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
Loading Collection -
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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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mistcaller called, he wants his crappy effect back.
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for all the dumb people here. this is going to live in rogue decks.
play the 2/1 weapon charger, the plus up pirate, and him, add in gang up. it's really as easy as that. it is a pile of free damage and minions.
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you obviously have never played tournament games. your paying the fee to play, and you have no promises to get anything by the end. it is only your own skill that matters. you earn your rewards.
in addition. your math is wrong. 1dust= roughly 2.5 gold, and must be counted. the moment you get to 5 wins your gaining more than the worth of 1000 gold in this game.
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not a "pay for better match making"
they mean " would you help cover the cost of reworking our matchmaking system."
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The issue with totemic granting only basic totems is that then you chop off the high end results that make it a 3 mana card, with no control of which totem you get, that makes it possible to get a totem that is conpletely worthless to the situation. On the 3 high rolls, you get a spider tank, a free draw, or a minon booster that will eat an attack. If i can't get any of those playing totemic, then totemic should cost 2, because shaman hero power is the least reliable one in the game. Sure it has okay totems, but you have no control over which one you get.
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First off, dont be salty. Shaman just got up on its feet, going from debatably worst class to a tier 1, is fair. Secondly, its not unbeatable, and far from the only deck out there right now, karazan has brought back the other decks quite effectively, and it wasnt alone since then.
Plus midrange shaman is stronger than faceshaman in the overall scheme.
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Well. The next shaman control is going to be spell power shaman, running all the aoes, with a zeus shaman "core" most likely. Thal, azure, and maybe one other minon with spell damage is all its going to need to work, and we get our own "war axe" with the spirit claws for single target removal and early game control. If you remember, the idea for a burn control is to build up to a lethal with from hand damage while making value plays and staying out of range. The core concept will work. Just needs non spell win condition.
Hell. I could see cthuun power shaman. With the panda, chosen and emperor 7 kit.
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I fully disagree, and no you wont see this in aggro shaman, but you defintely see it in midrange or control shaman. Why? Totems. Unlike aggro who would likely play golem or fire juggler, control and midrange totem up. Thats a 1 in 4 of getting this to become 3 3 mode. And we would play thal, for the same reasons we play drake, draw and spell power. If it happens to enable this too, then great.
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Ever since old gods, i have been seeing silence effects less and less, yet, ive seen the transformation spells played more often. Are the bodies we are getting with abilites just too big to be caring about their effects, because just as a point, c'thuun silenced is only a 6/6, which could make a massive difference on how to remove it, but it's still big, or is it because silence effects are almost entirely single targeted? Im an old school shaman player, have been since beta, and im always wondering why i don't have at least 1 earth shock around. Most certainly against divine shield paladin, and several other often played cards, like trogg and silvanus, it just feels like we are ignoring it for numbers. Would this be acurate, and if so, what would make silence worth playing again?
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Not saying what exactly he played doesnt really help explain the situation. In Addition, you didnt describe the rest of the game.This makes for a schewed post that doesnt tell the whole truth. Needs more details