I can only see a couple of uses for this currently.
1) Turn 5 Alkir + Rockbiter. If you so happen to have the hand that let you T3 Feral Spirits, T4 Flametongue Totem; you could drop these on Turn 5 to burst 16 damage that turn.
(If you have double rockbiter, and the flametongue is still alive... you can turn 6 this for 22 damage)
2) Turn 6+ Sylvanas + Reincarnate. If your opponent has no minions on board for the turn, you can Play 3 cards (Call/Sylv/Reinc) to make your opponent lose 1 card in hand, and summon Sylvanas + an enemy minion. Not too bad of a play.
3) Turn 6 KT + Reinc. Gives you 2 6/8 minions and plenty of resummons. Think about following a T5 Belcher with this, and suiciding the belcher onto either the opponent's current field, or their summoned monster. You'd get back 2 full belchers, and 1 mini one.
4) Turn 9+ Malygos + LB + LB + Lava Burst. As mentioned many times already, it's a 26 damage burst combo.
5) Simply disrupting the opponent's hand.
On Miracle you can bet on gadgetzan being kept for their big plays. So if they don't drop it, you can force it out and drop it with spellpower + lightning bolt or something.
Similarly, you might be scared of Control Warrior setting up for their end game. Fishing out a Grom or Alex and sylvanas+reincarnate / hex it to remove that option from them later on.
Someone mentioned Cabal from priest earlier, and I wouldn't mind using Call to summon that, and sylvannas + reincarnate it away.
Some are mentioning Crusher (Earth Elemental) shaman, or even a new Giant Shaman. Perhaps those can work with this card, who knows.
With all of this said and done, I still think it's a terrible card. But it'll definitely find it's place in some gimmicky decks.
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musicmf posted a message on New Card - Ancestor's CallPosted in: Card Discussion -
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noza2004 posted a message on New Card - Ancestor's CallPosted in: Card DiscussionQuote from CaptainKaulu »Huh. People have mentioned the use of this card to devastate control opponents by pulling a minion like Alexstrasza out of their hand, getting rid of important Battlecry effects. But they haven't mentioned this use against a certain card.
What's Shaman's very least card to play against in the entire game right now? I would submit that it is Cabal Shadow Priest.
On turn 5 when you're pretty sure your Priest opponent is about to play their CSP they've been saving up (which they ALWAYS, ALWAYS draw for some reason), play this and pull it out of their hand. (Hopefully the same RNG that makes them always draw it will also make Ancestor's Call select it.) Now their precious Cabal Shadow Priest is just a Yeti, and your crucial totem or Harvest Golem or whatever isn't getting stolen.
Salty. As. **** :'D
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Snow_King posted a message on New Card - Ancestor's CallPosted in: Card DiscussionQuote from ShadowOfFate »An intelligent player would use it when rag is the only minion in their hand, making the chance 100%, aka "high"
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RocForum posted a message on New Card - Ancestor's CallPosted in: Card DiscussionThis is unlikely to be a competitive card. But a different type of deck will arise from it. A kind that won't be running bead and butter cards like flametongue or fire elemental. Be it competitive or not, having more variety decks will be great. I have 2 far sights and alarm-o-bots and am looking forward to playing a new deck that in theory, should mesh nicely to create a playable deck.
Ya'll need to put your faith in the light!
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DMTS3000 posted a message on New Card - Ancestor's CallPosted in: Card DiscussionI figure if you're going to include this card in a deck, you might as well go all out.
Might of the Ancestors (Bad Cards Unite!) Unknown Deck by DMTS3000 - Nov 17, 2014Minion (16) - 1x Al'Akir the Windlord
- 1x Baron Geddon
- 1x Deathwing
- 1x Foe Reaper 4000
- 1x Kel'Thuzad
- 1x Mekgineer Thermaplugg
- 1x Ragnaros the Firelord
- 1x Sneed's Old Shredder
- 1x Ysera
- 2x Earth Elemental
- 2x Molten Giant
- 2x Alarm-o-Bot
- 1x Mana Tide Totem
Ability (14) - 2x Ancestor's Call
- 2x Far Sight
- 2x Ancestral Spirit
- 2x Lightning Storm
- 2x Hex
- 2x Windfury
- 2x Ancestral Healing
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Snow_King posted a message on New Card - Ancestor's CallPosted in: Card DiscussionWill this one win the worst card in the expansion prize?
No, because this is actually a pretty good card if you're running literally anything but shaman zoo.
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Jaylaw330 posted a message on New Card - Ancestor's CallPosted in: Card Discussionthis one is a very controllable early legendary... you stack you hand with spells and ragnaros, then you coin and throw this turn 3. especially good vs zoo!!!
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user-11150277 posted a message on New Card - Ancestor's CallPosted in: Card DiscussionYES! This card effect is extremely potent when you construct your deck around it and Alarm-o-Bot already exists to make the deck more consistent by a lot (just like the MtG equivalent requires both Show and Tell + Sneak Attack in the deck).
Sneak & Show, I mean Alarm & Call here I come. :D
EDIT: Far Sight also slots perfectly into the plan, that's six(6) cards to enable your massive 8+ mana drops. Definitely warrants some serious testing. Naysayers lack vision.
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someone had to do it.
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not aggro, aggressive.
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the answer was not " play fast decks" it was " actually try to kill your opponent."
which is a legit answer, because little of a fatigue game is actually fun, the player against you is generally just annoyed all day against such a deck. and mill opponent isn't a thing in this game yet, so it's not some " deck destruction" build it's litterally " sit for 30 turns and do nothing."
your the player in a fighting game that punches once and then does nothing but block and waits for the time to run out. they put an answer in the game to your "do nothing" game-play. a game that runs out of cards because both players are slugging each other in the face is fun and exciting. a game where one person does nothing but board clear while never producing a threat is boring. and if you remember a concept this game is built on is " it should be fun more often than it's not." and yes your fatigue deck may beat decks. but having a hard counter in the mix to a single strategy is not game breaking.
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this won't be midrange, this is likely full on control shaman, likely with curve plays and taunts, along with fire fly and that new dude, Glacial Shard, we have single mana drops to promise that we get these effects off when we need them to happen.
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I feel bad saying " why is this not a shaman card" because the game needs effects like this to keep aggro in check, and have utility for other games. this dude is awesome.
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you've made a mistake if you didn't know. giant toad can hit face, because if it only hit minions, that's actually stronger than what it is. you see. you limited the possible field of damage. if I ran your toad into a lone 4 health minion on the field, I can promise it does. and 4 health is worth more than 4 damage. if it could hit face, the target could survive. and toad is an aggro tool, it should never be good for trades. just like firebat.
that's the reason why flame juggler should be only minions.
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it's a tech card, only choose cards from your deck, and you don't lose the orginal copy. if you've seen magic, copy cards are around this mana range, and can be extremely powerful cards.
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this is not pay to win. -.-
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if this was last meta, this would be fine. pirate meta. not so much. I don't want to run through that gauntlet. even with an anti pirate deck.