A deck having a repetitive game pattern is not a reason to change it. That is how almost every Combo deck operates.
A reason to change it is if it's combos can be played so early in the game that the opponent cannot attempt to handle it.
And by the opponent I don't mean you and your specific deck you want to play, I mean any general opponent that would decide to play a class they wanted, and would realistically never be able to handle the situation due to lack of class and neutral options for it.
In other words, how early and regularly are you facing two Mountain Giants at once?
People don't seem to understand this. They see a new top consistent deck and since it gets netdecked it must be nerfed. You're also spot on about people thinking it must be nerfed if all 9 classes don't have an answer to every single deck at every single stage of the game.
HS is simplistic and repetitive. It’s also twice the RNG. That being said, it’s OK. Not everyone wants to play a game that’s more complex and involved. It’s nice to turn your brain off every once in a while.
As degenerate that netdecks tempo storm, I played cyclone giant mage on ranked till molten giant rank. What I can tell you that yes this deck f-king dumb when the cards draw in your favour, it gets trashed on by aggro so hard. Particularly mech hunter, it has spider.bomb, venmonizer and deadly shot. My giants are nothing before it. On days where there are many aggro decks. I just play I different deck until I see a shift in my match ups.
I find it hilarious that people cry "RNG" in the same breath as Conjurer's Calling, yet the reason it's so strong is because of the extremely consistent results when played on a Mountain Giant.
The best way to nerf the card would be indirectly: Add a 12-cost minion with bad stats to the game.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This game is literally broken now. Every deck do things that's broken and out of curve. Two ways left to play - either play aggro and beat their axe before turn 6, or play rock paper scissors (Warrior Rogue Mage) with them. You have no way to play something like control priest or paladin or shaman thing if you actually want some wins.
HS is simplistic and repetitive. It’s also twice the RNG. That being said, it’s OK. Not everyone wants to play a game that’s more complex and involved. It’s nice to turn your brain off every once in a while.
If you want your brain off, stop playing card game but play some others.
The card is overpowered no doubt about it. Even using it on a full health 6 drop you're still only paying 3 mana to generate a random 6 drop.
I feel like in standard and wild formats it's powerful but manageable but in Arena it shouldn't even be draftable. It's just straight up broken in Arena. There is no defense against it.
If you can't clear a wounded 8-9 drop in 1 turn the game is over.
In arena, my opponent used conjurers calling, got vargoth or so, therefore.. he did cast it again. gg. lose turn 6. lmao. fk blizz, they are seriously a bunch of stuipid idiots, who know shit abt their game. snipsnap shows that they cant even predict the impact of cards. same with dk cards. team 5 will never learn. never.
The card is overpowered no doubt about it. Even using it on a full health 6 drop you're still only paying 3 mana to generate a random 6 drop.
I feel like in standard and wild formats it's powerful but manageable but in Arena it shouldn't even be draftable. It's just straight up broken in Arena. There is no defense against it.
If you can't clear a wounded 8-9 drop in 1 turn the game is over.
I would argue that in standard the 12-drop slot should be not that easy to generate a taunt, when they need it. So maybe we will see a new one in the upcoming expansion to slightly nerf it.
I find it hilarious that people cry "RNG" in the same breath as Conjurer's Calling, yet the reason it's so strong is because of the extremely consistent results when played on a Mountain Giant.
The best way to nerf the card would be indirectly: Add a 12-cost minion with bad stats to the game.
Agreed. The best suggestion I heard is the one with zalae and whizbang upped to 12 mana.
Not going to read thru 5 pages of a nerf thread, but responding to the OP, I will say I sincerely hope they don't do that. I have to humble brag to make a point, but forgive me, because I think it's germane to the topic at hand.
They have created a meta in which warrior has unfathomable lasting power. I just finished playing 2 games with control warrior that speak to this situation. The first was against Conjurer's Mage, in which he plays Luna's Pocket Galaxy on Curve and manages to generate 7 fireballs with Antonidas, hit me twice with an 8/8, and generate a Pyroblast off Kalecgos. I won that game. It involved magnetizing a Wargear and a Zilliax onto a standing Devastator, but I DID win that game.
The second game involved the dreaded bomb vs control warrior match. This time, I got 9 bombs shuffled in my deck, got hit for 15 in boom bot damage, and his Archivist Elysiana gave him Sea Giant, Onyxia, Crowd Roaster, and Grommash. I won that game. I won that fucking game.
Now, I was happy to win these games, don't get me wrong. But upon further reflection, I started thinking about what it takes to beat Control Warrior. Obviously aggro decks can always God draw and get there against anything, but 7-8 out of 10, that doesn't happen. Mech Paladin can do Kangor's tricks and get there, but the new trend is running double silence in warrior, which dilutes the pool badly and turns Kangor's into a coin flip. So what's left? Mage and Dire Frenzy Hunter.
I call it Dire Frenzy Hunter because that is the only relevant card in the deck against warrior. And like mage, it gets there against warrior because it can play tricks with the rules of tempo.
One 8/8 will never get there against the full control version of warrior. You need to be able to create multiple board states where the warrior will have to brawl and then single kill something on the same turn. And the worst part is, you have to do that multiple times most games. Khadgar into 4 8/8's just simply won't win the game on its own most of the time. So when people advocate taking "twinspell" away from Conjurer's Calling, that would destroy one of two major advantages over warrior in this meta.
A reasonable response to all this is, "yeah, nerf warrior too". The problem with that is you have murloc shaman and token druid ready to sweep over EVERYTHING else in the meta the second the bulwark that is Control Warrior disappears. Metas are fragile ecosystems, and a change to one effects everything.
Just a thought.
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Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
Not going to read thru 5 pages of a nerf thread, but responding to the OP, I will say I sincerely hope they don't do that. I have to humble brag to make a point, but forgive me, because I think it's germane to the topic at hand.
They have created a meta in which warrior has unfathomable lasting power. I just finished playing 2 games with control warrior that speak to this situation. The first was against Conjurer's Mage, in which he plays Luna's Pocket Galaxy on Curve and manages to generate 7 fireballs with Antonidas, hit me twice with an 8/8, and generate a Pyroblast off Kalecgos. I won that game. It involved magnetizing a Wargear and a Zilliax onto a standing Devastator, but I DID win that game.
The second game involved the dreaded bomb vs control warrior match. This time, I got 9 bombs shuffled in my deck, got hit for 15 in boom bot damage, and his Archivist Elysiana gave him Sea Giant, Onyxia, Crowd Roaster, and Grommash. I won that game. I won that fucking game.
Now, I was happy to win these games, don't get me wrong. But upon further reflection, I started thinking about what it takes to beat Control Warrior. Obviously aggro decks can always God draw and get there against anything, but 7-8 out of 10, that doesn't happen. Mech Paladin can do Kangor's tricks and get there, but the new trend is running double silence in warrior, which dilutes the pool badly and turns Kangor's into a coin flip. So what's left? Mage and Dire Frenzy Hunter.
I call it Dire Frenzy Hunter because that is the only relevant card in the deck against warrior. And like mage, it gets there against warrior because it can play tricks with the rules of tempo.
One 8/8 will never get there against the full control version of warrior. You need to be able to create multiple board states where the warrior will have to brawl and then single kill something on the same turn. And the worst part is, you have to do that multiple times most games. Khadgar into 4 8/8's just simply won't win the game on its own most of the time. So when people advocate taking "twinspell" away from Conjurer's Calling, that would destroy one of two major advantages over warrior in this meta.
A reasonable response to all this is, "yeah, nerf warrior too". The problem with that is you have murloc shaman and token druid ready to sweep over EVERYTHING else in the meta the second the bulwark that is Control Warrior disappears. Metas are fragile ecosystems, and a change to one effects everything.
Just a thought.
I have to say you have a point. I'd say you get lucky if you win against a mage with good giant curve, but at least it helps to keep warriors in check. The only nerf i would support would be a new 12 drop to dillute the efficiency of getting a taunt.
People don't seem to understand this. They see a new top consistent deck and since it gets netdecked it must be nerfed. You're also spot on about people thinking it must be nerfed if all 9 classes don't have an answer to every single deck at every single stage of the game.
HS is simplistic and repetitive. It’s also twice the RNG. That being said, it’s OK. Not everyone wants to play a game that’s more complex and involved. It’s nice to turn your brain off every once in a while.
Found the conjurer mage player.
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As degenerate that netdecks tempo storm, I played cyclone giant mage on ranked till molten giant rank. What I can tell you that yes this deck f-king dumb when the cards draw in your favour, it gets trashed on by aggro so hard. Particularly mech hunter, it has spider.bomb, venmonizer and deadly shot. My giants are nothing before it. On days where there are many aggro decks. I just play I different deck until I see a shift in my match ups.
I find it hilarious that people cry "RNG" in the same breath as Conjurer's Calling, yet the reason it's so strong is because of the extremely consistent results when played on a Mountain Giant.
The best way to nerf the card would be indirectly: Add a 12-cost minion with bad stats to the game.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This game is literally broken now. Every deck do things that's broken and out of curve. Two ways left to play - either play aggro and beat their axe before turn 6, or play rock paper scissors (Warrior Rogue Mage) with them. You have no way to play something like control priest or paladin or shaman thing if you actually want some wins.
Best way to balance this game now is to remove all the Giants from Ladder ( or make it at least 5 mana to play)
If you want your brain off, stop playing card game but play some others.
this card is broken as fuck
Don't see many mages, and by the time they can play this, it's easy to remove their board, if they are even still alive.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I don't like that card but if you remove it mages are left with no good decks anymore.
The card is overpowered no doubt about it. Even using it on a full health 6 drop you're still only paying 3 mana to generate a random 6 drop.
I feel like in standard and wild formats it's powerful but manageable but in Arena it shouldn't even be draftable. It's just straight up broken in Arena. There is no defense against it.
If you can't clear a wounded 8-9 drop in 1 turn the game is over.
In arena, my opponent used conjurers calling, got vargoth or so, therefore.. he did cast it again. gg. lose turn 6. lmao. fk blizz, they are seriously a bunch of stuipid idiots, who know shit abt their game. snipsnap shows that they cant even predict the impact of cards. same with dk cards. team 5 will never learn. never.
I would argue that in standard the 12-drop slot should be not that easy to generate a taunt, when they need it. So maybe we will see a new one in the upcoming expansion to slightly nerf it.
Always expect the unexpectable!
making it twinspell was OP as hell ... Even without it´s a top combo card.
Secret Hunter says "Hi" ;)
Agreed. The best suggestion I heard is the one with zalae and whizbang upped to 12 mana.
Not going to read thru 5 pages of a nerf thread, but responding to the OP, I will say I sincerely hope they don't do that. I have to humble brag to make a point, but forgive me, because I think it's germane to the topic at hand.
They have created a meta in which warrior has unfathomable lasting power. I just finished playing 2 games with control warrior that speak to this situation. The first was against Conjurer's Mage, in which he plays Luna's Pocket Galaxy on Curve and manages to generate 7 fireballs with Antonidas, hit me twice with an 8/8, and generate a Pyroblast off Kalecgos. I won that game. It involved magnetizing a Wargear and a Zilliax onto a standing Devastator, but I DID win that game.
The second game involved the dreaded bomb vs control warrior match. This time, I got 9 bombs shuffled in my deck, got hit for 15 in boom bot damage, and his Archivist Elysiana gave him Sea Giant, Onyxia, Crowd Roaster, and Grommash. I won that game. I won that fucking game.
Now, I was happy to win these games, don't get me wrong. But upon further reflection, I started thinking about what it takes to beat Control Warrior. Obviously aggro decks can always God draw and get there against anything, but 7-8 out of 10, that doesn't happen. Mech Paladin can do Kangor's tricks and get there, but the new trend is running double silence in warrior, which dilutes the pool badly and turns Kangor's into a coin flip. So what's left? Mage and Dire Frenzy Hunter.
I call it Dire Frenzy Hunter because that is the only relevant card in the deck against warrior. And like mage, it gets there against warrior because it can play tricks with the rules of tempo.
One 8/8 will never get there against the full control version of warrior. You need to be able to create multiple board states where the warrior will have to brawl and then single kill something on the same turn. And the worst part is, you have to do that multiple times most games. Khadgar into 4 8/8's just simply won't win the game on its own most of the time. So when people advocate taking "twinspell" away from Conjurer's Calling, that would destroy one of two major advantages over warrior in this meta.
A reasonable response to all this is, "yeah, nerf warrior too". The problem with that is you have murloc shaman and token druid ready to sweep over EVERYTHING else in the meta the second the bulwark that is Control Warrior disappears. Metas are fragile ecosystems, and a change to one effects everything.
Just a thought.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
I have to say you have a point. I'd say you get lucky if you win against a mage with good giant curve, but at least it helps to keep warriors in check. The only nerf i would support would be a new 12 drop to dillute the efficiency of getting a taunt.
Always expect the unexpectable!
OP lost quite a few matches to the deck so it needs to be nerfed!