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document updated 17 years ago, on May 7, 2007
Cards that are kind of absurd, and probably won't be used in games very often at all, but when they
do, may give the owner a clear and decisive advantage.



Rise to the Challenge (Ability <15>)
    Attach to your hero and remove all damage from it.; Draw cards until you reach your maximum hand size.; Ongoing: Your hero has +10 health.

Ivus the Forest Lord (Alliance Ally <14>)
    Each opposing ability, ally, and equipment can't ready during its controller's ready step.
    (you pay 1 less to play Ivus for each non-token Alliance ally in your party)
    
Lokholar the Ice Lord (Horde Ally <14>)
    At the start of each opponent's turn, Lokholar deals 2 frost damage to each hero and ally in that player's party. A character dealt damage this way can't attack this turn.
    (you pay 1 less to play Lokholar for each non-token Horde ally in your party)

Thunderfury, Blessed Blade of the Windseeker (Weapon <9>, <5> to use)
    When you strike with Thunderfury, choose up to five heroes and/or allies. Your hero deals 5, 4, 3, 2, and 1 nature damage to them, respectively.


World in Flames<8> + Pyroblast<8>
    WiF doubles fire damage.  Even better, WiF STACKS, and so 2xWiF = 4x damage, 3xWiF = 8x damage.


=== Not too crazy ===
Field Commander Olinnae (Alliance Ally <7>)
    Protector; All other allies in your party have protector.

Panax the Unstable (Horde ally <5>)
    Pay X, Destroy Panax --> Panax deals X arcane damage to each ally.