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Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.12.07
Dead
End
Mikie
Lost!
Quest
During your turn, pay 3 to complete this quest.
Rewad: Put a unique Goblin ally token named Ringo
into play with 0 ATK, 1 health, and "At the start of
your turn, draw a card."
I'm seeing a definite trend in this weeks
cards... :)
This one, I'm not too thrilled about. Here is the
deal: You get a little 0/1 goblin in play that lets
you draw a card each turn. Sounds cool, right? And
it is. I'm not going to lie. I'm the insane guy
that'd play this card ALL THE TIME. But the problem
is that 1 health is WAY too easy to kill. A random
attack that you can't block, some crazy ability...
or even some not so crazy ability.
Unfortunately,
Ringo is just do darn easy to dispose of, making
this card a waste of time in most situations. There
is one upside, though. If you play this card, you
can be pretty sure that Ringo will be one of your
opponents first targets, so you can work that into
your strategy.
Sealed: 3/5 You won't get many protectors to keep
Ringo going, but your opponent probably won't get
many ways to pop him off once he comes out.
Constructed: 2/5 Ringo will die so fast in
constructed that being 'lost' and permanently
respawning 'lost' will be the least of his concerns.
Casual: 4/5 This is where Ringo will shine. I've
play A LOT of Casual games where players will let
anything go just to see what kind of fun effects it
will have. If your friends play like this (Mine
do), Lost! can make for some fun games.
Raid: 1/5 In all raids, Lost! will be next to
useless, as raid bosses and Ony have more than too
many ways to kill little loser allies with only one
health.
Be aware that I don't normally rate a card with a
1... I will usually have my reasons. I almost
NEVER hate a card, and if I do, I won't ever rate it
a 1 just cuz I don't personally like it. I will
always try to give my best reasons why I think the
card deserves a 1 out of 5. Feel free to flame me
at: darrishellbinde@yahoo.com
KJFJustice
LOST!
Poor Ringo. He’s lost, but while
he survives in your party, you draw a card at
start of your turn. He costs 3 on your turn
only to create. I don’t know, it’s hard to keep
1 health allies alive. Your opponent may just
ignore it for a turn or two, in which case
drawing 1 extra card is par for the game, but if
you get 2, then you’re ahead. But if not and he
attacks or uses an ability on it, then at least
you made him do something to get rid of the
token instead of attacking or using an ability
on your more important cards. You know, sort of
like a magnet that can’t destroy anything.
Except in a Shaman deck with Kal’ai where Ringo
then will have an attack number. Not too bad a
card.
Sealed: 3.0
Constructed: 2.5
Casual: 2.5
Raid:
1.0
turkeyspit
Lost!
No, we are not talking about that crappy TV show,
but a really interesting quest. During your turn,
Pay 3, and summon a token to the field with 0 ATK, 1
Health. If you can keep this little guy alive, at
the start of each of your turns you get to draw 1
card. Sweet!
Obviously this only works well in a control deck, as
it needs a constant stream of protectors to keep it
safe. Having said that, your opponent is almost
forced to destroy that token, which takes the
pressure off your Hero.
It also has decent synergy with Defias Brotherhood,
so you may see this card pop up in a Smurf deck near
you!
--------------------------------------
Sealed:
2/5 - You may not have sufficient protectors to make
this card viable.
Constructed:
4/5 - If you plan with this card in mind, it can
become a powerful draw engine for you.
Casual:
4/5 - See Constructed
Raid:
2/5 - Your Protectors are better suited to
protecting your Hero.