Conjurer’s Calling

Conjurer’s Calling Card

Conjurer’s Calling is a 3 Mana Cost Rare Mage Spell card from the Rise of Shadows set!

Card Text

Twinspell. Destroy a minion. Summon 2 minions of the same Cost to replace it.

Flavor Text

If only you’d let it go to voicemail…

Conjurer’s Calling Additional Information

Changelog

  • August 26, 2019 – The card was nerfed. It now costs 4 mana (up from 3).

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42 Comments

  1. JustYourAveragePayToWin
    April 3, 2019 at 5:22 PM

    I want to make some sort of conjure mage deck with cards that summon minions and whatnot. Seems fun, but nowhere near a top-tier deck. 3.5/5

  2. Phoesias
    April 3, 2019 at 8:33 AM

    so if you destroy a 8/8 with 2 hp left, you will get possibly two new 8/8 or 6/8 and 5/7 for 3 mana…hmmm seems….great i guess

  3. DukeStarswisher
    April 3, 2019 at 6:42 AM

    This card is a trap. You spend 3 mana to destroy a constructed minion for two random ones of the same cost. You would rather just run another 3 mana minion that could help the deck. I could only see this working with giants since the rng becomes obsolete. And of course using this on an enemy minion is obviously terrible.

    I could see this being great in arena and it could maybe be in standard as a token mage of some sort or summon mage featuring giants.

    • Xopods
      April 3, 2019 at 6:49 AM

      Think of it like a combination of Evolve/Devolve. It doesn’t go up or down a tier in mana cost, but that’s not actually the real point of those effects.

      For your own board, you want to use this on either low-statted Battlecry minions, or ones that you’ve managed to leave with 1 Health remaining after using them to remove an opposing minion. Both of those are high value plays that should leave you with much more in stats on the board than you started with.

      Using it on an enemy minion is usually going to be bad, but it is effectively a Silence effect. That’s not going to be its primary function or the reason you include it in a deck, since you’d rather Polymorph for that… but the fact that it can serve this secondary purpose in a pinch increases the card’s overall value.

      Also, when you say you’d rather just run another 3-Mana minion, you’re ignoring that this has Twinspell. That increases the card’s value significantly (based on other Twinspells, I’d say that keyword is probably worth 1 Mana in most cases). If you’re casting it on turn 6 or later, it also reduces the RNG component, since if you get a bad result for one of the copies you can just cast it again.

  4. Xopods
    April 3, 2019 at 6:36 AM

    Evolve… Mage?

  5. Fareh
    April 3, 2019 at 5:17 AM

    Its just to versatile to not being used… so far one of the better cards of the set, not for power but for design and opportunities…

    • Xopods
      April 3, 2019 at 6:43 AM

      Yeah… it might be tricky to build around in constructed, but I think it’ll see a lot of play in Arena due to its versatility. Can use it on Battlecry minions to increase value on your own board, but it can also be used for a Silence-like effect if the opponent has cast a big spell on a low-cost minion, especially if you can follow up with some AoE on the same turn.

      Also, like the Shaman’s Evolve effect, there’s an underrated aspect to it in that it can work kind of like a heal… that is, if you can make a trade that leaves one of your important minions at 1 Health, you can cast this on it to get two new bodies which will be at full health. That’s also really high value.

  6. Minti
    April 3, 2019 at 4:23 AM

    I think the working is a bit wrong. It says destroy A minion. not destroy A FRIENDLY minion. And it costs 2 mana. So I presume if you destroy an enemy minion you summon 2 minions for your oponent. So the mana cost is very low. Destroying low cost minions usually results in garbage. And AoE is still a thing. It gives you more consistency for khadgar. AND you can kill off a damaged big minion for fair replacement for the health per mana costs for stats you get.

  7. Lluadian
    April 3, 2019 at 3:57 AM

    Hmm you also have turn 10 play janalai then tag janalai with this worst case scenario you get giggling inventor otherwise basically everything else is equal or better than 4/4. Even the ones with lower attack either have taunt or spell dmg boost.

  8. ScrotyMcBoogerballs
    April 3, 2019 at 3:51 AM

    You also have Grave Horror (12 Mana 7/8 Taunt for Priest).
    But that actually makes this combo even more potent!

  9. Hawk819
    April 3, 2019 at 3:23 AM

    I love this card. It’s evolution for Mage. Only a tad bit on the OP side. Still, I’ll run this with Khadgar and Archmage Vargoth. Should prove fun.

  10. Skoopy
    April 3, 2019 at 1:57 AM

    So if i choose enemy minion, the 2 minions will be on enemy board? And if i choose my minion, it will summon on my board?

  11. Goldenpantss
    April 3, 2019 at 12:58 AM

    Defensively this looks like it’s not too great. But on you own minions this is op.

  12. StarPlatnum
    April 3, 2019 at 12:13 AM

    get a giant to cost 2 or less, play it, play Khadgar, play this targeting a giant once for 34/34 worth of stats or twice for 50/50 worth of stats. seems fun. I’ll at least toy with it. I like the flexability.

    • Ewalden
      April 3, 2019 at 4:32 AM

      Potentially, if you had a mage with a Deathrattle minion you really wanted to trigger? Or perhaps to mess with a resurrection priest slightly? Or to kill off a really strong enemy card?

      Potentially you could use this in an agro mage after you attacked to replace a damaged minion with two full health ones?

      It could be used to remove that Doomsayer that is otherwise difficult to remove. And its just a cheap minion as well?

      Not really sure where the use of this spell lies. It has an interesting effect, but its not a typical mage spell, and its not really beneficial?

  13. JoyDivision
    April 3, 2019 at 12:09 AM

    Worth noting that there is the possibility that one of the new minions is the one destroyed … So, not so much ‘anti’ but a cool card for mage to play with. Kadghar synergy was already mentioned.

    • Smm12
      April 3, 2019 at 1:40 AM

      why? is doesn’t say destroy a random minion. just destroy a minion. going by the wording sounds like you pick which is destroyed, so can be yours or your opponents. or am I missing something?

      • Skoopy
        April 3, 2019 at 1:55 AM

        Cause your new one can be at the same costs. The same one maybe.

      • JoyDivision
        April 4, 2019 at 2:28 AM

        What I tried to say is: If you kill a ‘combo minion’, chances are (they are small, but still) that one of the summoned minions is a new copy of the minion you just destroyed. This limits the anti-combo potential of Conjurer’s Calling.

  14. A person who reacts to this
    April 2, 2019 at 11:28 PM

    So another great anti big priest card. You can either first make one of the priests large minions into a cheep and use this or use a minion that summons a low coast minion on his field and then use this. Either way he will have three different worthless minions that can be brought back by resurrect. Most efficient in wild.

    Of course when you don’t face a big priest you want to have it for some mini combo on one of your own minions too.

  15. EksSkellybur
    April 2, 2019 at 9:47 PM

    “Meant” to stop any imporant Value or OTK decks that your oppoment might have, however they have a chance to gain more Value of what previously had in terms of what they had. Or unless it’s taunt and your on a Finisher.

    Now, you can use this upon yourself as well, and you can turn it into some sort of Tempo-style deck as you can widen your board. Overall an unusually cool way to stop a minion. You could even go for 6 Mana, where you take down your own voodoo doll, and that voodoo doll stops the enemy minion while you get a much better body for 3 mana.

    I have no idea if this card will see any High-levels of Play, but it will be experimented. I mean, if people hated Big Bad Archmage, then you would probaply play this card. They could also play Cojurer’s Calling instead and spend 9 Mana on Carine Bloodhoof for “3 6-Costed” Minions and seeing what they get.

    Lots of Experimentation added into this card, and it’s pretty fun to use. But when things get serious, I wonder if they will either actually keep it, Niche it, or Dust it.

  16. Quester
    April 2, 2019 at 9:44 PM

    As a removal spell: It’s a good disruptor to resurrection priests, diluting their resurrection pool provided that you have more removals to kill the extra 2 minions.

    • Taznak
      April 3, 2019 at 2:21 AM

      Huh, I hadn’t really thought of that. That’s pretty cool!

  17. Jed
    April 2, 2019 at 9:32 PM

    Really weird. I don’t really see the consistent usefulness though.

  18. Tuscarora87
    April 2, 2019 at 7:04 PM

    This card might just be the one which ties together all the stuff which Mage will have on disposal after the rotation! So many different ideas in my mind… and probably only one will work in the end. 🙂

  19. Albionflux
    April 2, 2019 at 7:02 PM

    destroy 1 minion dont like 1 of the results, try again for 3 minions at 6 cost of whatever you blew up first.
    crossing the line towards shaman territory here

  20. Taznak
    April 2, 2019 at 6:52 PM

    Very quirky spell. Kind of like a Carnivorous Cube… that dies straightaway but releases random minions. Uses:

    1. Combos well with understatted minions with powerful battlecries like Sewer Crawler, Former Champ and Giggling Inventor. Synergy is probably not good enough to actually put those cards in your deck. Jan’alai might be a good target for this, or any of a number of understatted Mage minions you could get from Messenger Raven, like Meteorologist, Arcanosaur or Astromancer (or Astromancer’s summoned minion).

    2. Deals with low mana cost enemy minions with buffs, like Argent Squire buffed with Blessing of Kings or Immortal Prelate with a million buffs.

    3. Has synergy with both Khadgar and Archmage Vargoth.

    It can also let you reroll really bad results from Power of Creation, but not on the same turn because that would cost 11 mana… unless you’re casting Power of Creation for free thanks to Kalecgos, I guess?

    Randomness is not super terrible because you can just cast this again on a really poor result thanks to Twinspell. So yeah, super quirky, but I think it can work out. 4/5

  21. Lluadian
    April 2, 2019 at 6:35 PM

    Ok what the hell is this that’s ridiculous late game value on a big minion. It basically means you can’t just leave a mage minion injured you have to kill it or the mage will just attack face or bash a small minion then play this and get more has ridiculous value with khadgar.

  22. Omnitarian
    April 2, 2019 at 6:33 PM

    It’s a very cool idea. I’m not sure it’s good against enemy minions, except in an emergency- Polymorph is just 1 mana more, cancels Deathrattles and more thoroughly messes with their res pool. Even Spellbreaker seems like a better deal.

    Against your own minions? This is getting interesting… turn an injured minion into two solid ones… and it’s one of the best/cheapest cards to combo with Kadghar! I’m just sad Corridor Creeper and Arcane Tryant are rotating. The only Minions Mage can “evolve mana cheat” with this are Giants and Rabble Bouncer iirc.