Favorite this Deck

Ancestor's Call - Combo Shaman 3.0

  • Last updated Dec 18, 2014 (GvG Launch)
  • Edit
  • |


  • 12 Minions
  • 17 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 8720
  • Dust Needed: Loading Collection
  • Created: 11/18/2014 (Naxx Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:


  • Region:


  • Total Deck Rating


View 45 other Decks by user-16520380
Export to


This deck is not a gimmicky deck - it's a serious control deck with combo potential!

This is the latest deck change for Ancestor's Call in Shaman - Ver. 3.0! I did a lot of testing and I found the control variety for this deck more consistent. The main problem was that Ancestor's Call are just 2 cards in the entire deck. Although we do not rely on this card, drawing into it for turn 6-7 combo plays can be quite the challenge. Yet we still look for those combo plays with Malygos played out by Ancestor's Call, while we also include Ragnaros the Firelord and Al'Akir the Windlord for extra burst. I call those 3 Legendaries The Triad, because they just work so perfectly in this deck.

Not another single big legendary combination can have such immediate board impact as The Triad of Malygos, Al'Akir the Windlord and Ragnaros the Firelord to counteract Ancestor's Call pulling a minion from the opponent's hand, while potentially pushing for quick lethal at the same time.All our removal will either be lethal face damage or used as a board clear to protect our minions or to ensure face damage with Ragnaros the Firelord.

Basically the strategy is to control the board with totems and minor minions as long as possible while accumulating the pieces for our combo. Due to the high amount of removal and Wild Pyromancer, we will always survive until this stage.


Mulligan Strategy

Don't keep your big Legendaries or Ancestor's Call in your opening hand. We want to have a solid path into the midgame and it's likely we will draw into the pieces to pull off a combo by then. Look for any early game minions (1-3 mana; Gnomish Inventor can also be fine if you curve in well) and keep them, so that they also won't bother us later on. 1 Mana Removal is also appreciated versus rush characters, such as Hunter, Rogue and aggressive mech decks - currently in Shaman and Mage. Feral Spirit is also valuable, in particular in conjunction with Flametongue Totem.


Variations of this deck

List of useful cards to consider instead of Lava Burst (if you can think of more, please put it down in the comment section below):

Abusive Sergeant

Mana Tide Totem

Defender of Argus

Gnomish Inventor

Azure Drake

Sylvanas Windrunner

Troggzor the Earthinator


Sneed's Old Shredder

Foe Reaper 4000

So the theme is either to have more draw, more board control or another Legendary instead of more burst damage.


Although different variations of this deck can be imagined, I would not swap out a single card, but for the Lava Burst. But 1 card can make a huge difference still, as you might run another big Legendary. Yet would never run more than 4 big Legendaries. Sylvanas Windrunner or Troggzor the Earthinator kind of fit in the niche, as they both require immediate attention and removal and can be played alone, but also with Ancestor's Call to some effect, but lesser so than the other big Legendaries. I would always play The Triad, but if you don't have it then Sneed's Old Shredder, Ysera and Foe Reaper 4000 can still be fun and legit to play with. Feel free to experiment a little


Detailed Game Plan

We aim for board control early on with Flametongue Totem together with Unbound Elemental and Feral Spirit and/or removal spells. We pull ourselves to the midgame with the addition of Doomhammer and Azure Drake, providing the proper environment for our combos.

This would be 6-7 Mana, so possibly turn 6-7, for Ancestor's Call into big Legendary + Spell:

Al'Akir the Windlord for clearing the new minion on board (together with Rockbiter Weapon, perhaps). It's likely he will stay alive.

Malygos + Damage Spells will remove whatever comes on the board. Afraid of Flamestrike and Fireball? Fear the might of 7-8 Damage Lightning Storm - 7 Mana, 8 Damage Lightning Bolt - 5 Mana, 10 Damage Lava Burst - 7 Mana, 6 Damage Earth Shock - 6 Mana.

Or pretty much any big Legendary together with Hex is a safe play, no matter what. We can save our Hex if the opponent’s minion is not scary enough.


Gameplay advice

Always try to get value out of Ancestor's Call, i.e. pulling out our big Legendary. This should happen pretty consistently, as we have 3-4 of those Combo Legendaries in the deck. If we happen not to get Ancestor's Call just play the big Legendary on it’s own, as it’s likely already pretty good as it is. If we happen to draw a lot of early game minions, delaying our combo, think positively: Our combo gets more value the longer the game progresses. Our other minions should still put up a good fight, as well.


Replacements compared to midrange Shaman

Both Haunted Creeper have been replaced by Ancestor's Call, because they don't synergize well with one another.

Defender of Argus has been replaced by Lava Burst. We run Bloodmage ThalnosAzure DrakeMalygos and have Wrath of Air Totem, so Lava Burst can get insane value here. Also we have less minions to actually taunt up.

Fire Elemental is incredibly powerful, but if we were to use Ancestor's Call we would waste the Battlecry of Fire Elemental, which is the main reason why it's such a great 2 for 1 minion. They have been replaced with Malygos and Ragnaros the Firelord in this deck for better synergy with Ancestor's Call.

Unfortunately Loatheb had to be cut. Its Battlecry is very powerful, but if we want to make use of Ancestor's Call, we cannot keep him. Also I value Spell Power + Card Draw from the Azure Drake more than Loatheb in this deck.

The second Azure Drake most Shaman decks run has been replaced, because if we run too many of those, not only would its Battlecry be wasted while using Ancestor's Call, but also would our big legendary not come into play.

For both previously mentioned cards, Loatheb and Azure Drake, 2 Wild Pyromancer were put in for board control.

The 2 x Lightning Bolt also fit our theme better than any early game minion, such as Nerubian Egg.

Other cards that Shamans usually run, such as Harvest Golem vs Unbound Elemental / double Doomhammer vs Doomhammer + Al'Akir the Windlord, I feel are interchangeable. In this case Unbound Elemental, because of the massive Overloads and Al'Akir the Windlord for the combo is our obvious choice.


Card Talk

I originally thought about cutting Flametongue Totem, but it's just too valuable as an activator for the our Totems and is precious in a combo with Al'Akir the Windlord. Also it doesn't have too high mana costs and can therefore be used to great effect in the early-midgame game, freeing up our hand of minions we don't want to put on the field with Ancestor's Call.

Defender of Argus is a similar case. It's one of the best minions for Shaman and has great synergy with totems, but sometimes you just wait forever to have a good chance to play him. Also we're not really scared of dying to rush decks, as we have so much removal we don't need taunt that much

Some Shamans also run 1 Mana Tide Totem. But there is no slot left for that, except for Lava Burst. The problem I see with it that I wouldn't really know how to protect the Mana Tide Totem well without Defender of Argus.


Other Legendaries

I can see other Legendaries run in this deck if you don't have a complete set of the triad.

Ysera is another Legendary that provides guaranteed value with the Dreamcard you get at the end of your turn and may hand you an appropriate response to the minion your opponent got carried on the battlefield.

Foe Reaper 4000 is a pretty horrible card in itself. But if one deck could make it shine, it could be this by getting it out earlier with Ancestor's Call, alleviating his main weakness of being too slow.

- Sneed's Old Shredder is just a very valuable card in itself. Even if your opponent gets a big Legendary dropped on the board, then this guy is 2 Legendaries in 1, so you should be ahead.


Additional Remarks

If your opponent has no minion in his hands, nothing will be summoned and there won't be any drawback to Ancestor's Call.

Feral Spirit is a spell and will therefore never be pulled by Ancestor's Call. What a relief!

Ancestor's Call will not trigger Battlecries. In particular this can be used to our advantage if used on an opponent’s minion. Think of Alexstrasza wasted in Freeze Mage. What a game-breaker!

Ancestor's Call could also be useful for baiting out nasty combo cards like Gadgetzan Auctioneer or Grommash Hellscream, denying the value to the opponent by removing it instantly.

Wild Pyromancer is incredibly valuable vs aggro, but can also backfire. Make sure that you realize he's on board, before you cast any spells. ALWAYS! Sometimes this can really screw you over! On a positive note the Healing Totem can negate the damage taken by your minions, if you cast a spell. Pretty neat!


Previous deck

Ancestor's Call - Combo Shaman 2.0
Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
Minion (13) Ability (17)
Loading Collection


PS: It's courtesy to show your approval by upvoting. Thank You!

Any suggestions are very much appreciated!