Conjurer's Calling needs to be fixed

Ok so I’ve played against 3 mages so far and all of them beat me just cause of this stupid card. The card is supposed to summon random minions of the same cost. Yet in all the games I’ve played against it, it ALWAYS summons a copy of the minion you destroyed. I can understand if my opponent high rolled once. But high rolling twice in 3 games? Dont think that’s rng.

In particular, in my third game against such a mage, I brought him down to 15 health by turn 6. He had a ton of cards in his hand as he had stopped most of my combos using the new cheap freeze twinspell and the 3 cost mass freeze. During turn 6, he summons a Mountain, destroys it, and gets yet ANOTHER Mountain and some random minion. Turn 7, I clear his Mountain and pressure him even more and bring him down to 5 health. During his turn 7, he summons yet another Mountain, destroys it to get 2 MORE Mountains. He then proceeds to kill me by turn 8 cuz I couldnt clear 2 mountains and another 10 cost minion. How is that fair? How much more aggro can I play?

The synergy Conjurer’s has with cheap freeze spells and Mountain giant should be fixed. It allows for almost no counterplay. Moreover, swarming the board with high stat minions is not a mage thing. It doesnt fit into their identity. That’s a paladin thing. And destroying your own minion to summon two more is a warlock thing. Why do mages have this? It essentially removes mage’s weakness of not having super strong minions. With this card, they have board control, powerful spells and what not. I’m surprised a lot of people havent picked up on how brain dead this deck is. Am I the only one who thinks so?

It’s because at 12 mana there’s only 2 minions, mountain giant and the 7/8 priest taunt so it’s only got them to chose from.

1 Like

Summoning big minions was never really a paladin thing though.

It’s been a Warlock thing since day 1 (I used to play Handlock myself), it was a Shaman thing for a while and lately it’s been both a priest and warrior thing.

It fits with mage thematically because they’re magically conjuring things to fight for them. Summoning magic is a thing in most magic systems, including (I’m pretty sure) WoW’s, which is part of the source material for HS.

1 Like

Exactly.

And Elementals are a Mage theme (as much as shaman’s)

1 Like

Ye it´s OP, the minions are ok though, if you build a deck to handle it. the problem is you cant posible remove them 2 rounds in a row or worst case 4 rounds, since they are always realy big. It´s basicly a new a kind of OTK deck, you might not die that turn, but you know it´s over.

Same thing as the new druid tbh, they make a wall of small and the walls just keep on comming, you cant even build minions, couse you know you loose the second they have a full board, so it´s just spell, spell, spell, spell, spell, and dead to full board since you got no more aoe.

I dont get why they go this route again after years of face or OTK, you need to make people feel like they have a chance in every game for it to be good. Is it realy so deficult to make it atleast fairly ballanced. You cant have these 0% win rate decks in the meta, it´s not fun when your algorythm force you to meet them to get you towards 50% win loose ratio.

No one say they want a 100% winrate, but atleast a damn chance. And ye i know, face decks is an answer, but it is´nt fun to play.

1 Like

Well thats basicly the basics of a meta.

In every cardgame (and others) its the same.

Some games are like chess and some games are like throwing pepples at siegetanks