People tend to confuse “impact” with “strength” when it comes to CCG’s. The concepts are related, but still functionally disparate. And furthermore, they tend to associate that with rarity, which has nothing to do with anything other than making money.
Look, the goal of playing the game is to win. Right? That’s the point of any game in HS. You win when your opponent is reduced to less than 1 health, or when a card otherwise specifically states you win.
A card’s “Strength” refers to its overall ability to help you win. For example, Sunset Volley is very strong. It deals 10 damage randomly divided among all legal enemy targets and it summons a random 10-cost minion. VERY strong. It can win the game outright very easily.
A card’s “Impact” refers to how much it affects the state of the game. For example, Sunset Volley is also very impactful. You get a 10-cost body AND you potentially remove several opposing threats. Very impactful AND very strong.
Compare that to Naturalize. It’s an old Druid card, I think it might even be banned in Wild, I’m not sure. Destroy an enemy’s minion, force them to draw two cards. Not very powerful - it won’t win the game outright - but HIGHLY impactful. It got banned from Standard before the “standard / wild split” was even a thing, because it was THAT impactful. Not a very “powerful” card, but it reshaped the game when it was played.
Now think about Leeroy Jenkins. VERY powerful, but not very “impactful.” You either play him as the wincon or you don’t bother casting him at all. He does nothing helpful if he doesn’t win the game the turn you play him.
NOW compare all of that to Conman. Conman’s not very strong innately AND he’s not very impactful innately. It’s just a body that repeats the last spell you cast. It’s that “last thing” that needs to be strong enough, or impactful enough, or both, to warrant slotting and casting the Conman in the first place.
None of this has anything to do with card rarity. That’s just a method of creating artificial scarcity to make money. Remember now, this is a DIGITAL card game. The entire business model revolves around enticing people to chase powerful cards/combos. They could make Unkilliax a common if they wanted to and it would make no functional difference as long as they restricted it to 1-per-deck; however, if they did that, then it would be far easier to pull it in a pack, and it would be far less expensive to craft it.
“Data” has no scarcity inherent to it, unlike physical cards that, even if printed at equal odds, will still differ in terms of raw geographical dissemination. They could make card collecting entirely deterministic if they wanted to - pay X amount of money and get the entire collection guaranteed. They choose NOT to do that because the random odds, that THEY created on purpose, equates to exponentially - potentially INFINITELY - higher revenue.
Rarity, Strength, and Impact. Three things that people cross and conflate and confuse with each other all the time.
Conman is the second-most-common rarity, with no real strength and whose impact - the sole reason you’d ever play it - requires minimal setup. You nerf the setup, you kill the card. You nerf the card, you still have the setup cards themselves which are the REAL problem in this context.
But even more than that, though? The real issue? EVERYONE from EVERY class has this kind of stuff going on. These kinds of threads aren’t complaining about Mage in truth, they’re complaining about Meta. Some people (many people who post here, apparently) hate the meta. That’s not Mage’s fault. That’s not Conman’s fault either.