Article:
Impressions of Wrathgate, the WoW TCG (Part 2 - Abilities)

Written By: Michael Lum
Date: 30 Jun 2010

We previously discussed the Heroes. The next step is usually to take a look at all the new abilities presented in a set. The most important thing here is to look at their interaction with previous abilities and deck archetypes.

Death Knight
With the sheer number of Assault and Mend keywords in this block, Frost Fever is actually somewhat decent, especially in Limited. Hysteria is already considered one of the stronger death knight abilities – at the very least, it works very well with your hero.
Anti-Magic Shell appears to be an excellent card.

Pestilence is sort of a weaker version of Mikael the Blunt; and we’ve already seen how well he works. Pestilence can be booster with Inspiring Presence as well for even more effect; and of course it has great synergy with War Stomp and Eye of the Storm. Lesson of the Grave will become more effective over time as more death knight allies are introduced. Surge of Blood can be an effective 2 cost for 4 damage ability against an opposing hero on more than one occasion, so while it is not the flashiest of abilities, it could serve well.

Druid
Dire Bear Form, Nature’s Vengeance, and Scent of Nature are probably the weakest druid abilities introduced in this set. Lesson of the Wild might be useful; but it loses the instant speed that its equivalent ability Hibernate had, and that’s a big one. Stranglevine might see some play, especially in limited, but Natural Repossession and Starshot seem better respectively. Blustering Winds may see play as well as a single turn stall card, although Typhoon, Cyclone, and Hurricane seem better.

The ability that will have the most impact is Gift of the Earthmother; although druid beatdown decks seem out of popularity at the moment, and restoration druids the least favorable druid type, this may change at some point – and that’s when we’ll see this monstrous ability see major play.

Hunter
Of the hunter abilities, Explosive Shot is definitely one of the strongest ally removal we’ve seen in awhile, allowing hunters to keep the pace of removing a threat while continuing to deal damage. Eyes of the Beast is good on its own, assuming that your hunter deck runs pets (and most should); but in Alliance it sees extra use with a location that’s hardly been touched – Darnassus. Hail of Arrows is okay for spreading damage; especially if you’re running pumps for your ranged weapon; and it works nicely with Envoy of Mortality.

Rating:
[Complain about this item]



Leave a Comment

View Comments (0)


Advertise with us
Advertise with us