amazing effect, but the problem with playing it turn 4 (or around there) is that it can backfire since it gives your opponent the initiative. maybe a completely different shaman deck can make use of it though as the current bursty one has no business with this card
haha - every card that has won the vote so far not only looks less interesting but turns out to be completely unimpressive. This is what you all get for not voting for the pirate!
p.s. the other alternatives probably aren't all that better, but hey at least I can dream about a badass Tree of Life with 'Choose One: Revive the last minion on your turn to die OR heal all minions for +3'
Meh. Unless if you have a really big minion in your hand it is like a shitty Innervate that also summons a card for your opponent. If you don't get a good pull, you'll likely 2 for 1 yourself. You also don't gain the battlecry which is really bad because shamas tend to use a lot of battlecries. It also might be detrimental for your opponent, but they didn't have to pay 4 mana for it.
I don't like it that much since you have to run big minions to Ancestor's Call out, but you also need to have Ancestor's Call to use them. I feel like this card is just going to screw you over more than it helps you.
I'll try to make a deck for it, but I currently don't like it.
I think this is a /situationnal/really good card but not before turn 7, like this you can use it and drop a really good legendary like Ragnaros(or even better, Death Wing !) and hex just after. This is a good card for the legendary control shaman that disappeared from the current meta.
This comment is a massive facepalm. If you are waiting to turn 7+ to hopefully pull a high-cost legendary out of your hand, why not just play the legendary itself and save your hex?
This card is total crap and, unless there are synergies with other shaman cards yet to be announced, it will see almost no play at all.