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.
- Baylith
- Registered User
-
Member for 9 years, 9 months, and 9 days
Last active Thu, Oct, 11 2018 13:01:39 -
- 4
- 13
- 30
- 1 Follower
- 275 Total Posts
- 214 Thanks
-
2
musicmf posted a message on New Card - Ancestor's CallPosted in: Card Discussion -
1
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
-
1
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"
-
3
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!
-
2
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
Loading Collection -
2
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.
-
1
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!!!
-
2
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.
- To post a comment, please login or register a new account.
2
if we go control shaman for the new meta, we lose elemental destruction, so obviously, this card will take it's palce, but being 5 base cost means it's going to be a one of since it's a conditional card. which is fine, in control your going to draw the majority of your deck from sheer turn count.
from how I see control shaman. they could run 6 clears effectively, two portals for the early game, 2 lightning storms for the swarms, a devolve for buffed boards, and a volcano for high singleton hp minons, that also happens to be good against a bunch of mid range minons.
finish up with 2 hex, and the rest of the deck can be your quest plan. which for shaman I"m betting is elemental.
2
Wild priest should be pretty fun then.
5
I"m not sure croaky is fair, it's a fill the field for 1 mana? needs overload to balance out a croak into bloodlust
4
before midrange control shaman dominating everyone for easiest powerful deck, there was totem shaman, which did quite a lot of work with random totem golems winning games on turn 3.
4
kinda the point
1
C'mon jade lotus!
1
okay, this deck is decent, but it really has no chance against jade druid.
2
thank you for actually seeing that! everyone here just looks at this and say "spirit claws are better" and forget that spirit claws being a "3/3" weapon isn't often the case, I've had that thing as a 1/3 for too many turns to care about the meta hype.
jade claws are built for anti aggro, which in the developer's view plays 3/2s, makes an early golem, so playing 1 card gives you a weapon AND a minion, and that's value, and the minion is a jade golem, meaning that no matter what turn it is, playing this card never has a downside, early game, it's about the weapon, late game, it's about the golem.
honestly, all shaman needs is another 2 mana card that combos well with this weapon for the turn after play, and your set to move into jade spirit for the 2/2 drop or the control play with jade lightning, giving it the numbers you need to make that card not be crappy. hell, if that other card also got us a golem, it's a golem curve.
2
sadly, it's too highly costed to be a usable card in most decks I feel.
the ability is fine, and make people think, and the stat line is fair. okay and fair are not good enough to get a slot in a high tier deck
1
I think that the 3 gang style they have in this set is the perfect way to introduce the rock paper scissors meta style most card games want to have.