they need to print 2 more 12 cost minions next expansion with 1/1 stats, so twinspell on giant could be the same as evolving a 7 drop and getting Hir'eek.
I'm trying to find the logic here I really am. How would they print a 12 mana 1/1? The only reason the current 12 mana cards can be played is because you can discount them. Why would a 12 mana 1/1 need to get discounted? This idea is asinine -.-
The match vs warrior is 50/50, sometimes you can make a massive board he can't deal with but when he draw good and play Boom in curve don't matter what you put in board he just destroy with infinite removals, he have a hero card and you don't, the lategame is lost.
Druid win easily unless the mage can put the giant in turn 3 and spam giant taunts from there.
Tempo rogue destroy mage 90% of the time.
The others not so fast and without the insane ammount of removal like warrior is easy prey.
kill the Giant and go wide.
There are no other options. Their single target removal is limited to Scaleworm and Voodoo Doll (which isn't even included in all lists) so they deal poorly with snowballing threats.
Their winning strategy basically comes down to abusing Conjurer's calling so don't give them a chance to do so.
If you play a deck that doesn't put on a lot of pressure and also doesn't have an answer to a Khadgar turn you're probably going to lose, simple as that.
Alternatively you wait for Conjurer's Calling to be nerfed, because that shit is just broken and will only get better with more cards.
I tried having fun once. It was awful.
Been pushing the last few wins out for my golden shaman. Extreme success with murlocs. They have almost no way of dealing with strong early boards.
Control shaman I’ve gotten to about 60% with the strat of hard mulligans for polymorph and keeping a Hagatha’s scheme if it shows up.
Wait until they nerf conjurers calling or until it rotates.
That card should NOT be a twinspell for 3 mana.
I'm trying to find the logic here I really am. How would they print a 12 mana 1/1? The only reason the current 12 mana cards can be played is because you can discount them. Why would a 12 mana 1/1 need to get discounted? This idea is asinine -.-
I play mage all this expansion.
The match vs warrior is 50/50, sometimes you can make a massive board he can't deal with but when he draw good and play Boom in curve don't matter what you put in board he just destroy with infinite removals, he have a hero card and you don't, the lategame is lost.
Druid win easily unless the mage can put the giant in turn 3 and spam giant taunts from there.
Tempo rogue destroy mage 90% of the time.
The others not so fast and without the insane ammount of removal like warrior is easy prey.
Playing Mass Hysteria against the mage's 2-4 board of 7/8 taunts that will be Conjurer's Calling'd again the next turn will go... badly at best...
Tempo rogue/mech hunter/zoo decks should beat mage consistently
This was my last game against mage, it often comes to a race for the face
https://hsreplay.net/replay/wPnuh4zs9Sm6xvdBZLkV9V
Top deck is cheat
Your comments are consistantly hilarious.
You don't, you get wrecked and you pray to lord jesus to nerf conjurer's calling.
Hard Aggro.
Murloc it.