I agree completely about the efficiency of the card, but I think this is intended for a ramp deck. Paired with with innervate you might get it out turn 6 which theoretically could swing things... but not likely.
To whomever was arguing that this wouldn't insta-kill you. You're wrong. There already exists a card that does the same thing but on a single unit level. I actually tested it out in ranked the other day in a unique situation where I faceless'd a Aucheni. I then proceeded to use Ancestral healing on the enemy unit. The result? It instantly died. A niche situation that I had never run into but I figured losing a rank to see what happened was well worth the science! :
I don't think there's a single situation where this card is the best option. If you hold out against aggro until turn 9, then this is worse than Antique Healbot and a taunt, as the latter option gives you board presence. If you're against a late game deck, then Healing Touch would be better to avoid healing your opponent as well as letting you play an Ancient of War.
This seems like the sort of card that you would want against rush decks that try to silence all your taunts and ignore everything so they can click on your face every turn. Assuming that you make it to 9 mana, you could use your bigger minions to kill some of their rushers and then heal them all and yourself to max health at the same time. Usually you can't start dealing damage to rush heroes until you stabilize anyway, and their minions all have 1-3 health, so this doesn't really help them at all. More generally, any time they're about to run out of steam, you can play this to ensure that that they'll never squeeze out enough damage to win. You still have to do the work to survive the rush, but you basically win if you can play this, and it's only 1 mana more than Lay on Hands, so this is probably good enough to include 1 copy of IMO.
This is definitely a card you would need to ramp into so you could get it out quick enough against aggro. Even then, you are losing tons of board control by playing wild growth instead of 2 drops. Anyways, innervate -> tree of life could be interesting.
This seems good as a one-of in slower decks/in a aggressive meta. You can usually live to turn 9 and if you cast this while low, you've probably won, it's hard for aggro decks to deal 50+ damage. So long as their board isn't too far ahead of yours, this is how I'd think the game would play out at least. Maybe not the greatest card, but I can definitely see its uses.
Rollback Post to RevisionRollBack
Favorite class: keeping all 9 of them equal in level.
Ancestral Healing's text is: "Restore a minion to full health...". AH combined with Auchenai kills the minion. Same for the Tree of Life
Indeed.
Thanks for reply. I should have thought of that myself before asking though.
*Note to self: think one more time before asking :-)
Might be good as a one of in a mill deck otherwise trash I think.
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http://hearthstone.gamepedia.com/Ancestral_Healing
>> When used in combination with the priest minion Auchenai Soulpriest, this spell will deal damage to the target minion equal to its maximum Health, killing any minion without Divine Shield.
just wiki it.
@Granit
I would really love that if it wipes everything on board :D but only time will tell...
Used it with Grove Tender and Wild Growth. Tree of Life Definitively for Slow heavy druid. I like it, I might run one Tree of Life and Alexstrasza instead of double Tree of Life.
I agree completely about the efficiency of the card, but I think this is intended for a ramp deck. Paired with with innervate you might get it out turn 6 which theoretically could swing things... but not likely.
Druid Mill deck just got a potent new toy.
Yep and it's 9 mana so you can Naturalize something on the same turn (it's quite easy to survive till turn 10 as a Druid).
To whomever was arguing that this wouldn't insta-kill you. You're wrong. There already exists a card that does the same thing but on a single unit level. I actually tested it out in ranked the other day in a unique situation where I faceless'd a Aucheni. I then proceeded to use Ancestral healing on the enemy unit. The result? It instantly died. A niche situation that I had never run into but I figured losing a rank to see what happened was well worth the science! :
I don't think there's a single situation where this card is the best option. If you hold out against aggro until turn 9, then this is worse than Antique Healbot and a taunt, as the latter option gives you board presence. If you're against a late game deck, then Healing Touch would be better to avoid healing your opponent as well as letting you play an Ancient of War.
Too situational for me.
Hope to see some combo emerging from this D:
Another tool for the Druid mill deck. This card can easily replace the current 8 heal.
This seems like the sort of card that you would want against rush decks that try to silence all your taunts and ignore everything so they can click on your face every turn. Assuming that you make it to 9 mana, you could use your bigger minions to kill some of their rushers and then heal them all and yourself to max health at the same time. Usually you can't start dealing damage to rush heroes until you stabilize anyway, and their minions all have 1-3 health, so this doesn't really help them at all. More generally, any time they're about to run out of steam, you can play this to ensure that that they'll never squeeze out enough damage to win. You still have to do the work to survive the rush, but you basically win if you can play this, and it's only 1 mana more than Lay on Hands, so this is probably good enough to include 1 copy of IMO.
This is definitely a card you would need to ramp into so you could get it out quick enough against aggro. Even then, you are losing tons of board control by playing wild growth instead of 2 drops. Anyways, innervate -> tree of life could be interesting.
Thanks FOO(The Banner God)!
so,,,
faceless soulpriest and bite/claw/heropower to 30+health
use this.
WIN
This seems good as a one-of in slower decks/in a aggressive meta. You can usually live to turn 9 and if you cast this while low, you've probably won, it's hard for aggro decks to deal 50+ damage. So long as their board isn't too far ahead of yours, this is how I'd think the game would play out at least. Maybe not the greatest card, but I can definitely see its uses.
Favorite class: keeping all 9 of them equal in level.
10/10 would simulate versus friend LOL
This card has 100% chance to piss me off
Vote for me in design competition:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/214875-weekly-card-design-competition-7-14-submission?page=7