and I would also print some shity 8 mana minion you know what I mean...
This is actually the only "nerf" Conjurer's Calling would need. Changing the mana cost would be overkill at that point.
It's 12 mana minions that are the biggest problem though? At least for the most part, I would say. There's plenty of sucky 8-mana minions you could get, like Hir'eek, the Bat etc
Yeah, sorry, misquote. I think I meant to quote the removal of Twinspell, in response to those who want to increase the mana cost.
It seems like Magic Trick would have been a better candidate for Twinspell.
Ah! In which case, I would totally agree with you then ;-) About Conjurer's Calling I mean - not sold on adding to Magic Trick, but I guess that's another thread! ;-)
Hmm i think that removing Twinspell may get calling a major nerf as compared to increasing to 4mana. But I don't play with mage at the moment, so I would much appreciate your idea thou :D
Well I haven't given the idea a "huge" amount of balance consideration, but I find that the Twinspell part can end up snowballing pretty hard. But I like the idea of getting the Giant - Coin - Conjurer on turn 5, but without the opponent feeling like they have to completely clear both otherwise it's game over next turn. It leaves a small avenue of swing for the opponent to find an answer to the big threats.
Of course, there's also the possibility that this makes the card underpowered perhaps. I'm open to that being the case.
and I would also print some shity 8 mana minion you know what I mean...
This is actually the only "nerf" Conjurer's Calling would need. Changing the mana cost would be overkill at that point.
It's 12 mana minions that are the biggest problem though? At least for the most part, I would say. There's plenty of sucky 8-mana minions you could get, like Hir'eek, the Bat etc
Conjurers calling really should be at least 4 mana, mage already getting mana cheating card by buffing galaxy :/
I'd be fine with them simply removing the Twinspell mechanic from this card, myself. Or perhaps just replacing the minion with one minion of the same cost maybe - so it can still be enhanced by cards like Khadgar. I think they didn't really consider just how powerful the spell was going to be. Which is often the case with new and interesting mechanics.
It's also worth noting that nerfing Venomizer by simply removing the Magnetic keyword from it, won't stop the combo with Missile Launcher since they will just play the two cards the other way around instead.
Now I hate that combo being played against me as much as any (and sometimes it is simply game over), but there are probably other ways of getting around it in terms of it actually required a nerf. I don't think it does personally.
I honestly don't see any of these suggestions improving the game at all and each would serve only to either undo a buff (like Crystology - which was buffed for a reason), or destroy the card into non-use, which is a pointless endeavour. Not to mention some of the suggestions outright being ludicrous (such as the Dr Boom idea which is pretty insane).
If you want to suggest nerfs like this, you should at the very least explain why they should be nerfed, how you decided on the nerf and how you think it would make the card more balanced. As it is, unfortunately this just comes across as "I don't like these cards and don't know how to beat them, so I want them to be bad so I don't have to...."
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Ah! In which case, I would totally agree with you then ;-)
About Conjurer's Calling I mean - not sold on adding to Magic Trick, but I guess that's another thread! ;-)
Well I haven't given the idea a "huge" amount of balance consideration, but I find that the Twinspell part can end up snowballing pretty hard. But I like the idea of getting the Giant - Coin - Conjurer on turn 5, but without the opponent feeling like they have to completely clear both otherwise it's game over next turn.
It leaves a small avenue of swing for the opponent to find an answer to the big threats.
Of course, there's also the possibility that this makes the card underpowered perhaps. I'm open to that being the case.
It's 12 mana minions that are the biggest problem though?
At least for the most part, I would say.
There's plenty of sucky 8-mana minions you could get, like Hir'eek, the Bat etc
I'd be fine with them simply removing the Twinspell mechanic from this card, myself.
Or perhaps just replacing the minion with one minion of the same cost maybe - so it can still be enhanced by cards like Khadgar.
I think they didn't really consider just how powerful the spell was going to be. Which is often the case with new and interesting mechanics.
It's also worth noting that nerfing Venomizer by simply removing the Magnetic keyword from it, won't stop the combo with Missile Launcher since they will just play the two cards the other way around instead.
Now I hate that combo being played against me as much as any (and sometimes it is simply game over), but there are probably other ways of getting around it in terms of it actually required a nerf. I don't think it does personally.
I honestly don't see any of these suggestions improving the game at all and each would serve only to either undo a buff (like Crystology - which was buffed for a reason), or destroy the card into non-use, which is a pointless endeavour.
Not to mention some of the suggestions outright being ludicrous (such as the Dr Boom idea which is pretty insane).
If you want to suggest nerfs like this, you should at the very least explain why they should be nerfed, how you decided on the nerf and how you think it would make the card more balanced.
As it is, unfortunately this just comes across as "I don't like these cards and don't know how to beat them, so I want them to be bad so I don't have to...."