Instant Ability – Enhancement
Attach to one of your Melee weapons.
Ongoing: Attached weapon has +2 ATK.
Your hero has protector.
Ok I’m going to say this and you can like it or not
but I love this card. I mentioned in Yesterdays
review that I liked getting more out of a card than
just one thing and this card offers plenty.
Let’s examine its many wonderful qualities. First
off its cheap really it is 2 for 2 damage and that’s
ok that’s not a bad trade at all. Second good thing
is it stays on table so you can use it again later
meaning this card has a hidden DOT (damage over
time) effect. Then the kicker is it makes your hero
a blocker… I don’t know if this is rooted in the
online game? I have never seen Shaman played before
but does this power or something like it improve a
shamans defensive capabilities some how? So you are
getting Damage and protector off a card.
So all these things are great but how do I maximize
this cards potential… Wind Totem and a dagger.
There you go its going cost you 2 for the dagger
which will do only 1 damage a turn but that’s ok so
long as it swings for 0. Then you use the Wind totem
to ready your hero and a weapon to make another
swing. So it looks like a big combo but don’t worry
everything can for the most part act on its own, you
don’t need to have all 3 cards out it is just really
cool if you do have them out. So you have a dagger
that hits for 1 twice a turn… that’s only 2
damage, not great especially on turn 4 but wait. You
can play multiple versions of this card on your
Shaman… so lets say on turn 4 you only get to do 3
damage if you play another on your turn 5 your going
be smacking your opponent for 10 damage at a low low
cost of only 3 resource… This leaves resources open
to do other wonderful things like frost shock to
dangerous allies. The next turn you’re going do 10
more damage for 3 more resources and on turn 7 your
game is over unless your opponent has done some
major healing. Aggressiveness is rewarded in this
game and this can be a very aggressive card.
The thing that scares me the most is the Alliance
Shaman coming in the next set has Enhancement
specialty and I don’t even want to know how that
might affect this card.
Sealer (4): Weapons are plentiful and making them
hit for more and giving your hero protector is very
Constructed (4): This card offers offense and the
potential for defense, it is DOT and an asset in a
shaman weapon deck.
Casual (4): This can be a very fun card to play with
you can make a large weapon even larger or you can
make a fun healing armor/weapon Shaman and just run
around with him.
Raid (2): If you are playing Shaman you probably
don’t want to block the dragon and ongoing abilities
have a very short lifespan against the Dragon so I’m
marking this card low.