It's really interesting to find that Ancestor's Call is a card that counters Patron Warrior and Secret Paladin at the same time --- It can drag Mysterious Challenger from your opponent's hand without triggering its battlecry, and can drag Warsong Commander or Grim Patron out so that it is much easier to deal with them in your turn. When facing face hunter or mech mage, you may get a 8-mana minion on board with Ancestor's Call while your opponent gets a 2-mana minion. When facing Control Warrior, it takes Justicar Trueheart or Dr. Boom or Alexstrasza out without triggering their battlecry.
So I tried to build a deck that works around Ancestor's Call. I don't have enough legendary cards to test such a deck so it's just theorycrafting. I'd appreciate anyone that gives this deck a try and give me some feedback. Thanks!
I've been running a deck like that for a long time. Icehowl and Rag are wonderfull, particularly when used with Ancestral Healing (silencing them is bad for your opponent). For some reason, Al'Akir is only so-so (you rarely get rockbiter weapon combo). It's basically a deck that either win big, or loose big. The biggest problem with it, is if you don't get Ancestral Call. You then have to rely on spells, and by the time you would like to summon your big guys, you often have overloaded the turn before, so you need to overload again to save the day. You definitively need 2 Earthshock. Still, my favorite deck. Even if you only manage 50% wins, you get a TON of "your opponent left", simply because when you win, you win big, so opponent rage quit on you. (I'm not talking conceding here, I'm talking closing the game). This deck will be great if Shaman get more draw and maybe one more Lava Shock type card in the next set of cards. For now, yep, it's not that great.
Malygos Shaman is an OTK deck, and you don't play Ancestor's Call until late game. I was considering whether Ancestor's Call could be played at turn 4 to obtain board control by summoning big minions.
Ancestor's Call is the only card that "discards" an enemy card. But it isn't good on it's own. It is random (grab Emperor against Grim Patron), generates card disadvantage and does nothing (big) on his own. It prevents you from playing midrange minions, but if you don't draw it, your finisher will come down to late. I don't think the card is strong enough to see play at the moment.
To the deck: I would say add at least 1 Feral Spirit to the deck. This allows you to play early protection and interaction, while not playing a real creature. You could leave out a Crackle for it. Icehowl, Al'akir and Baron Geddon are all fine choices for call, but this decks need emperor. Far Sight is a do nothing card. Not sure if you want to play it.
Ancestors Call is pretty awesome, no doubt. I might even try that deck you posted to see how it goes, though I'd probably want more silence than 1 earthshock for Icehowl. And I could not play a deck like that without Mekgineer Thermaplugg being one of the "big guys", I already play a deck based around getting him onto a stacked board and then genning a crowd of Leper Gnomes with Elemental Destruction: http://www.hearthpwn.com/decks/319569-gnome-bomber-meta-sexplosion. about a 50-60% winrate at rank 5 atm, so not as inconsistent as you might think
I've been running a deck like that for a long time. Icehowl and Rag are wonderfull, particularly when used with Ancestral Healing (silencing them is bad for your opponent). For some reason, Al'Akir is only so-so (you rarely get rockbiter weapon combo). It's basically a deck that either win big, or loose big. The biggest problem with it, is if you don't get Ancestral Call. You then have to rely on spells, and by the time you would like to summon your big guys, you often have overloaded the turn before, so you need to overload again to save the day. You definitively need 2 Earthshock. Still, my favorite deck. Even if you only manage 50% wins, you get a TON of "your opponent left", simply because when you win, you win big, so opponent rage quit on you. (I'm not talking conceding here, I'm talking closing the game). This deck will be great if Shaman get more draw and maybe one more Lava Shock type card in the next set of cards. For now, yep, it's not that great.
Do you have the deck list? Ancestral Healing sounds interesting.
Ancestors Call is pretty awesome, no doubt. I might even try that deck you posted to see how it goes, though I'd probably want more silence than 1 earthshock for Icehowl. And I could not play a deck like that without Mekgineer Thermaplugg being one of the "big guys", I already play a deck based around getting him onto a stacked board and then genning a crowd of Leper Gnomes with Elemental Destruction: http://www.hearthpwn.com/decks/319569-gnome-bomber-meta-sexplosion. about a 50-60% winrate at rank 5 atm, so not as inconsistent as you might think
Ancestor's Call into Mekgineer + Elemental Destruction needs 7 mana. It's already time that your opponent drops Dr. Boom. Would it be too late to get the combo?
Depends when u play that card. If u yolo it T4, i dont think u will be too glad about Alexa or boom, even without their battlecry. And the later u play it, the less effective it should be, so it doesnt rly seem that powerful as u make it. Sure some games it will be amazing, but how oftern rly? I seriously doubt, that it will have a consistent performance in a long run.
Ancestor's Call is the only card that "discards" an enemy card. But it isn't good on it's own. It is random (grab Emperor against Grim Patron), generates card disadvantage and does nothing (big) on his own. It prevents you from playing midrange minions, but if you don't draw it, your finisher will come down to late. I don't think the card is strong enough to see play at the moment.
To the deck: I would say add at least 1 Feral Spirit to the deck. This allows you to play early protection and interaction, while not playing a real creature. You could leave out a Crackle for it. Icehowl, Al'akir and Baron Geddon are all fine choices for call, but this decks need emperor. Far Sight is a do nothing card. Not sure if you want to play it.
Wrong. Pulling emperor from their deck denies their ability to do the frothing combo. The best they can do is frothing frothing whirlwind, which isn't enough given how this shaman deck has very limited minions. This shifts their win condition to grim patron but this deck has elemental destruction for that so ancestral call is a good counter if it hits emperor.
Now, on other hand, it's actually difficult to deal with the minion you pull out if you ancestral call early. You need at least 7 (hex+call) mana or 5 if you pull malygos.
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
It's really interesting to find that Ancestor's Call is a card that counters Patron Warrior and Secret Paladin at the same time --- It can drag Mysterious Challenger from your opponent's hand without triggering its battlecry, and can drag Warsong Commander or Grim Patron out so that it is much easier to deal with them in your turn. When facing face hunter or mech mage, you may get a 8-mana minion on board with Ancestor's Call while your opponent gets a 2-mana minion. When facing Control Warrior, it takes Justicar Trueheart or Dr. Boom or Alexstrasza out without triggering their battlecry.
So I tried to build a deck that works around Ancestor's Call. I don't have enough legendary cards to test such a deck so it's just theorycrafting. I'd appreciate anyone that gives this deck a try and give me some feedback. Thanks!
THERE IS NO GAME.
Ancestor's Call not only summons a minion for your opponent. It also summons a minion for you, and it may be any 7+ drop.
THERE IS NO GAME.
I've been running a deck like that for a long time. Icehowl and Rag are wonderfull, particularly when used with Ancestral Healing (silencing them is bad for your opponent). For some reason, Al'Akir is only so-so (you rarely get rockbiter weapon combo). It's basically a deck that either win big, or loose big. The biggest problem with it, is if you don't get Ancestral Call. You then have to rely on spells, and by the time you would like to summon your big guys, you often have overloaded the turn before, so you need to overload again to save the day. You definitively need 2 Earthshock. Still, my favorite deck. Even if you only manage 50% wins, you get a TON of "your opponent left", simply because when you win, you win big, so opponent rage quit on you. (I'm not talking conceding here, I'm talking closing the game). This deck will be great if Shaman get more draw and maybe one more Lava Shock type card in the next set of cards. For now, yep, it's not that great.
Malygos Shaman is an OTK deck, and you don't play Ancestor's Call until late game. I was considering whether Ancestor's Call could be played at turn 4 to obtain board control by summoning big minions.
THERE IS NO GAME.
I was afraid that turn 3 Feral Spirit would block turn 4 Ancestor's Call. And Far Sight is for card draw.
THERE IS NO GAME.
Ancestors Call is pretty awesome, no doubt. I might even try that deck you posted to see how it goes, though I'd probably want more silence than 1 earthshock for Icehowl. And I could not play a deck like that without Mekgineer Thermaplugg being one of the "big guys", I already play a deck based around getting him onto a stacked board and then genning a crowd of Leper Gnomes with Elemental Destruction: http://www.hearthpwn.com/decks/319569-gnome-bomber-meta-sexplosion. about a 50-60% winrate at rank 5 atm, so not as inconsistent as you might think
Do you have the deck list? Ancestral Healing sounds interesting.
THERE IS NO GAME.
Ancestor's Call into Mekgineer + Elemental Destruction needs 7 mana. It's already time that your opponent drops Dr. Boom. Would it be too late to get the combo?
THERE IS NO GAME.
Depends when u play that card. If u yolo it T4, i dont think u will be too glad about Alexa or boom, even without their battlecry. And the later u play it, the less effective it should be, so it doesnt rly seem that powerful as u make it. Sure some games it will be amazing, but how oftern rly? I seriously doubt, that it will have a consistent performance in a long run.
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Wrong. Pulling emperor from their deck denies their ability to do the frothing combo. The best they can do is frothing frothing whirlwind, which isn't enough given how this shaman deck has very limited minions. This shifts their win condition to grim patron but this deck has elemental destruction for that so ancestral call is a good counter if it hits emperor.
Now, on other hand, it's actually difficult to deal with the minion you pull out if you ancestral call early. You need at least 7 (hex+call) mana or 5 if you pull malygos.
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
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