Ancestral Knowledge
Card Text
Draw 2 cards. Overload: (1)
Flavor Text
MOMMMMMYYYYYYYYY!!!
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Argent Squire | Minion | 1 | 1 | 1 | |
Argent Squire | Minion | 1 | 1 | 1 | |
Ancestral Spirit | Ability | Shaman | 2 | 0 | 0 |
Noble Sacrifice | Ability | Paladin | 1 | 0 | 0 |
Silence | Ability | Priest | 0 | 0 | 0 |
Mindgames | Ability | Priest | 4 | 0 | 0 |
Mortal Strike | Ability | Warrior | 4 | 0 | 0 |
Gorehowl | Weapon | Warrior | 7 | 7 | 1 |
Avenge | Ability | Paladin | 1 | 0 | 0 |
Fel Reaver | Minion | 5 | 8 | 8 | |
Gnomeregan Infantry | Minion | 3 | 1 | 4 | |
Toshley | Minion | 6 | 5 | 7 | |
Powermace | Weapon | Shaman | 3 | 3 | 2 |
Rhonin | Minion | Mage | 8 | 7 | 7 |
Warhorse Trainer | Minion | Paladin | 3 | 3 | 4 |
Warhorse Trainer | Minion | Paladin | 3 | 3 | 4 |
Ancestral Knowledge | Ability | Shaman | 2 | 0 | 0 |
Warhorse Trainer | Minion | Paladin | 3 | 3 | 4 |
Dread Infernal | Minion | Warlock | 6 | 6 | 6 |
Ancestral Knowledge | Ability | Shaman | 2 | 0 | 0 |
Dread Infernal | Minion | Warlock | 6 | 6 | 6 |
Holy Light | Ability | Paladin | 2 | 0 | 0 |
Dread Infernal | Minion | Warlock | 6 | 6 | 6 |
Argent Squire | Minion | 1 | 1 | 1 | |
Ancestral Spirit | Ability | Shaman | 2 | 0 | 0 |
Holy Light | Ability | Paladin | 2 | 0 | 0 |
Noble Sacrifice | Ability | Paladin | 1 | 0 | 0 |
Silence | Ability | Priest | 0 | 0 | 0 |
Mindgames | Ability | Priest | 4 | 0 | 0 |
Mortal Strike | Ability | Warrior | 4 | 0 | 0 |
Gorehowl | Weapon | Warrior | 7 | 7 | 1 |
Dread Infernal | Minion | Warlock | 6 | 6 | 6 |
Argent Squire | Minion | 1 | 1 | 1 | |
Holy Light | Ability | Paladin | 2 | 0 | 0 |
Noble Sacrifice | Ability | Paladin | 1 | 0 | 0 |
Avenge | Ability | Paladin | 1 | 0 | 0 |
Gorehowl | Weapon | Warrior | 7 | 7 | 1 |
Mortal Strike | Ability | Warrior | 2 | 0 | 0 |
To ensure that this card can't be used in aggro.
Are they just giving every class an Arcane Intellect/Thoughtsteal equivalent?
AMAZING. This is exactly what shaman needed. really good card. I always play games against idiots that play into lightning storm and play like 5 things, then I don't draw either of them, and they just win for free because they're bad, and because shaman card draw is awful. But with this, on the turn where I desperately need removal, i now have 3 chances to draw it instead of 1 in the late game.
and it's overload, so it synergizes with lava shock and unbound elemental!
FINALLY! Shaman really needed some card draw other than the unreliable and slow Mana Tide Totem It has always been one the main weaknesses of the class. I see this becoming a staple in Shaman.
Regarding the Arcane Intellect comparison, I think Ancestral Knowledge is worst in the early game because of the overload, but better in the late game, that is when you really need to be drawing cards. In other words, while it has some upsides and downsides over Arcane Intellect, I believe the upside is more relevant than the downside.
Finally another draw spell for shaman that doesnt nonbo with Ancestor's Call
If compare it to something like Arcane Intellect it is strictly worse than it since you're having to pay 1 more mana overall through the overload cost. Although the way I see it being used is in conjunction with Lava Shock since on turn 4 that would be 4 mana draw 2 cards and deal 2 damage with no drawback (You could also just choose not to play it on turn 4 since most of the time you won't be running out of cards but then since it is usually the late game where shaman struggles to find card draw). It is like combining Arcane Intellect with something like Arcane Shot or Holy Smite. This is the card that Shaman players needed and deserved since sustainability was always the issue with shaman with no reliable card draw, and now we have this.
Even the combo with Lava Shock is strictly worse than Hammer of Wrath since both cost four and leave you with the same number of cards you started with, but one does 3 damage and the other does 2.
The exception of course is if you have Unbound Elemental out or some other overloaded mana crystals.
Also you're right about it being good for late game card draw. In late game situations where you don't have many cards in hand, saving one crystal on the turn you play it is definitely worth being down 2 next turn. In that case you probably wouldn't get to spend those 2 anyways.
Different classes , you can't compare them that easily.
I think this is a good card in Shaman , in every way. One of the main weaknesses of Shaman is that he doesn't have much draw.
And this card gives that to Shaman.
It just really depends on the type of deck you'd run. Also a lot of the totem buffs are really slow so if you really think the meta will slow down that much sure mana tide is better for those synergies but it's not like they won't be run at all. Overload decks and possibly midrange shaman will almost certainly take advantage of this card, maybe as a 2 of or as a 1 of in conjunction with mana tide.
Yeah those cards are in different classes but there really isn't much else in one single that seemed like an appropriate comparison. And yes I would agree that card draw has always been the biggest hurdle for any shaman deck archetype to overcome, minus Mech Shaman in which case it just goes face most of the time and hopes it can sustain itself on normal draw.
It's not fair to say that this card is "4 mana" for draw 2. The purpose of overload is to spend less mana THIS TURN. You will pay for it later, but the convenience of unconditional "draw 2 cards" might be worth it, especially for a class that has little card draw of its own.
Let's also not forget synergies with Unbound Elemental and Lava Shock. Like all overload cards, you gotta make that mana cost count. The drawback here is you can't always be sure that the overload (2) will be offset by your draw. overload is inherently flawed that way, it's like using credit cards when you have no money. But that's shaman's deal, and it can be fun. This card should help them keep their options open in the late game.
At the end of the day, this card is competing with other card draw, like Battle Rage and Northshire Cleric, which can be combo'd into significantly more card draw for often less cost.
The overload is 2 because an overload 1 would put it above Arcane Intellect, since you can play it sooner and combo it with more cards (Chromaggus on turn 10, for instance). That's generally the balance for overload cards: the combined cost is always more BECAUSE of that convenience. That's the drawback, otherwise overload is strictly better and only for one class. Same concept works for hero powers, since it's unlimited you pay for the convenience. 2 mana for a 1/1 or 2 mana for 2 damage or 2 mana for 1 damage isn't good AT ALL. But being able to play that without losing cards? That's worth the cost. Same concept applies for overload
It's not, it's different.
That seems to be the difference, spells usually have a much higher overload versus minions
And I'm telling you, it's 2 instead of 1 because you're paying for the NOW. It's interest. If it was overload 1, it would be strictly better. If it was overload 3, it would be strictly worse.
the argument that the total mana cost is 2 high is a good one honestly already arcane intellect is a bit 2 pricey but people run it because even if you dont reduce its mana cost with sorc aprentice mage has so much tempo that can affrod to play that card + the spell sinergy now i also agree that this card alone is on the bad side but lets think that later in the game as a shaman you dont rly care about overpaying 1 card and you can combo this card with chromaggus that alone makes it a rly good play we have to think that you can sinergize the card with unbound and lava shock then the card becomes quite qood still for overload shaman to be good you need good overload cards such as totem golem and fireguard destroyer and less trash ones like feral spirits and a good board clear because honestly lightning storm is totally garbage so my final verdict is that y this card alone is a bit svcky but if you manage to combo it with other card the card value is not that bad 4 mana draw 2 cards deal 2 dmg is quite decent only time tho will show us what this card is worth
That's sort of my point. Arcane Intellect can be played virtually any time, but at the game progresses, this card becomes better because of the lower up front mana cost. I feel like we're splitting hairs here anyway and we're not really getting anywhere
Shaman's Pot of Greed... Greed is good...
Get some knowledge, lava shock something and we are good to make totem army, like it ; )