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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 - 02.26.08
Dead
End
Mikie
Well, its been
quite the break... I apologize for having missed the
last few weeks. My girlfriends sister was hit by a
truck (SHE was hit, not her car), so I've been
helping out and thats left little time for this fun
stuff. BTW, she is OK (if you consider broken bones
OK...). On to the cards!!
Barkskin (Druid)
1 cost Instant Ability- Balance
Ongoing: Your ability, ally, and equipment cards
can't be interrupted.
Joy of joys! Your stuff can't be
countered! Hot times! While this isn't overly
powerful, for the cost of one resource, it can save
you alot of hassle in Constructed. Thats really
about all there is to this one. :)
Sealed: 2/5 Not totally useless, but there are less
chances your stuff will be interrupted here anyway.
Constructed: 4/5 Your cards can't be interrupted.
Its that simple. Play one or 2 of it if people like
to 'counter' your cards. :)
Casual: 3/5 Not a partuclarly FUN card, and really,
not much in the way of anything special for
multi-player use.
Raid: 2/5 Again, not totally useless, but you can
find MUCH better stuff for a raid.
Ivnmetal
Hello
everyone!.
I`m Ivnmetal
(Nickname) and welcome to my first card of the
day. Today´s card is from the newest Set in the
TCG called "Barkskin".
Druid/Cost
1 /Ability
Ongoing: Your ability,
ally, and equipment cards can't be interrupted
I have seen
this card used in 2 out of the 3 Druid builds.
Meaning, Boomkin and Control types,not sure
about Feral.I feel this card most likely is a
Side-Board card instead of Main Board, even tho
it won't hurt running 1 or 2. What I love about
this card is that it makes your "everything" (Ability,Equips.,and
Allies),not interrupted and it only cost 1!
Hell,it's good vs. Mage too and you know what?
They won´t know what him them!. But really
people, try this card. You won't regret it.
Rating:
Constructed:4
Limited:2
Raid:1
Casual:3
Art:4/5
Jimby
Barkskin
Druid 1 cost ability
Druids seem to rely on their forms, with this in
mind, I can not see taking a spot away from some
of the key forms abilities. The mage deck with
their many interrupts are problematic, but they
are not seeing a lot of play in my area.
Rouges, hunters and warriors have limited
interrupts and the odds of pulling one to
interrupt a key druid ability seem great.
Sealed: 2/5 Not much can interrupt you in MOL,
the occasional Nether Fracture. Not worth a
slot.
Constructed: 2/5 Druids rely on speed and
forms, can not see this ability taking away a
slot.
Casual: 3/5 More fun decks are created, try it
you may find a use for it.
Raid: 2/5 Most Raid Bosses will melt, sweep
away or simply destroy ongoing abilities, can
not see it being