I see that this thread has the anti-Hunter people still spouting the same debunked arguements over and over and over again completely ignoring the counter arguements laid out before them.
I've noticed the opposite. From the side that says it's OP people have mentioned
1.it is 12/10 for 8 mana which is the best value of any 8 mana card by far.
2.It has charge, taunt and buffs other minions immediately and no other card in the game does that.
3. Call of the wild into Call of the wild is literally one of, if not the best turn 8 and 9 in the game.
4. CoTW would fit into literally any deck from aggro to tempo to control to combo which usually indicates it's OP like Dr. Boom was.
5. It isn't even legendary like Dr. Boom so you can run 2 which virtually guarantees you draw at least 1 by turn 8.
6. It has pushed Hunter to be not only one of the strongest classes in Standard but also in Wild where decks like secret pally still exist.
7. It combines 3 cards into 1 and actually reduces the mana cost where usually when you combine 2 or more cards into 1 it costs more than the 2 put together (look at bloodmage and sprint).
8. It removes all the RNG from animal companion but that RNG is why animal companion only costs 3 despite each of the minions being worth more than 3 mana.
9. It requires no board or synergy to play you can literally just play it on turn 8 with no set up straight from hand and get a strong board.
All I've seen from the pro CoTW side is
1. BUT WE NEEEEEDDDD IT!!!!!
2. It costs 8 mana so it's a late game card like a Ysera or Gruul.
3. At least we aren't playing face hunter anymore, we're just playing an aggro hunter with highmanes and CoTW.
It resumes the topic very well, who calling for nerf put strong and solid argument for that, who don't only want to use and abuse a completely broken cheat OP card.
And no sign of Blizzard will nerf this abomination, they can do this forever.
I see that this thread has the anti-Hunter people still spouting the same debunked arguements over and over and over again completely ignoring the counter arguements laid out before them.
I've noticed the opposite. From the side that says it's OP people have mentioned
1.it is 12/10 for 8 mana which is the best value of any 8 mana card by far.
2.It has charge, taunt and buffs other minions immediately and no other card in the game does that.
3. Call of the wild into Call of the wild is literally one of, if not the best turn 8 and 9 in the game.
4. CoTW would fit into literally any deck from aggro to tempo to control to combo which usually indicates it's OP like Dr. Boom was.
5. It isn't even legendary like Dr. Boom so you can run 2 which virtually guarantees you draw at least 1 by turn 8.
6. It has pushed Hunter to be not only one of the strongest classes in Standard but also in Wild where decks like secret pally still exist.
7. It combines 3 cards into 1 and actually reduces the mana cost where usually when you combine 2 or more cards into 1 it costs more than the 2 put together (look at bloodmage and sprint).
8. It removes all the RNG from animal companion but that RNG is why animal companion only costs 3 despite each of the minions being worth more than 3 mana.
9. It requires no board or synergy to play you can literally just play it on turn 8 with no set up straight from hand and get a strong board.
All I've seen from the pro CoTW side is
1. BUT WE NEEEEEDDDD IT!!!!!
2. It costs 8 mana so it's a late game card like a Ysera or Gruul.
3. At least we aren't playing face hunter anymore, we're just playing an aggro hunter with highmanes and CoTW.
All of the talking points you mentioned as arguements for nerfing Call of the Wild I myself as many other sources have addressed in detail. This just proves that you did not read the previous posts at all and are merely making assumptions on what has been said. I myself have broken down he card in every way imaginable in my posts. I would advise to actually take a look my posts.
2. It costs 8 mana so it's a late game card like a Ysera or Gruul.
3. At least we aren't playing face hunter anymore, we're just playing an aggro hunter with highmanes and CoTW.
This is pure pandering and ignorance. You didn't read anything. You're just simply pandering to the ignorant who surprise surprise showed up to play the willing fools.
I see that this thread has the anti-Hunter people still spouting the same debunked arguements over and over and over again completely ignoring the counter arguements laid out before them.
I've noticed the opposite. From the side that says it's OP people have mentioned
1.it is 12/10 for 8 mana which is the best value of any 8 mana card by far.
2.It has charge, taunt and buffs other minions immediately and no other card in the game does that.
3. Call of the wild into Call of the wild is literally one of, if not the best turn 8 and 9 in the game.
4. CoTW would fit into literally any deck from aggro to tempo to control to combo which usually indicates it's OP like Dr. Boom was.
5. It isn't even legendary like Dr. Boom so you can run 2 which virtually guarantees you draw at least 1 by turn 8.
6. It has pushed Hunter to be not only one of the strongest classes in Standard but also in Wild where decks like secret pally still exist.
7. It combines 3 cards into 1 and actually reduces the mana cost where usually when you combine 2 or more cards into 1 it costs more than the 2 put together (look at bloodmage and sprint).
8. It removes all the RNG from animal companion but that RNG is why animal companion only costs 3 despite each of the minions being worth more than 3 mana.
9. It requires no board or synergy to play you can literally just play it on turn 8 with no set up straight from hand and get a strong board.
All I've seen from the pro CoTW side is
1. BUT WE NEEEEEDDDD IT!!!!!
2. It costs 8 mana so it's a late game card like a Ysera or Gruul.
3. At least we aren't playing face hunter anymore, we're just playing an aggro hunter with highmanes and CoTW.
All of the talking points you mentioned as arguements for nerfing Call of the Wild I myself as many other sources have addressed in detail. This just proves that you did not read the previous posts at all and are merely making assumptions on what has been said. I myself have broken down he card in every way imaginable in my posts. I would advise to actually take a look my posts.
Ok so I went through the last 25 pages looking for your explanations because you love to say you've already covered it but don't just copy and paste it. If anyone wants to read them for themselves they are on page 13 and page 24 of this thread. While you do address some, most of your answers are dodging questions or bringing up unrealistic examples.
You compared 12/10 stats to North Sea Kraken which is 9/7 and does 4 damage but can go through taunts unlike huffer. This does not have taunt and is 9 mana. (9 mana is what a lot of people are asking for)
Not addressed
You said Tirion is better
Not addressed
You said legendary spells would be bad for the game but gave no reason why
Not addressed
Not addressed
Not addressed
You said it doesn't give you a very strong board
You also made claims like
The beast tag doesn't matter unless there are synergies for it (which hunter has)
Huffer is a 3 mana card because it has 1 less health than Korkron elite but you also say Misha is a 3 mana card because vs a 3/4 monkey "because the 1 extra stat point doesn't matter"
4/2 or really 5/2 charge is fine because arcane golem is bad and only seen in combo decks.
Hunters often have no board on turn 8 because their deathrattle cards aren't good and Highmane can easily be dealt with while gaining board for 7 mana or less (no method given)
I'm sorry man I thought you were just trolling but I guess you really do think it's balanced and healthy so I doubt I'll be able to convince you. I already spent 10 min going through the pages doing control f to find long posts by you so if i missed one I'm sorry but the ones I saw didn't answer any of people's concerns. I posted the pages where your arguments were and I'll let others decide for themselves. Honestly I think if it gets nerfed to 9 mana or maybe even 10 it'll still be played much like knife juggler and it won't be wrecked like BGH.
Funny thread. The keep Cotw the same supporters make objective analysis proving with reason why Cotw is fine. While the Cotw nerf supporters, their brains addled by so much salt, compare Cotw to garbage neutrals that never have seen any play as their argument.
@ Mr. Butts: While you pwned the other poster, and your arguments make total sense (cotw is totally busted imo, theres really no need to dismember it to see it)), dont you think there are other cards that need to be addressed before even taking a look at an 8 mana cost card? Isnt flamewaker (just to give an example of an op card, Ive addressed others before in this same thread) a bigger issue to the environment? To me the very first card that requires a nerf is execute, theres nothing more efficient than that in the entire game (is there?) and nerfing it to 2 mana would still be busted (and obviously would still be in 100% warrior decks), considering "destroy target minion" is a 5 mana spell.
Thanks but I didn't do it to wreck him personally it's just the same few posters keep defending CoTW by saying they've already made the arguments but never saying what those arguments were, so I decided to see what they were for myself. nocontrol and Dragonconsort are clearly just trolling now so I'll let it go.
Also I'm not a hunter hater believe it or not I'm just against the cards which are considered "auto includes" because they have that tag due to being stupidly OP and I think Blizzard agrees. Pretty much every "auto include" card has been rotated out or nerfed and CoTW is the only one that was introduced recently and won't be rotating out soon. Knife Juggler and Leper Gnome were auto includes in every aggro deck and were nerfed. Muster for Battle and Shielded Minibot were auto includes in every paladin deck and were rotated out. Sludge Belcher, Piloted Shredder, Loatheb and Dr. Boom were staples in pretty much every deck and were rotated out. Big Game Hunter and Iron Beak Owl were run in over half of all decks. Force of Nature and Keeper of the Grove were in every druid deck whether it was ramp, combo, tempo or control so they were nerfed. There are only a few auto includes that are left like Execute in every warrior deck, Fireball in every mage deck, Abusive Sergeant in every aggro deck and now Call of the Wild in every Hunter deck. Only one of these was introduced recently though but I don't think the game would suffer at all if these cards had their mana cost increased by one.
Funny thread. The keep Cotw the same supporters make objective analysis proving with reason why Cotw is fine. While the Cotw nerf supporters, their brains addled by so much salt, compare Cotw to garbage neutrals that never have seen any play as their argument.
Animal Companion is a neutral card that never saw any play. Okay...
1. You compared 12/10 stats to North Sea Kraken which is 9/7 and does 4 damage but can go through taunts unlike huffer. This does not have taunt and is 9 mana. (9 mana is what a lot of people are asking for)
I explained why at 9 mana it would be worse than Northsea Kraken, a card that never sees competitive constructed play. (good arena card though). That would be a terrible balance change basically killing the card. a 9 mana epic class card being weaker than a common neutral of the same cost that doesn't see play in constructed is what some people are asking for because they don't really care about balance.
I addressed this as well. I explained how the taunt really makes no real impact in and of itself in this card as there are so many options to remove the Leokk (the card it attempts to protect) as well as the fact that misha itself has low health for a minion being played on turn 8. This means that trading both down and up are viable options for removing the minion, especially given how many classes have the means to enable trade ups through cards like Power Overwhelming, Bloodlust, etc.
[quote] You said Tirion is better
It is better, as it should be since it's a legendary minion. It's difficult to remove, there are limited options for removing minions with devine shield (not all classes have a Hex/Polymorph spell) and you get a 3 charge 5 damage weapon when it dies.
4. CoTW would fit into literally any deck from aggro to tempo to control to combo which usually indicates it's OP like Dr. Boom was.
Decks that are not minion based as well as aggro decks would not play this. Control and combo decks would not run this deck as they do not have enough minions to have it's effect do anything meaningful. It's a card that lets you leverage a minion advantage adn combo/control use very few early and mid-game minions. For aggro it's a card that's much too slow. Aggro wants to end the game before it runs out of steam. Call of the Wild would have to take the place of an early game card that allos them to be the aggressor. This bogs down the deck and no longer allows the aggro deck to be efficient at early, burst damage.
5. You said legendary spells would be bad for the game but gave no reason why
No, what I said is that making Call of the Wild a Legendary spell would be bad as it would basically break what it was intended to do. The first Call of the Wild generally is used to ensure the Hunter has complete board control by allowing some trading up. With cards now being more healthy Hunter minions rarely trade up. i also explained that the second is needed as Hunters do not have a solid options for finishing the game outside of Call of the Wild. This is bad because then the Hunter just runs out of steam and all the pressure put out amounts to nothing. I's one of the major issues Hunters had pre-Whispers of the Old Gods. Mid-range and aggro were tier 3 and hybrid Hunter was non-existent. Hunters were a bottom rung class.
6. It has pushed Hunter to be not only one of the strongest classes in Standard but also in Wild where decks like secret pally still exist.
Hunter in Standard is currently a tier 2 class and tapering off a bit as it's not nearly consistent enough to really compete on the same level as say Druid, Warrior, Shaman and Mage. Wild I don't ever play so I can't say really if it's tier 1 or not. I haven't seen any stats on it either.
7. It combines 3 cards into 1 and actually reduces the mana cost where usually when you combine 2 or more cards into 1 it costs more than the 2 put together (look at bloodmage and sprint).
When it's played, Sprint is typically played with Preperation which makes it 3 cards for 4 mana. Keep in mind that Arcane Intellect is 3 mana for 2 cards. The suedo-requirement of Preperation really hurts the card though,. That's most decks don't run it. They have better draw options anyways. As for Bloodmage Thalnos he is a 1 stop shop for combo decks. He provides a 1/1 body which combo decks don't typically run many minions at all let alone early game, Spell power to allow them o use their spells to remove minions even more efficiently, and provides them draw to make it so they can get to their combo faster adn increase the decks consistency.
8. It removes all the RNG from animal companion but that RNG is why animal companion only costs 3 despite each of the minions being worth more than 3 mana.
As I explained, they aren't worth more than three when you look at how minion stat creep has effected the typical 3 drop. The RNG is now an unnecessary mechanic.
9. It requires no board or synergy to play you can literally just play it on turn 8 with no set up straight from hand and get a strong board.
Not true, in fact I would say it has the largest setup requirement of any finisher in the game. This is for a few reason. First you need to ensure that throughout hte game you have put out enough pressure for your two Call of the Wilds to enable you to finish this game. At the same time, however, you have to ensure that you are not getting out valued and are able to keep a sufficient board so that if that turn 8 Call of the Wild happens you can actually use those minions to ensure board dominance then finish the game with the second. Playing Call of the Wild on turn 8 when you either have not been able to put enough pressure out or do not already have a board is a complete and utter waste. It's better to do what you can to neutralize the opponent's threats with removal and play a couple of smaller minions in this case and see if you can't use Call of the Wild next turn as your leverage. Hunters don't have great removal either so often times it's a lost cause either way.
The beast tag doesn't matter unless there are synergies for it (which hunter has)
The beast cards that Hunters have access to do not interact with each other at all, this is why you have to throw in Houndmaster into the deck. Houndmaster is really not any better than Defender of Argus. Defender of Argus you get a 2/3 bu are able to give +/1+1 to 2 minions (+2/+2 total in stats, same as Houndmaster) and gives 2 minions taunt with no tag requirement. The 1 advantage Houndmaster has is it has 2 more attack which is the difference between most cards when you compare it to a neutral of the same cost. Tundra Rhino never lives long enough for it's synergy to matter as it will ALWAYS be killed on the opponent's turn. When i talk about synergies I mean, for example, teh synergies between tags like Murloc where Murloc Warleader is a staple because it gives your other murlocs +2/+1 and has a sold 3/3 body for 3 mana (remember that it's a neutral). Beasts (for Hunters) lack that.
Huffer is a 3 mana card because it has 1 less health than Korkron elite but you also say Misha is a 3 mana card because vs a 3/4 monkey "because the 1 extra stat point doesn't matter"
Health on a charge minion is worth a lot more than attack on a taunt minion but even still I see no reason as to why Kor'Kron is 4 mana.Right now I think it's plaed because Warriors don't have a lot of aggressive options. Their most aggressive deck at teh moment is much more of a tempo deck than an aggressive on and Kor'kron Elite in that deck is mostly used as pseudo removal. . It gets traded into other minions to counter decks with earlier aggression. Hope that's made more clear now.
4/2 or really 5/2 charge is fine because arcane golem is bad and only seen in combo decks.
What I was saying, and this was in reference to a meta in the past, is that Arcane Golem got replaced by Argent Horserider in aggro decks even before Arcane Golem got nerfed . Arcane Golem was almost exclusively seen in combo decks which were single turn burst oriented. Aggro preferred Argent Horserider because, although it was 2 less damage, it was likely to live an extra turn or at the very least require the opponent to spend extra resourced to get rid of it. The overall context being that stickiness on a charge minion was much more preferred.
Hunters often have no board on turn 8 because their deathrattle cards aren't good and Highmane can easily be dealt with while gaining board for 7 mana or less (no method given)
I think you're mixing up two things I said. I said that Highmane is really the only deathrattle minion Hunters have at the moment that is not a tempo loss if played on curve because of the minions that are coming out of them. Infested wolf is a perfect example. It's a 4 mana 3/3 that spawns 2 1/1s. literally if you use ANY AoE after popping Infested Wolf you will deal with the spawned minions. a couple of classes can in fact do this while gaining tempo (by getting a minion on board. Shaman can Lightning Bolt then Maelstrom Portal for instance. I they have spell power on the board they can use Spirit Claws and even develop a weapon as well.
With hte second part i think you meant Call of the Wild, not Savannah Highmane, and I did in fact give examples. Elemental Destruction plus any 4 drop or cheaper allows you to do exactly that. You clear off the minions from Call of the Wild and swing the tempo dramatically back in your favor.
'm sorry man I thought you were just trolling but I guess you really do think it's balanced and healthy so I doubt I'll be able to convince you. I already spent 10 min going through the pages doing control f to find long posts by you so if i missed one I'm sorry but the ones I saw didn't answer any of people's concerns. I posted the pages where your arguments were and I'll let others decide for themselves. Honestly I think if it gets nerfed to 9 mana or maybe even 10 it'll still be played much like knife juggler and it won't be wrecked like BGH.
I appreciate you actually trying to addressing my points. I enjoy a civil discussion. You did miss a few posts (I have basically been posting in this thread from the beginning). I understand not having the time to go through every single one of my posts. From now on i'll do my best to actually quote the argument itself if I have already addressed it instead of forcing everyone else to try and search for it. I would, however, like this discussion to remain based on each other's arguments. I don't want it to devolve like has happened in the past.
Knife Juggler actually was hurt badly by it's nerf. It sees almost no competitive constructed play (i have seen 1 or 2 players use it in a tournament deck but they actually didn't fair well). Changing Call of the Wild hurts the card and Hunters both unnecessarily. It all but removes the finishing power of Hunters. Even at 9 mana Hunters will run out of steam (Hunters will be low on cards and won't have cards that they can use to curve out on turns 7 and 8 leaving them with a large gap where more control oriented decks (the type of decks mid-range Hunter is supposed to counter) steam roll over theirs smaller minions and build counter pressure which Hunters are not equiped to deal with (once a Hunter loses teh board it's pretty much game over).
@BVanScoy1 You do bring up some fair points but I still disagree that it doesn't fit in every Hunter deck. As I have said in this thread and several others I am against cards that are "Auto includes" because these cards are usually thrown in due to the fact that they are overpowered. When you continue to see a card pop up in every deck no matter what they archetype the only logical explanation is that the card is overpowered/offers extreme value and CoTW is one of those cards. Here are the stats according to hearthpwn of how often each card is used in all decks made in the last 30 days and you will notice a trend that these are cards people complain about and are often overpowered.
My point is all of these cards have clearly been put in to so many decks due to how versatile they are as well as how strong they are. There are plenty of cards that are considered stronger but are actually only played in a few decks because they aren't versatile enough. Plenty of people have complained about cards like Fiery War Axe and Execute and everyone is tired of seeing these cards but aside from fireball, CoTW is the only one that is a finisher. Imagine if every time you saw a warrior execute your minion it meant they either won this turn or the next turn, it would generate a lot of salt thus this thread is almost 40 pages. Here are other examples or cards people hate seeing but aren't nearly as versatile as CoTW.
Flamewaker : 43.49% only works in tempo mage style decks
Shield Slam : 48.37% doesn't work in aggro or tempo decks
Tunnel Trogg : 49.12% doesn't work in control or really any nonaggressive deck
Everyone's favorite 4 mana 7/7 : 37.30% aggro only kind of card
Thing from Below : 69.24% not great for control more tempo and aggro
My point is if a card can be slapped in any deck and just kind of work then that isn't good for the game. You might not personally think that it fits well into any deck but clearly the hearthstone community as a whole disagrees with you as they have put it into every deck. It offers late game burst and board for aggro decks that run out of steam and need a little extra, it does the same for midrange decks, it is an extreme value card for combo decks and can clear a minion and provide taunt while you build towards a combo, it often warrants removal like brawl or flamestrike in control vs control matchups. The fact of the matter is the hearthstone meta only allows for completely broken cards that offer extreme value and little drawback that's why if a card is just good it isn't good enough, and the most broken of the broken cards are the ones that are in literally every deck. If you've every thought "I shouldn't be lose to double fireball face on turn 8" or "execute should be 2 mana" or "Oh wow Fiery Win Axe again on turn 2 what a surprise" then you've probably also thought "Call of the wild into Call of the wild and I lose". I think every class (except Priest and Rogue) has some some super broken combo or card that everyone exploits, it's just most of these have been around since beta and only one of them was introduced recently.
Also as an aside what I meant when I said 2 cards being combined increases mana cost is how arcane intellect is 3 mana draw 2 cards but sprint is effectively 2 arcane intellects put into 1 card but costs 1 extra due to it being 1 card instead of 2. Same with blood mage, it's Kobold geomancer and Loot Hoarder put into one card but it has worse stats than both and is legendary because it's 2 cards in 1. CoTW is 3 animal companions but costs 1 less which is the first time Blizzard has ever combined the effect of 2 or more cards into one and not increased the mana cost.
Call of the wild as i posted it before in another thread finally gets nerfed to 9 mana; for the power level of this card, 9 mana is the right spot, 8 was simply too low.
@BVanScoy1 You do bring up some fair points but I still disagree that it doesn't fit in every Hunter deck. As I have said in this thread and several others I am against cards that are "Auto includes" because these cards are usually thrown in due to the fact that they are overpowered. When you continue to see a card pop up in every deck no matter what they archetype the only logical explanation is that the card is overpowered/offers extreme value and CoTW is one of those cards. Here are the stats according to hearthpwn of how often each card is used in all decks made in the last 30 days and you will notice a trend that these are cards people complain about and are often overpowered.
What's wrong with this argument is that you're comparing cards to Call of the Wild that are not really applicable. Warriors have alternate methods of removal, Mages have alternate methods of burst damage to finish off an opponent (even shown by your argument showing 2 different Mage burst damage/removal cards), etc. Those, while being extremely strong and important to those cards are not completely irreplaceable while Call of the Wild is. There are no replacement options with Hunter and Call of the Wild. Given we have a while before more cards are released Hunters are going ot be in the same position they were in pre-WotOGs.
My point is all of these cards have clearly been put in to so many decks due to how versatile they are as well as how strong they are. There are plenty of cards that are considered stronger but are actually only played in a few decks because they aren't versatile enough. Plenty of people have complained about cards like Fiery War Axe and Execute and everyone is tired of seeing these cards but aside from fireball, CoTW is the only one that is a finisher. Imagine if every time you saw a warrior execute your minion it meant they either won this turn or the next turn, it would generate a lot of salt thus this thread is almost 40 pages. Here are other examples or cards people hate seeing but aren't nearly as versatile as CoTW.
Frost Bolt goes face much more often than saw Kill Command goes face Kill Command is almost always use as removal as Hunters severely lack in that area. Keep in mind as well that Execute WAS pretty much a win the game card against most classes. Deathrattle minions are currently lacking overall.
My point is if a card can be slapped in any deck and just kind of work then that isn't good for the game. You might not personally think that it fits well into any deck but clearly the hearthstone community as a whole disagrees with you as they have put it into every deck. It offers late game burst and board for aggro decks that run out of steam and need a little extra, it does the same for midrange decks, it is an extreme value card for combo decks and can clear a minion and provide taunt while you build towards a combo, it often warrants removal like brawl or flamestrike in control vs control matchups.
That's the thing, there is only mid-range Hunter decks so ou have only ever seen mid-range Hunter decks. I can tell you though from actual experience that Call of the Wild is WAY too slow for an aggro deck let alone aggro Hunter which already struggles with early game (forcing a Call of the Wld into the desk mend you have to further sacrifice your early game). Control You don;t typically don;t run many minions making Call of the Wild's effect moot, and the only other deck it could POSSIBLY fit in is Combo. It's a dubious claim now bared out by the facts.
The fact of the matter is the hearthstone meta only allows for completely broken cards that offer extreme value and little drawback that's why if a card is just good it isn't good enough, and the most broken of the broken cards are the ones that are in literally every deck. If you've every thought "I shouldn't be lose to double fireball face on turn 8" or "execute should be 2 mana" or "Oh wow Fiery Win Axe again on turn 2 what a surprise" then you've probably also thought "Call of the wild into Call of the wild and I lose". I think every class (except Priest and Rogue) has some some super broken combo or card that everyone exploits, it's just most of these have been around since beta and only one of them was introduced recently.
As stated before, the reason it was included into Hunter decks is because it provided Hunter finally with some finishing power of their own. Other classes have finishing power of their own that gets run in the majority of decks, It fileld a giant hole in Hunter class design and THAT is why it is run. If you look at, again, pre-WotOG you'll see Hunters doing very poorly because of their inability ot close out a game. had Hunter's finishing ability come from a completely different mechanic you would see it played in 75% of Hutner decks as well. Hell, it could be a shit version of Bloodlust and it would get put into Hunter decks because THAT is one of the mechanics Hunters lacked. It was much more about filling a design gap than the card's overall power.
Also as an aside what I meant when I said 2 cards being combined increases mana cost is how arcane intellect is 3 mana draw 2 cards but sprint is effectively 2 arcane intellects put into 1 card but costs 1 extra due to it being 1 card instead of 2. Same with blood mage, it's Kobold geomancer and Loot Hoarder put into one card but it has worse stats than both and is legendary because it's 2 cards in 1. CoTW is 3 animal companions but costs 1 less which is the first time Blizzard has ever combined the effect of 2 or more cards into one and not increased the mana cost.
Call of the Wild only does 1 thing though. You aren't combining multiple cards into 1 card. It's 3 Animal Companions, not Animal companion and say Kobold Geomancer or something. There are cards as well that combine multiple effects that provide a discount (Muster for Battle is the first thing that comes to mind) so even that isn't something that is completely out of the bounds of reason here.
The card is still fine. Strong, but OK in Hunter.
You also made claims like
card that cost 8 mana needs be powerfull
why exactly are people fine with op 1-4 cost minions but anything above 6 mana being op is terrible thing.
logics.
*Priest continuously resurrecting minions*
Paladin : "By the holy f***"
Funny thread. The keep Cotw the same supporters make objective analysis proving with reason why Cotw is fine. While the Cotw nerf supporters, their brains addled by so much salt, compare Cotw to garbage neutrals that never have seen any play as their argument.
@BVanScoy1 You do bring up some fair points but I still disagree that it doesn't fit in every Hunter deck. As I have said in this thread and several others I am against cards that are "Auto includes" because these cards are usually thrown in due to the fact that they are overpowered. When you continue to see a card pop up in every deck no matter what they archetype the only logical explanation is that the card is overpowered/offers extreme value and CoTW is one of those cards. Here are the stats according to hearthpwn of how often each card is used in all decks made in the last 30 days and you will notice a trend that these are cards people complain about and are often overpowered.
My point is all of these cards have clearly been put in to so many decks due to how versatile they are as well as how strong they are. There are plenty of cards that are considered stronger but are actually only played in a few decks because they aren't versatile enough. Plenty of people have complained about cards like Fiery War Axe and Execute and everyone is tired of seeing these cards but aside from fireball, CoTW is the only one that is a finisher. Imagine if every time you saw a warrior execute your minion it meant they either won this turn or the next turn, it would generate a lot of salt thus this thread is almost 40 pages. Here are other examples or cards people hate seeing but aren't nearly as versatile as CoTW.
My point is if a card can be slapped in any deck and just kind of work then that isn't good for the game. You might not personally think that it fits well into any deck but clearly the hearthstone community as a whole disagrees with you as they have put it into every deck. It offers late game burst and board for aggro decks that run out of steam and need a little extra, it does the same for midrange decks, it is an extreme value card for combo decks and can clear a minion and provide taunt while you build towards a combo, it often warrants removal like brawl or flamestrike in control vs control matchups. The fact of the matter is the hearthstone meta only allows for completely broken cards that offer extreme value and little drawback that's why if a card is just good it isn't good enough, and the most broken of the broken cards are the ones that are in literally every deck. If you've every thought "I shouldn't be lose to double fireball face on turn 8" or "execute should be 2 mana" or "Oh wow Fiery Win Axe again on turn 2 what a surprise" then you've probably also thought "Call of the wild into Call of the wild and I lose". I think every class (except Priest and Rogue) has some some super broken combo or card that everyone exploits, it's just most of these have been around since beta and only one of them was introduced recently.
Also as an aside what I meant when I said 2 cards being combined increases mana cost is how arcane intellect is 3 mana draw 2 cards but sprint is effectively 2 arcane intellects put into 1 card but costs 1 extra due to it being 1 card instead of 2. Same with blood mage, it's Kobold geomancer and Loot Hoarder put into one card but it has worse stats than both and is legendary because it's 2 cards in 1. CoTW is 3 animal companions but costs 1 less which is the first time Blizzard has ever combined the effect of 2 or more cards into one and not increased the mana cost.
!!!NERFED!!!
Call of the wild as i posted it before in another thread finally gets nerfed to 9 mana; for the power level of this card, 9 mana is the right spot, 8 was simply too low.
Thank God. Some faith in Blizzard restored!
FUCKED UP!!! YEAH BABY.
This card dominated the meta so hard, right? ;)
Thread Closers inbound
Blizzard finally learn basic math: 3 + 3 + 3 = 9.
In the past, I said "THE NERF IS COMING"
Now I say "I KNEW IT!"
Legendaries Opened: Tirion Fordring * Ysera * Dreadscale * Malorne * Cenarius * Captain Greenskin * Two fucking Nat, the Darkfisher * The Lich King * Deathwing * Hemet, Jungle Hunter * Malfurion The Pestlent (adv)
Legendaries Crafted: Deathwing, Dragonlord * Alexstrasza * Chillmaw * Kel'Thuzad