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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 - 09.14.07
Dead
End
Mikie
The Fare
of Lar'korwi
Quest
Pay 3 to complete this quest.
Reward: Ally cards in your hand are instant this
turn until you play an ally.
Uh... huh. Well, this one isn't as useless
yesterdays. Actually, I kinda like this one. Just
cuz its quirky. :)
Pretty much, you ideally want to do this on your
opponents turn to drop a blocker when they aren't
really expecting one. Or if an ally has a 'comes
into play ability' that will mess your opponent up
when they attack.
Sealed: 3/5 While not amazingly useful, if you get
lucky, this card can ruin your opponents game.
Constructed: 3/5 In the right deck, this card can
be a great way to keep you alive, or to throw your
opponents plans off.
Casual: 4/5 Fun times with this card in Casual.
nothing like randomly dropping guys on your
opponents turn to see there reactions...
Raid: 3/5 Not particularly useful, but could make
for some fun situations.
KJFJustice
THE FARE OF LAR’KORWI
This card has a nice chilling
effect. Pay 3 to make allies instant this turn
until you play one. Make your opponent think
twice when you do the quest. The problem here
is you have to have resources available on your
opponent’s turn to pay the quest and summon the
ally. So generally, you’ll be doing little on
your turn if you want to use this quest and
summon the ally on your opponent’s turn. If you
want to surprise your opponent with a protector
like parvink, that could work I guess.
You could also use it to summon
an alliance ally with an exhausting power at the
end of your opponent’s turn. Then you can use
that power immediately at the start of your turn
without your opponent getting a chance to stop
it. Hmmm. Primalist Naseth anyone??
This card could have some pop, but
seems too expensive. 1 or maybe even 2 cost would
seem ok, but 3 makes it hard to use.
Sealed: 2.5
Constructed: 2.5
Casual: 3.0
Raid: 2.0
turkeyspit
Fare of Lar'Korwi
I find this card interesting, as it can make cards
with Activated effects more viable. Being forced to
wait a whole turn before you can exhaust an Ally and
get it's effect means you have to protect it from
your opponent.
By paying 3 and completing this quest, you can then
summon a card like Chromie at the end of your
opponent's turn, and then use her effect during your
next turn. Sweet!
Not a Quest for everyone, but I can see some nice
combos with this card.
------------------------------------------
Sealed:
1/5 - Purely a combo based card
Constructed:
3/5 - You can plan some brutal combos with this card
Casual:
3/5 - See Constructed
Raid:
1/5 - Combo decks don't fare as well against Raid
decks.