Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 01.09.08
Boat to Booty Bay
Unlike the neutral ability
that we reviewed yesterday, this card can really be
useful. It has a decent cost of four and a free
activation. During your turn you can exhaust it to
"hide" one of your allies on it. The obvious thing
to do is to use this power on an ally that is on the
verge of dying to save it
– when you
destroy the boat, it will return to without any
damage. The second usage of this card is to hide
under it an ally with a powerful "when [this] enters
play" effect, like Ghank who kills a target
exhausted damaged ally or, even better, Weeble who
lets you draw two cards when she enters play. You
can also respond to an opponent’s combat trick or
removal, but, unfortunately, only during your turn,
that’s what keeps the card from being too good. And
the fact that your Boat to Booty Bay can be
destroyed with the allies on board is scary –
just think of the card disadvantage it can create!
Sealed: 4/5 Of course,
it’s not a first pick, but in the format where the
creatures are your main power and the deck contains
less cards than in constructed (remember, the card
is unique), you will certainly have access to it.
Plus, in sealed it’s harder to get a lot of
ability-removals, so taking your allies to Booty Bay
might be a good trick. Moreover, this card is
neutral and can fit into any deck.
Constructed: 2/5 This
card seems to me too slow for constructed. But the
biggest problem with it is that the constructed
decks are already prepared to destroy your abilities
(especially unattached ones) and surely have some
removal for this one.
Casual: 3/5 Just like
sealed, casual relies heavily on the creatures and
the casual decks may not be prepared to deal with
the abilities. Plus, casual is the best format to
experiment with the interesting cards like this one.
Raid: 2/5 If you could
activate this on your opponent’s turn, that would be
nice, but you can’t, so I don’t think it’s a good
card for a raid
– the healers
must be occupied with the treatment of your
creatures, not some risky cards.
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