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Card of the Day

Gift of the Elven Magi

(2), [Activate], Exhaust your hero >>> Look at the top card of your deck. If it's an ability card, you may reveal it and put it into your hand.

Card Number - 322

Card Rating:

Sealed: 2.5
Constructed: 2.83
Casual: 3.5
Raid: 3.5

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 12.14.06


Gift of the Elven Magi

This is a great card for Warlocks, Mages, and Priests. They don't do much exhausting anyway, so might as well pay 1 and have a chance to get an ability! Even if you don't, you have knowledge of your next card which can be a very good thing. I'd put a few in any cast decks that have extra spaces.

Sealed: 2.00 - Probably have less abilities, but you can always look at your next card. I'd save the slot for something else though probably.

Constructed: 3.50 - If you're playing a Priest, Mage, or Warlock, this card helps. If not, it's not so good.

Casual: 3.50 - Same as constructed.

Raid: 3.50 - It helps to get some heals out if you're a healer, and you need those heals. For Warlock, Mages, and Shadow Priests, it help you deal damage and make Onyxia discard; when Onyxia only has 2 copies of every card in an umodified deck, discard helps.
Aganej2 Gift of the Elven Magi

This is an interesting card, because it can give you a draw and if nothing else help you plan out your next turn. The classes this weapon is accessible to are normally fully stocked with abilities so this card can be quite useful because it would then become a reliable draw condition. That is where the advantage ends though, this is really not a weapon, it's more of an ongoing ability that happens to be able to deal 1 melee damage. As a weapon it fails miserably but as an ability this card can really work if played with experience.

Constructed: 3.5/5 (if the weapon side of it were better, so would this rating)

Sealed: 3/5 (card draw is good, but chances are you wont pick up an ability that will get you to win)

Raid: 3.5/5 (to draw an ability to hinder or kill ony is pretty useful)
Knightwing Today's card we're gonna look at is called Gift of the Elven Magi. It's a Rare Weapon, and a Dagger. It's also a Melee weapon, limiting it's playability in decks with close combat weapons. Bringing out the weapon itself will cost 1 resourse, with an attack 'power' of 1, and a strike cost of 4. However, the effect itself is what makes this card shine a bit more above the rest. Firstly, having to pay 2 resources, exhausting the weapon, and your hero as well, you would be able to look at the top card of your deck and if it's an ability card, reveal it and place it into your hand. This card would probably go great in a Paladin deck I recently saw in play, with an "I Stand Alone" theme, where the player kept on drawing ability after ability. But I digress. This dagger could be useful, but Im thinking in a Druid Hero deck, where you're able to ready the Hero time and time again

Construced: 3/5
Limited: 2/5
Raid: None yet


Cost of 1, I like. But a swing cost of 4 to deal 1 point of damage? You gotta be kidding me. What does that say about the fantasy world of this game? Is this some super heavy dagger? Or do we pretend the extra swing cost is due to the blade’s magic ability focusing power, detracting from the hero’s ability to fight? You decide. I’m going on to the effect.

An effect cost of 2 is cheap for a draw, but exhausting your hero is only cheap for some of the classes. You don’t see many Mages, Priests, or Warlocks exhausted for other reasons. But Shaman and Druid players wind up with exhausted heroes, through swinging or protecting, and won’t be able to make use of the draw. I guess either Shaman or Druids could use of the weapon, for its draw power, early game, then poke at the opponent if they had to. But it fits better with Mages, Priests and Warlocks – and at that, I’d say Mooncloth Robe is a better choice for those three classes.

I also notice there is no ‘flavor text’ on this card, and am suggesting one of the following;

“When did the elves start forging with lead?”

“You carried that to battle? You must be stronger than I thought.”

Draft: 3.0 – You’ll be lucky if you pull this and draft a class that can use this. But if you do, the draw power will help.

Constructed: 3.5 – Great for all, early game. It is versatile late game. Mid game…it makes a nice resource.

Raid: 2.5 – As always, if you can keep it out, against the dragon, great! A mage or priest equipped with this will certainly be more effective. But that damn dragon exhausts our heroes so often, even if the weapon is on the field, your hero might already be exhausted.



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