(1) >>> Remove target ally card in any graveyard
from the game. If you do, Ophelia Barrows heals 1
damage from herself.
Card Number -
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 12.19.06
This card I've had my eye on for a bit. The ability
to remove any creature from a grave from the game is
a nice, being as Chasing A-Me 01 is a popular card.
This is also one of the support cards to Taal I
refered to. It protects, which is something useful
that horde doesn't do and it can take a decent hit.
It heals by itself too, making it one of the better
protectors horde has. This is only a good protector
though, not a good attacker. Not the worst attacker
though but not very good.
Constructed: 3/5 (self-heal and beefy protector,
Sealed: 2/5 (independent cards like these are
useful, however it only suits the function of
Raid: 3.5/5 (it can take an ony blow and possibly
survive, thats something most protectors don't do)
Next up, on protector week, is Ophelia Barrows. She
doesn’t look like much, but if she were in a zombie
movie, she’d be the nasty one at the end, that you
can’t get rid of, until you dropped a building on
Ophelia Costs 4 to play, and has a decent 5 defense.
The 1 point attack strength is not much, but that’s
not typically why she’s in the deck. She’s a
defender. Her added bonus comes from her effect. Pay
1 and remove an ally from a graveyard – either
graveyard – and gain 1 health back. She’s not just a
defender, but a healing defender, who can eliminate
fallen allies from your opponent’s graveyard,
thereby eliminating the opponent’s ability to bring
their nasty allies back. She has field presence, and
an effect that limits your opponent’s options.
Draft: 4.0 – Ophelia is very hard to get rid of,
especially in draft, where power cards that simply
eliminate allies are scarce. Take her.
Constructed: 4.5 – She combos sooooooo nicely in a
couple of decks I’ve seen. Put her in a control
Warlock or Priest deck, then after your opponent
discards, remove pesky allies from the game. No
Chasing A-Me for you! Then there’s a Warrior
construct. It doesn’t sound right, at first, to put
a 1 point attacker into an aggressive deck. But she
has staying power. And while she stays around,
defending your hero, you can draw into Battle Shout,
an ongoing ability that boosts your allies attack
strength by 1. Put a couple of those out, and
Ophelia becomes downright scary.
Raid: 1.5 – Meh…Onyxia doesn’t even bother to eat
allies. She just blows them off the field. Not that
you shouldn’t try a few protectors against her, just
not ones that cost you 4 to play.
Okay guys, today's card is somewhat similar to
yesterday's card (Pavrik), an ally with Protector
ability. This card's effect is an interesting one
though. At the cost of 1 resourse, you're able to
remove any target ally from the graveyard from the
game. And in the course of doing so, Ophelia heals 1
damage from herself. I see a lot of potential use
for this card really. Her ability to take hits from
your opponent's attacks is a plus already, saving
one of your own allies in the process. Now, you'll
need to exhaust 4 resources to bring her out, and
her Attack power of 1 isn;t really all that great,
but what you'll be using is the healing and removing
effect, cutting off your opponent's choices.
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