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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Its called luck. Its rng what packs drop into your lap. Sorry dude. I opened about 74 and grabbed about 7 legendary minons.
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God. It really will be the "im playing your deck" control priest. I really hate that deck
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The strength of cards will be more interedting in wild, as i see it turning slowing into mtg legacy gameplay, where its decks that don't need more than 4-6 total mana in a turn to play some combo that will wreck some and otk, while standard is going to be the thematically setup tournament style that most tcgs enjoy. They said they plan to try and keep this game going for at least 10 years right, well, it's year 3 now right? This is just starting to get into the meat of things. This year will be nothing like the next, and the one after that will be more different still. The game was way to aggro for its own good right now, with small mana cards and strict tempo decks commanding the scene. The control style they wish to bring into the game this year will likely balance out into wild and give that mode its own control style as well, and help keep things generally balanced. Im betting next year, we will be seeing more combo style cards coming to help that archtype too, as it almost non-existant here. I mean we have archtyped synergy decks, but no real combos beyond the high damage swings like druid roar boards or shaman doomhammer with rockbiter.
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I really dont like the idea of 1 hex and 1 storm. Your not going to have them when it matters most then
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Control deck.
Face hunter
I have 4 heals and 6 field wipes.
And 4 taunts
I draw none of them.
Wtf.
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That's 3/3 on turn 2 easy. Have to give up turn 3 for it. But that could just become trog, draw 2, trog, shredder/another overload
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Actually didnt know about the drake. Not a ton of knowledge with wow lore and creatures.
Shale spider isnt bad, not by a long shot, i was just voicing my thoughts on how it would most often play out. It actually would enable low curve overload decks to actually work, most of the overload decks ive found to work have been crusher style, so things with big fat butts.
On the legendary, i was just throwing out ideas, sorry, i didnt mean earth elemental litterally, i was just thinking. I like the 1/2 idea. A special totem for a legendary sounds like a great thing.
Primal totem i was just pointing out that it would never work. Filler is filler, but filler that is basically a burned choice in something like arena, is never fun to see, and i do admitt a love for the idea of fusion totems, maybe it can act more like that demon that eats whats beside it, but here it could just eat all totems when you play it to make a "mega totem". The whole waiting thing is what kills it, plain and simple.
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Well that is one silly deck.
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it's because the fourm hates overload
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if this comes out on turn 6 with a slow meta, like the joust stuff is creating, it will be devastating, you instantly win the tempo game because your cards are just plain out better. this is great for a tempo based shaman, ignoring the minor buffs the big cards get, cause 7/7 vs 8/8 dr boom, there isn't that much diff, it's getting the BGH to the face. but when you run out of curve, you play the lower mana minons, and if they all come out buffed, your gaining more for the turn. and as a plus, it's not bogged down by the set's gameplay style, being forced into some inspire or joust gimmick