just a heads up on how many cards we are getting for each class, there will be 2 common 2 rare 2 epic and 1 legendary at the least. Rogue has 2 epics already. Todays card is an epic and they didnt show the rogue weapon which was also epic.
Minimum is 8 cards per class. Two commons, 3 rares (we have 2 rogue rares revealed Iron Sensei and Ninja Ogre, and then the pirate one which hasn't been revealed, because shieldmaiden won), 2 epics, and 1 legendary.
Minimum is 8 cards per class. Two commons, 3 rares (we have 2 rogue rares revealed Iron Sensei and Ninja Ogre, and then the pirate one which hasn't been revealed, because shieldmaiden won), 2 epics, and 1 legendary.
That's unconfirmed. 1 common + 3 rares + 2 epics + 1 legendary = 7 cards total. Not a single class has had 8 cards revealed if you count 1 legendary card per class.
"So the best card Shaman is getting is a 2 drop that is fairly vulnerable to dying and makes an already bad Shaman card completely obsolete"
Dust Devil was already obsolete by, well, basically most any other 1/2 drop. Also, Ancestor's Call isn't bad, it just needs appropriate big monsters to function. (Which means it might not shine until further expansions)
Fair point about Dust Devil, but does it help that Blizzard is more or less abandoning the card for the Zap-o-matic? That's the best new Shaman card we have seen and it is still basically just a better version of a bad card. It's good. But not great. Yet it's the best new thing? Sorry for being extremely underwhelmed. And the rest of the new shaman cards we have seen are really dicey.
And Ancestor's Call is bad. Sorry, but it is. The RNG means you must have minimal minions in hand in order to utilize it best. But what really kills the card is, in addition to that, it's an acceleration card that helps accelerate your opponent as well. People are trying really hard to theorycraft around it. It's just not viable. And if you have to wait until some made up future expansion beyond GvG for it to be viable, then that means the card is bad now and will continue to be bad concerning GvG. I mean I certainly haven't seen anything in GvG that helps with its viability. It's beyond silly to rely on some random thing in the future from some expansion that hasn't been announced yet to say a card might (not even guaranteed but might) be good then.
To be fair, the "made up random thing" is...basically minions that cost 8 or more and don't suck, and I am going to guess Blizzard will be making those in the future, Ancestor's Call's problem is basically just that there aren't many superhuge guys out that are really good to bring out early. Also, people need to stop caring about it accelerating the opponent as much: Call, if played right, should put a huge advantage on the board you and that is the important part, especially since as long as anything aside from hyper control/Handlock is played and as long as hyper Control runs things that aren't just huge. And Call might still be viable right now with Malygos, Ysera and Sneed's Old Shredder, maybe Rag, though right now the big guys are probably not big enough for it.
To be fair, the "made up random thing" is...basically minions that cost 8 or more and don't suck, and I am going to guess Blizzard will be making those in the future, Ancestor's Call's problem is basically just that there aren't many superhuge guys out that are really good to bring out early. Also, people need to stop caring about it accelerating the opponent as much: Call, if played right, should put a huge advantage on the board you and that is the important part, especially since as long as anything aside from hyper control/Handlock is played and as long as hyper Control runs things that aren't just huge. And Call might still be viable right now with Malygos, Ysera and Sneed's Old Shredder, maybe Rag, though right now the big guys are probably not big enough for it.
I don't want to get into a huge debate on how bad Ancestor's Call is again, particularly in this thread. But I wanted to address a few things you said which are incorrect.
First of all, accelerating your opponent is not good and should not be downplayed in any way. All things being equal, your opponent gets to benefit from their random minion summoned by Ancestor's Call first because summoning sickness equivalent that prevents them from attacking goes away as it is played on your turn instead. So you basically have an acceleration card that gives your opponent tempo instead of you.
Second, the card it plays is random. This means you need to have minimal minions in hand for it to be effective, unless you are running some trolly Alarm-o-Bot type deck which is already gimmicky and unreliable. And if the minion you played is countered, well you likely had little to no other minions in hand when you played it because you had to increase the odds of the RNG so as to properly utilize the card. Your opponent doesn't have that restriction. And if you don't play it with minimal minions in your hand, then the chances the RNG will play what you want is slim.
Basically, the card is too unreliable for something that gives your opponent tempo.
i think its a decent card, indirect belcher nerf and indirect buff for unbound elemental
trades well with 5 health minion well if its not removed immediately, even the 50% missfire chance might be good if your opponent have 3/2 and 3/5 on board
I have to say, after putting a single one of these in and agro-ish style deck and then my bigger control shaman, this thing wreaks havoc! Sure, they may remove it, but if they don't it will destroy. It is best used when you can hide it behind taunts and be able to attack their face (aka clear their board on the turn dunemaul attacks, before he actually attacks, or after a lightning storm on that same turn-after-dropping-him).
You can say that about any card. But seriously, I can't express how much this card can own, and they know it. If a mage uses a sheep on a 4 drop...awesome. my Rag and Al'Akir are that much safer.
But it is quite shocking how often this survives to smack face. Hell, once on turn 5 I smacked face twice with a Dunemaul next to a Flametongue with a rock biter. Math skillz equal 20 damage. He immediately conceded. Turn 5...
Play smart, build a deck that suports it. Good card.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
just a heads up on how many cards we are getting for each class, there will be 2 common 2 rare 2 epic and 1 legendary at the least. Rogue has 2 epics already. Todays card is an epic and they didnt show the rogue weapon which was also epic.
Actually, rogue has 2 epics and 7 cards total. http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/23262-table-for-class-card-type-distribution-in-gvg
I said minimum :) So we have 4 cards to go to find one good card :)
Yes, and you were wrong. The minimum is actually 7 :)
Minimum is 8 cards per class. Two commons, 3 rares (we have 2 rogue rares revealed Iron Sensei and Ninja Ogre, and then the pirate one which hasn't been revealed, because shieldmaiden won), 2 epics, and 1 legendary.
That's unconfirmed. 1 common + 3 rares + 2 epics + 1 legendary = 7 cards total. Not a single class has had 8 cards revealed if you count 1 legendary card per class.
Priest gets two commons already Shrinkmeister and Velen's Chosen, so 8 cards per class at least.
50% chance to attack the wrong enemy but with windfury have 2 tries atleast xD and also 10 dmg if no enemy minion is on the field
Justice Demands Retribution
To be fair, the "made up random thing" is...basically minions that cost 8 or more and don't suck, and I am going to guess Blizzard will be making those in the future, Ancestor's Call's problem is basically just that there aren't many superhuge guys out that are really good to bring out early. Also, people need to stop caring about it accelerating the opponent as much: Call, if played right, should put a huge advantage on the board you and that is the important part, especially since as long as anything aside from hyper control/Handlock is played and as long as hyper Control runs things that aren't just huge. And Call might still be viable right now with Malygos, Ysera and Sneed's Old Shredder, maybe Rag, though right now the big guys are probably not big enough for it.
I don't want to get into a huge debate on how bad Ancestor's Call is again, particularly in this thread. But I wanted to address a few things you said which are incorrect.
First of all, accelerating your opponent is not good and should not be downplayed in any way. All things being equal, your opponent gets to benefit from their random minion summoned by Ancestor's Call first because summoning sickness equivalent that prevents them from attacking goes away as it is played on your turn instead. So you basically have an acceleration card that gives your opponent tempo instead of you.
Second, the card it plays is random. This means you need to have minimal minions in hand for it to be effective, unless you are running some trolly Alarm-o-Bot type deck which is already gimmicky and unreliable. And if the minion you played is countered, well you likely had little to no other minions in hand when you played it because you had to increase the odds of the RNG so as to properly utilize the card. Your opponent doesn't have that restriction. And if you don't play it with minimal minions in your hand, then the chances the RNG will play what you want is slim.
Basically, the card is too unreliable for something that gives your opponent tempo.
i think its a decent card, indirect belcher nerf and indirect buff for unbound elemental
trades well with 5 health minion well if its not removed immediately, even the 50% missfire chance might be good if your opponent have 3/2 and 3/5 on board
windfury saved this card value imo
yes, but the threat of 10 damage to face potentially, because remember, shamans can clear board very well, has to be taken care of immedately
What if you hit yourself o.O?
You can't. It says wrong enemy. It's still risky, though.
Ah thank you i am so blind didnt read text @_@
it still is benefit from windfury, acting as a pseudo taunt - forcing a trade instead of going for face/drop bigger minion
I have to say, after putting a single one of these in and agro-ish style deck and then my bigger control shaman, this thing wreaks havoc! Sure, they may remove it, but if they don't it will destroy. It is best used when you can hide it behind taunts and be able to attack their face (aka clear their board on the turn dunemaul attacks, before he actually attacks, or after a lightning storm on that same turn-after-dropping-him).
Or it eats a shadowbolt.
You can say that about any card. But seriously, I can't express how much this card can own, and they know it. If a mage uses a sheep on a 4 drop...awesome. my Rag and Al'Akir are that much safer.
But it is quite shocking how often this survives to smack face. Hell, once on turn 5 I smacked face twice with a Dunemaul next to a Flametongue with a rock biter. Math skillz equal 20 damage. He immediately conceded. Turn 5...
Play smart, build a deck that suports it. Good card.