Ancestor's Call
Card Text
Put a random minion from each player's hand into the battlefield.
Flavor Text
"Hey! Ancestors!" - Ancestor's call
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Earth Elemental | Minion | Shaman | 5 | 7 | 8 |
Frost Elemental | Minion | 6 | 5 | 5 | |
Priestess of Elune | Minion | 6 | 5 | 4 | |
Captain Greenskin | Minion | 5 | 5 | 4 | |
Lava Burst | Ability | Shaman | 3 | 0 | 0 |
Murloc Raider | Minion | 1 | 2 | 1 | |
Aviator Bob | Hero | Paladin | 0 | 0 | 40 |
Reincarnate | Ability | Shaman | 1 | 0 | 0 |
Shadowboxer | Minion | Priest | 2 | 2 | 3 |
Piloted Shredder | Minion | 4 | 4 | 3 | |
Clockwork Giant | Minion | 12 | 8 | 8 | |
Ancestor's Call | Ability | Shaman | 4 | 0 | 0 |
Dalaran Aspirant | Minion | Mage | 4 | 3 | 5 |
Coliseum Manager | Minion | 3 | 2 | 5 | |
Evil Heckler | Minion | 4 | 5 | 4 | |
Mulch | Ability | Druid | 3 | 0 | 0 |
Disciple of C'Thun | Minion | 3 | 2 | 2 | |
Eater of Secrets | Minion | 4 | 2 | 4 | |
Master of Evolution | Minion | Shaman | 4 | 4 | 5 |
Renounce Darkness | Ability | Warlock | 2 | 0 | 0 |
Arcane Giant | Minion | 12 | 8 | 8 | |
Shadow Volley | Ability | 6 | 0 | 0 | |
Gallery Protection | Hero Power | 0 | 0 | 0 | |
Burgly Bully | Minion | 5 | 4 | 6 | |
Hidden Cache | Ability | Hunter | 2 | 0 | 0 |
Fire Plume Phoenix | Minion | 4 | 3 | 3 | |
Lightfused Stegodon | Minion | Paladin | 3 | 3 | 3 |
Fatespinner | Minion | Druid | 5 | 5 | 3 |
Obliterate | Ability | Death Knight | 2 | 0 | 0 |
Death and Decay | Ability | Death Knight | 3 | 0 | 0 |
Bink the Burglar | Hero | Rogue | 0 | 0 | 10 |
Unidentified Elixir | Ability | Priest | 3 | 0 | 0 |
Unidentified Shield | Ability | Warrior | 6 | 0 | 0 |
Bag of Stuffing | Ability | 1 | 0 | 0 | |
Glyph of Warding | Ability | 0 | 0 | 0 | |
Unidentified Maul | Weapon | Paladin | 3 | 2 | 2 |
Gattling Gunner | Minion | 4 | 5 | 3 | |
Dark Possession | Ability | Warlock | 1 | 0 | 0 |
Blazing Invocation | Ability | Shaman | 1 | 0 | 0 |
Entrenchment | Ability | 0 | 0 | 0 |
Shaman has some interesting can opener such as "Dust devil", "Far sight" and this card without any can to open.
They have potential to become good combo parts, but they have no partner in this game yet.
Yep, too many answers in search of questions.
Everyone regrets voting for the shaman card? That's what you get. The Tree of Life card is gonna be much better than this. #Druid4Life
We are not discussing the fact that this card might give you advantage under the best case scenario, the thing is that you want to put reliable cards into your deck, cards that help you reach your win condition more often than not and this card is pretty bad at doing that, most of the time is a dead card or a risky gamble to see who gets the bigger minion. I would admit that this is just my opinion and most probably im not part of the "10 percent" you are member of.
1) Have got another interesting example you have yet to mention: ruining Priest's theft plays.
Since Shrinkmeister + Cabal Shadow Priest will probably become a staple tactic in future Priest decks ("Bwahahaha, your Cairne, Spectral Knight, and/or Ysera is mine, bitches!"), the power to prematurely summon at least one of those combo minions without their Battlecry will be a nice counterplay.
2) And what about against the Druid matchup? A huge portion of their class-specific minions can be devalued by Ancestor's Call.
I know you already mentioned Keeper in your previous comment, but I just want to gleefully gloat about the other minions that can be preemptively eliminated without their useful effect taking place.
Summon Druid of the Claw? No Charge, and no +2 Health/Taunt. Ripe for the picking.
Summon Ancient of Lore? Bye bye, card draw and healing.
Summon Ancient of War? Guess I can afford to trade against the 5/5 body while also saving Hex.
3) With Ancestor's Call, I guess I also can now feel more relaxed about Control Paladin's Aldor + Kodo combo, right?
If you create the perfect scenario of course it can have some use, but just ask yourself what you're willing to cut from a shaman deck to put that in. I'm having a death lord feeling where a lot of people thought that card would be great when it was announced, but nobody plays it now because it's obviously crap.
Elmo's right on the money with this. These arguments against him that it's unreliable are moot.
If you play any card without any consideration for that play then you're just terrible anyway.
ALL your plays should be made have considered what your opponent might have, what they might draw, what they might be aiming to do. Predicting your opponent and playing around that is a massive part of Hearthstone and indeed, any card game in general.
The argument that this only works under certain circumstances is so obvious I cannot even summon a reaction sarcastic enough. This also disregards overload costs. You can literally play an Earth Elemental for 4 mana. If you're going to play this card with no way to deal with what your opponent draws then you have no right to complain about the result of that. Combo this with Hex, Crackle, Lava Burst etc... whilst you're sitting on Fire Elemental, Earth Elemental not to mention Al'Akir Ragnaros Kel'Thuzad and so on...
But you're also denying your opponents their battlecries... Vol'jin hype anyone?
Obviously this is a combo card for constructed and is not meant to be a value card like in arena. So when you play it like one, yes it will suck horribly.
This card is meant to be used (I imagine) to get malygos for 4 mana, leeroy for 4, al'akir for 4, rag for 4 etc, ways to instantly deal with what they get or to kill them for minimal mana cost. also can be used as a counter various decks, get freeze mages alex, miracles HAHAA or faceless or whatever version they run.
I dont agree with all the hate for this card because of its amazing combo potential and i cant wait to make a deck with it.
And here i though Far Sight was a bad card, i might run 2 of them on overy deck after knowing what a really bad card looks like.
Make it 0 cost and it could be considered worthy of playing. >_<
If this was a Warlock Card, I could see it being used on handlock decks. Probably, it's an attempt to make big minions decks more viable for shamans.
Seems a piece of combo to me. People will tell it's worthless until someone figure out a way to use it properly.
This card is unplayable as written. It needs something to make it more palatable. It's a copy of Show and Tell from magic (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=show and tell).
I would suggest one of the following:
- Player who cast it gets to choose, opposing player gets a random minion.
- Cost reduction to 3
yup. this is literally bad SnT.
A bad version of a really good card can still be a good card. It is a card that I think we will definitely have to play with to really get a grasp on how good or bad it is. If we are playing the card, we know it will (almost) always be good for us. What needs to be seen is if it is worth the risk of your opponent matching your monster.
It works well in Shaman particularly because:
1) Shammy has good high-cost minions.
2) It is a generally durdly class that uses very few cheap minions
3) This and Reincarnate both want similar minions (powerful, bulky deathrattle minions)
I think this will make a new viable Shaman archetype. One with a slightly more spread out curve. To make this really work, you want no 4/5 drop minions and multiple 8/9 drops. That way, you can play this when you want it for the best value every time. When the RNG is 50/50 Rag or Kel'thuzad, you can't be too mad. And no one else will be optimized to match the value you get out off this.
the problem with this is, that's all you can have in your hand to make this card viable... as a shaman if all you have are bulky minions, you're dead before this card even gets played with any meaning... you also have no idea what card you are going to summon for the other player, so likely you'll draw out an Azure Drake and get a Savannah Highmane coming right back at you
Well, you can still have creatures 3 or less and still make this work because you can drop them before you play this. And you have Feral Spirit and totems to keep up in the mid-game if you don't draw this. But, I am willing to take the risk if I am always going to get a monster of a legendary.
This card could be very powerful in tournament play, it may even be designed for this purpose. Often players will be able to infer what the opponent has in their hand, this card allows them to strip out combo pieces and swing-cards while playing a large minion at low cost. As others have pointed out, pairing this with a hex would be preferred. Seems like a fun late-game card for a shaman tournament deck.
This card is epic quality how exactly? It's horrible.
Probably so you see it less in arena. I'd say this thing isn't that great in arena because you don't know what our deck is going to be like.
Its an even worse version of Mindgames lol.