Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 05.23.07
SpoonMan
Touch of Chaos
A Wand! So you
can have a Sword, a Grimoire and a Wand now. The
casters are gearing up. And this is no token item:
Touch of Chaos is awesome in any deck with plenty of
strong abilities…aka the caster classes. Warlocks
will have an extra Life Tap or ally killing spell
every turn, Mages can stop even more stuff happening
with extra Frost Novas and Counterspells, and
Priests can wreak even more havoc on the opponent’s
hand. This one even comes in handy in a raid if
somehow you rig the Mage’s graveyard for Frost
Novas/Counterspells only and cycle them back to
really frustrate Onyxia.
Constructed 4/5
Casual 4/5
Sealed 4/5
Raid 4/5
Dead
End
Mikie
Touch of Chaos
Weapon- Wand, Wand (1)
Classes: Mage, Priest, Warlock
6 cost, 1 Strike, 1 ATK (shadow)
When Touch of Chaos enters play, remove all ability
cards in your graveyard from the game.
At the start of your turn, choose at random one of
the ability cards you removed from the game this way
and put it into your hand.
OK, first things first... I love this picture.
Something about a Zombie holding a Skeletons arm as
a weapon... classic... :)
With that said, on to the review. I think Touch of
Chaos is a really cool card. I mean, I can't really
see any way to tell strategy with it, cuz its pretty
cut and dry. You get free (random) ability cards
back from your graveyard. Another benefit is that
this card is only a 1 strike cost and 1 attack.
Granted, you don't wand your caster in Combat, but
its there if you need it, and its cheap. The
downside, is that its turn 6 to play. This gives you
6 turns at least to put Ability cards in your
graveyard, but it may be a bit to slow to keep you
alive.
Sealed: 2/5 Too slow, and you may not have enought
ability cards to make it useful.
Constructed: 3/5 Again, too slow. But here, at least
you'll have more abilities that you can use with it.
Casual: 4/5 Games tend to go on longer in casual, so
this card may be able to see consistant play here.
And besides, it is just such a cool damn card that
people will play it here just cuz of cool factor. :)
Raid (Onyxia) 3/5 Here, Touch of Chaos may be
somewhat useful. If you are playing a Mage and use
it, getting back Frost Nova can be crazy amazing.
W.A.Y.S.
Next is Touch of
Chaos. Firstly, its cost is a somewhat steep 6, but
given its ability you wouldn't want to throw it down
'til mid to late game anyway.
Damage is weeny 1, but hey it's a damage point.
Lastly, the strike cost is 1. The damage can be
tacked on if you have an extra resource at the end
of your turn or on defense on your opponent's turn.
On stats alone this card is expensive but the damage
is relatively cheap for a spellcaster. But if your
run this wand then chances are you're running it for
its ability.
The more abilities you've used then the more bang
for your buck. You essentially draw one extra card
for X amount of turns and you can always count on it
being an ability. With a mage that means extra fire
power (no pun intended). A priest means more healing
or shadowy damage. A warlock means recursion of all
that annoying crap that they have already done to
you during the game.
Sealed: 2.5 out of 5 - Okay damage for spellcaster
but you probably won't get a whole lot of abilities
for its effect.
Constructed: 4 out of 5 - Some people might use it,
some won't. Its still a good card especially with a
whole slew of abilities.
Casual: 4 out of 5 - Pretty much the same as
constructed, just more trash talk.
Raid: 3.5 out of 5 - I would opt for other cards
against the Dragon queen thing, but its still a
solid choice.