Each opponent puts three allies from his party into
their owner's hands.
And today another card that is pretty useless, it
costs to much for the effect it does.
Bouncing allies back in to your opponents hand may
help you in this and maybe the next turn, but in the
long run is does nothing for you.
Just leave this card in your trade pile and move on
to the next.
Sealed: 2/5
Constructed: 1/5
Casual: 2/5
Raid:1/5
See you on the Battlefield
Warchief Thrall
Paschendale
Psychic Scream
Cost 6
Priest
Instant Ability – Shadow
Each opponent puts three allies from his party into
their owner’s hands.
OK today we have priest shadow ability and it’s a
pricy one at 6 but I do think it has a place in the
WoW competitive play.
The biggest problem with selling a 6+ cost card to a
person is making them believe they can make it to
turn 6 to use it. The great thing about the priest
class is they can make it to turn 6 and they have a
great many reasons to want to put cards back into
their opponent’s hands.
Ok so you return 3 allies to your opponents hands
now what… the mind attacks come to mind… there are
also horde allies who can mess with a hand and in
all reality once you make your opponent discard
these allies you have effectively killed them. So
now you’re asking how priest gets to turn 6 to use
this… Well with solid cards like shelter the flock
and a good row of defensive allies you can hold the
fort until turn 6 at which point you bounce your
opponent and romp all over his hero. This is a very
simple card and it is a solid fit in a shadow priest
deck or even as a surprise in a holy priest deck.
Stacking 2 in your side board and rotating them in
after the 1st game might give your opponent some
pause and then rotating them out for your 3rd game
might really mess with his mind. This can be one of
those mental battle cards by playing one in game 2
you might convince your opponent your playing with
3-4 when your only playing with 2 and make him worry
about dropping a lot of allies who might just be
returned to his hand alter on.
There are some fun things you can do with this card
and it has a lot to offer.
Sealed (3): A solid rare pull in sealed that can
really help a priest deal the pain late game.
Constructed (3): It has a place in the shadow decks
but I would not play with more than 2 and I might
even just put them in my side deck.
Casual (3): It is a very fun multi player card.
Having 2-3 opponents bounce 3 allies each is a
blast.
Raid (2): There are much better ways to deal with
whelps.
By: Paschendale
“Tell the tale of Paschendale” – Bruce D.
Ca$hflow
Thursday:
Psychic Scream(Priest Ability)
Cost 6 Ability:
Each opponent puts three allies from his party into
their owner's hands.
Today's review is short and sweet. This card can be
good if you dont have alot of options, but i would
strongly suggest playing a Mind Blast. Its cheaper
and its effect is alot stronger.
Sealed: 3/5
Constructed: 2/5
Casual :2/5
Raid: 4/5
"If it ain't Ca$hflow, then it's not what it
seems"
Psychic Scream
Priest Instant Ability
Cost: 6
Each opponent puts three allies from his party into
their owners' hands.
Today we are looking at one of my favorite Priest
abilities. Let's say your trying to finish off your
opponent, but you just can't get through the army of
protectors. Psychic scream lets you clear the field
and swing away. The best part? It's an instant! Your
opponent thinks he has the game. He pays 6 for Moko
and declares an attack, you send Moko straight back.
During your turn you have a clear field. Here's
another excellent scenario. Your opponents has 4
allies out and throws down a The Defias Brotherhood.
Return three of his allies and he can no longer
activate his quest. This card is solid control, and
is a definite must in any priest build. The only
problem with it is that it doesn't destroy anything,
so your opponent can re-summon all of his allies
next turn. If you are really having trouble with
your opponent having a huge ally (like Moko's or
Infernals) then you're better off with a vanquish,
which gets rid of the card. Psychic scream is best
used if you can finish your opponent that same turn
and just needed to clear his protectors.
Sealed: 1.5/5 (Cost is really high, and your
opponent will be running enough allies that this
card shouldn't bother him too much.)
Constructed: 3.5/5 (Excellent finisher, though it
doesn't destroy anything. Vanquish may be a better
option.)
Casual: 4/5 (Definitely a card to try out. Run a
full set and see how far you can push your
opponent.)
Raid: 1/5 (Congratulations, you just destroyed 3
whelp tokens at the cost of 6 resources. Now watch
as Onyxia sends the other 12 Whelps at you.)
Lazy Peon: N/A
Fredrik
Garnvall
WoW TCG Player /
Judge Lv1
Sweden :-)
Psychic Scream
Mass bounch of allies for 6 resources and got
instant cast. I like the sound of that.
This gives the Priests out there some extra
control/destruction. It will keep big allies at bay,
while you prepare for their next apperance. This
card could be considerd something like Green Whelp
Armor, an aggro controller. Combine this with one or
two Mind Spikes, and you might hit one of the allies
you put back into your opponent’s hand. Those
moments are sweet.
Often it might be too expensive to cast, but once
you pull it of, it will be worth the wait. And
remember to use it at the right moment, since it is
after all your opponent who chooses which allies
that are going to jump back into the hand. Overall,
it is a good control card. Though, against the
dragons whelps, I would prefer someting else.