Pojo's Warcraft news, tips, strategies and more!

Warcraft Home
Message Board
Pojo's Books

Card Game
Card of the Day
TCG Strategies
Top 10 Lists

Base Set Spoiler


Contact Us

Yu Yu Hakusho
Harry Potter
Vs. System

This Space
For Rent

Pojo's World of Warcraft TCG
Card of the Day

Psychic Scream


Card Number - 85/361

Card Rating:

Sealed: 2.00
Constructed: 2.00
Casual: 3.20
Raid: 2.20

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

Date Reviewed - 03.29.0


aka Warchief Thrall
Psychic Scream
Instant Ability
Cost: 6
Restriction: Priest

Each opponent puts three allies from his party into their owner's hands.

And today another card that is pretty useless, it costs to much for the effect it does.
Bouncing allies back in to your opponents hand may help you in this and maybe the next turn, but in the long run is does nothing for you.

Just leave this card in your trade pile and move on to the next.

Sealed: 2/5
Constructed: 1/5
Casual: 2/5
See you on the Battlefield
Warchief Thrall
Paschendale Psychic Scream
Cost 6
Instant Ability – Shadow
Each opponent puts three allies from his party into their owner’s hands.

OK today we have priest shadow ability and it’s a pricy one at 6 but I do think it has a place in the WoW competitive play.

The biggest problem with selling a 6+ cost card to a person is making them believe they can make it to turn 6 to use it. The great thing about the priest class is they can make it to turn 6 and they have a great many reasons to want to put cards back into their opponent’s hands.

Ok so you return 3 allies to your opponents hands now what… the mind attacks come to mind… there are also horde allies who can mess with a hand and in all reality once you make your opponent discard these allies you have effectively killed them. So now you’re asking how priest gets to turn 6 to use this… Well with solid cards like shelter the flock and a good row of defensive allies you can hold the fort until turn 6 at which point you bounce your opponent and romp all over his hero. This is a very simple card and it is a solid fit in a shadow priest deck or even as a surprise in a holy priest deck. Stacking 2 in your side board and rotating them in after the 1st game might give your opponent some pause and then rotating them out for your 3rd game might really mess with his mind. This can be one of those mental battle cards by playing one in game 2 you might convince your opponent your playing with 3-4 when your only playing with 2 and make him worry about dropping a lot of allies who might just be returned to his hand alter on.

There are some fun things you can do with this card and it has a lot to offer.

Sealed (3): A solid rare pull in sealed that can really help a priest deal the pain late game.
Constructed (3): It has a place in the shadow decks but I would not play with more than 2 and I might even just put them in my side deck.
Casual (3): It is a very fun multi player card. Having 2-3 opponents bounce 3 allies each is a blast.
Raid (2): There are much better ways to deal with whelps.

By: Paschendale
“Tell the tale of Paschendale” – Bruce D.
Ca$hflow Thursday:
Psychic Scream(Priest Ability)
Cost 6
Ability: Each opponent puts three allies from his party into their owner's hands.
Today's review is short and sweet. This card can be good if you dont have alot of options, but i would strongly suggest playing a Mind Blast. Its cheaper and its effect is alot stronger.
Sealed: 3/5
Constructed: 2/5
Casual :2/5
Raid: 4/5
"If it ain't Ca$hflow, then it's not what it seems"

This will be one of my shortest reviews...

"this card is NOT good!"


Constructed: 1/5

Casual: 1/5

Raid:2/5 (kill 3 whelps)
Your friendly Neighbor-HOOD *Spydaman* a.k.a. I'm Wassup
Sovelin Psychic Scream
Priest Instant Ability
Cost: 6
Each opponent puts three allies from his party into their owners' hands.

Today we are looking at one of my favorite Priest abilities. Let's say your trying to finish off your opponent, but you just can't get through the army of protectors. Psychic scream lets you clear the field and swing away. The best part? It's an instant! Your opponent thinks he has the game. He pays 6 for Moko and declares an attack, you send Moko straight back. During your turn you have a clear field. Here's another excellent scenario. Your opponents has 4 allies out and throws down a The Defias Brotherhood. Return three of his allies and he can no longer activate his quest. This card is solid control, and is a definite must in any priest build. The only problem with it is that it doesn't destroy anything, so your opponent can re-summon all of his allies next turn. If you are really having trouble with your opponent having a huge ally (like Moko's or Infernals) then you're better off with a vanquish, which gets rid of the card. Psychic scream is best used if you can finish your opponent that same turn and just needed to clear his protectors.

Sealed: 1.5/5 (Cost is really high, and your opponent will be running enough allies that this card shouldn't bother him too much.)

Constructed: 3.5/5 (Excellent finisher, though it doesn't destroy anything. Vanquish may be a better option.)

Casual: 4/5 (Definitely a card to try out. Run a full set and see how far you can push your opponent.)

Raid: 1/5 (Congratulations, you just destroyed 3 whelp tokens at the cost of 6 resources. Now watch as Onyxia sends the other 12 Whelps at you.)

Lazy Peon: N/A

Fredrik Garnvall

WoW TCG Player / Judge Lv1
Sweden :-)

Psychic Scream

Mass bounch of allies for 6 resources and got instant cast. I like the sound of that.

This gives the Priests out there some extra control/destruction. It will keep big allies at bay, while you prepare for their next apperance. This card could be considerd something like Green Whelp Armor, an aggro controller. Combine this with one or two Mind Spikes, and you might hit one of the allies you put back into your opponent’s hand. Those moments are sweet.

Often it might be too expensive to cast, but once you pull it of, it will be worth the wait. And remember to use it at the right moment, since it is after all your opponent who chooses which allies that are going to jump back into the hand. Overall, it is a good control card. Though, against the dragons whelps, I would prefer someting else.

Constructed: 3.5/5
Sealed: 3/5
Casual: 4/5
Raid: 1.5/5



Copyrightę 1998-2007 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.