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Spirit Healer
Card Number -
HOA-169
Card Rating:
Sealed: 1.33
Constructed:
Casual: 3.50
Raid: 2.33
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.30.07
KJFJustice
SPIRIT HEALER
Hello everyone. This is my first card of the day
review, so I think I’ll start by giving you a little
information about me. My full name is Keith John
Ferrara. I’ve been using the online nickname of
KJFJustice (see what the K.J.F. is for...)
everywhere since AOL 1.0 came out. Ya, that’s a long
time ago. I’d bet most of you readers weren’t even
born yet. I’ll tell you later what the Justice in my
name is for. I’m one of the lucky ones that got to
pick a name that wasn’t forced to have a bunch of
random letters or numbers in it way back in the
beginning of time. I’m kind of proud of that, and of
my children. I’ve got a boy 8, and a girl 6. They
mean everything to me and when my boy decided he
wanted to play Yugioh a few years ago, my wife and I
jumped in. I’ve been a gamer since good ole pong
came out when I was 7, and since I love card games,
I got immediately hooked when I started playing.
I’ve since gone on to play Yugioh and WOW, and judge
both games here in California.
I’m very familiar with the idea behind WOW. My
personal belief is that the people who are behind
this game (and other Dungeon and Dragons type games)
are getting their inspiration from other, older
games. One of those may be a board game called
Talisman. I’ve got a version in my garage. I can’t
wait until we review the card Staff of Dominance,
because it’s almost identical to one of the Talisman
cards, Staff of Mastery, including the picture! I’ll
show you then. But for now, on to the review.
Spirit Healer is a card that saw little play when
Heroes of Azeroth came out. It is a combo card
because it does nothing to the game on its own.
There must be allies in a grave for anything to
happen. If so, each player brings one out at the end
of their turn with basically 1 health on it. So then
the big question becomes this... Before turn 8 hits
and you drop this on the field, what can you do to
maximize the value of ally targets in your graveyard
and minimize your opponent’s targets in theirs, all
while keeping your hero alive and maybe keeping some
kind of field presence?? Well the answer to that was
little to nothing when we only had Heroes of Azeroth.
But with Dark Portal, it got a little better. I hope
FoO will give us even more combo situations to abuse
Spirit Healer with.
Some current useful combo cards include:
-Ophelia Barrows- Reduce the opponents targets to
nothing.
-Shawn of the Dead from FoO- Steal an ally or two
from your opponent so hopefully he can’t bring them
back with Spirit Healer.
Helwen for Warlocks- Take control of whatever they
revive.
-Ritual Sacrifice for Warlocks- Bring something
back, blow it up and do 1 damage. The problem here
though is if you spend the effort to bring something
back, then blow it up to do one damage to an ally
that your opponent gets with Spirit Healer and kill
that, then it’s just a wash and you’re wasting your
time.
-Brother Rhone- It’s only got 1 health, so bring
back that wall and force your opponent to waste an
attack or an ability to destroy it again.
-Any healing card that can heal the ally you bring
back.
-Lady Kath- heals all damage from the ally you get
back. (When end of turn starts, chain the effects
together. Just put her effect as step 1 and Spirit
Healer as step 2. You resolve S.H. and get your
ally, then Lady Kath’s effect resolves and gives it
a transfusion.)
- Gertha the old crone- Free fodder for her power.
There are more, and may be even more after FoO comes
out.
Sealed: 2.0
Constructed: In a deck built around it- 4.0. Still
kind of expensive.
Casual: 3.0
Raid: 1.0 Would be great if you could keep it on the
field. Impossible in raids.
turkeyspit
Spirit Healer
One of the more brutal combo cards for Warlock
decks, Spirit Healer can easily tip the scales of
battle. Normally combined with Infernal, Spirit
Healer allows a Warlock to summon an Ally from their
graveyard to the field each turn, while ensuring
that any Ally their opponent summons via the same
effect on their turn, will swiftly die due to
Infernal's effect.
At 8 cost, this card takes some time to set up, but
the combo is ridiculously easy to pull off. Using
cards like Exchange of Silk, a Warlock player can
ditch Infernals or Lokholar the Icelord to the
Graveyard, and then recur it for free at the end of
their turn.
Given the fact that Warlocks have lots of protection
from cards like Sarmoth, in a few quick turns, a
Warlock can easily lockdown an Aggro-type opponent.
---------------------------
Sealed:
2/5 - A combo card suited for only certain decks.
Constructed:
4/5 - A brutal form of Warlock lockdown.
Casual:
4/5 - Your opponent may not be properly prepared to
handle the combo.
Raid:
5/5 - Since Whelps/Minions are removed from play,
the RAID player will see little benefit from this
card.
Dead
End
Mikie
Spirit
Healer (Any class)
8 Cost,
Ability
Ongoing:
At the end of each players turn, that player may
put an ally card from his graveyard into play
with damage on it equal to its health minus 1.
On the whole,
I’m not a big fan of this card. For starters,
too expensive, and it helps your opponent just
as much as it does you. I don’t really have too
much to say about Spirit Healer.
Sealed: 1/5
WAY too expensive.
Constructed:
1/5
Casual: 3/5
Like I always say, Casual is about fun and
sometimes strange decks. This card could make
it in Casual.