Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 12.15.06
In my opinion, this is the best quest out there.
It's a common, and I don't have enough. I put 4 of
these in every deck. If you need abilities, this
card gets you them AND thins your deck. And it's a
resource, It's amazing!
Very in demand quest and just looking at it you can
see why. This card works a lot like a card that used
to be around in magic: Sensei's Divining Top. The
Top was great in magic, and Giants is great in WoW.
If your deck should go around the concept that there
is a combo that you need to win then this card is or
should be your card. Digging 3 cards ahead to find a
piece of that combo is a good asset and at instant
for kicks. The only draw back, is that your opponent
will see what card will kill him. That is why you
use it at the end of his or her turn.
Constructed: 4.5/5 (they will see the card coming)
Sealed: 5/5 (no reason not to play it)
Raid: 4/5 (chances are no singular card will kill ol
ony, but it can hurt quite a bit)
As soon as I learned about “Zapped Giants”, I had to
run out and find 4 copies in a common box at my
local store. I don’t put them in every deck. But for
those constructed heavily with ability cards, this
is a definite choice.
The cost of 2 is fair for drawing a card. The down
side of Zapped is that it does not guarantee you
will add a card to your hand. It provides a chance,
only, that out of three cards you reveal, 1 or more
will be an ability that you can take. The up side,
is that if you draw more than 1 ability card, you
get to choose which one you want. So if you’re
looking for maximum ups, and minimum downs, your
deck better be brimming with ability cards.
Draft: 3.0 – Don’t forget your quests. Even if you
pick up a play-set of Frost Novas (which you won’t),
they’re little help if you have to set them as
resources, or don’t have a quest to speed them into
your hand. I’ve heard draft players lose their match
and complain, “I didn’t get any quests.” Well,
that’s probably because they took rare cards instead
of quests. That’s fine, but know what you are
sitting down to do at a draft, and don’t complain.
Are you there to play? Or are you just there to sift
rare cards from the choices?
Constructed: 4.0 – Build the right deck, laden with
ability cards, and this will help you draw them.
Bear in mind, if you build more balanced decks, you
are better off with a card that guarantees the draw,
even if it has a higher cost.
Raid: 4.5 – Same principal as constructed, but more
important against the dragon. Her hand replenishes
all the time, and she always gets a resource drop.
If you don’t do something to compete with that
innate power, you will find yourself top-decking
against a fully loaded beast in phase 2. My fiancé
and I have been running a Mage and a Shaman. We use
4 copies of Zapped Giants, each, to get our ‘frost’
cards into our hands ASAP! Keep that overgrown
lizard frosty, and you might just take her down.
Hello everyone this is Ruichi and today we have
Zapped Gaints allows you to look at the top 3 cards
of your deck and
put a ability from those 3 into your hand for the
cost of 2 resourses.Zapped
Gaints over used card around where i play. This card
is great if you play alot
of abilitys you could play this instead of Your
Fortune Awaits You to get that
1 card you need. Not much else to say XD.
Constructed: 5 (which hero dosn't have amazing
Sealed: 1 ( it might be hard to pull alot of
abilitys so its just a resourse)
Raid: 4 (for any class its needed your allys might
die so abilitys are the best to use here)
Well, time to end my first week, and I hope my
reviews were of some help to you guys, in addition
to the fine info provided by my comrades. Today's
Card of the Day is called Zapped Giants, a common
quest from the Heroes set. This little gem of a
quest I see getting some play in many a deck around
my area. For a mesely cost of 2 resources, you're
able to check out the top 3 cards of your deck (Your
opponent can see them too) and choose a revealed
ability, if any, and slip it into your hand.
I see this card getting a lot of play in Paladin
deck's mostly, and for good reason, seeing as how
almost every other card is an ability with those
guys. A drawback to this card however, is the second
part of its effect, which sends all cards you picked
up, back to the bottom of your deck, even if there
wasn't an ability there. All in all though, I've
slipped one into my deck, see how it works out, and
if I can time it just right to pull out an ability I
need, this card's gonna be seeing more and more play
Constructed: 4/5 (the drawback costs it the extra
Raid: No info yet...