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Pojo's World of Warcraft TCG
Card of the Day

Touch of Chaos


Card Number - TDP-284

Card Rating:

Sealed: 3.00
Constructed: 3.50
Casual: 4.00
Raid: 3.50

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

Date Reviewed - 05.23.0



Touch of Chaos

A Wand! So you can have a Sword, a Grimoire and a Wand now. The casters are gearing up. And this is no token item: Touch of Chaos is awesome in any deck with plenty of strong abilities…aka the caster classes. Warlocks will have an extra Life Tap or ally killing spell every turn, Mages can stop even more stuff happening with extra Frost Novas and Counterspells, and Priests can wreak even more havoc on the opponent’s hand. This one even comes in handy in a raid if somehow you rig the Mage’s graveyard for Frost Novas/Counterspells only and cycle them back to really frustrate Onyxia.

Constructed 4/5

Casual 4/5

Sealed 4/5

Raid 4/5

Touch of Chaos

Weapon- Wand, Wand (1)

Classes: Mage, Priest, Warlock

6 cost, 1 Strike, 1 ATK (shadow)

When Touch of Chaos enters play, remove all ability cards in your graveyard from the game.

At the start of your turn, choose at random one of the ability cards you removed from the game this way and put it into your hand.

OK, first things first... I love this picture. Something about a Zombie holding a Skeletons arm as a weapon... classic... :)

With that said, on to the review. I think Touch of Chaos is a really cool card. I mean, I can't really see any way to tell strategy with it, cuz its pretty cut and dry. You get free (random) ability cards back from your graveyard. Another benefit is that this card is only a 1 strike cost and 1 attack. Granted, you don't wand your caster in Combat, but its there if you need it, and its cheap. The downside, is that its turn 6 to play. This gives you 6 turns at least to put Ability cards in your graveyard, but it may be a bit to slow to keep you alive.

Sealed: 2/5 Too slow, and you may not have enought ability cards to make it useful.

Constructed: 3/5 Again, too slow. But here, at least you'll have more abilities that you can use with it.

Casual: 4/5 Games tend to go on longer in casual, so this card may be able to see consistant play here. And besides, it is just such a cool damn card that people will play it here just cuz of cool factor. :)

Raid (Onyxia) 3/5 Here, Touch of Chaos may be somewhat useful. If you are playing a Mage and use it, getting back Frost Nova can be crazy amazing.
W.A.Y.S. Next is Touch of Chaos. Firstly, its cost is a somewhat steep 6, but given its ability you wouldn't want to throw it down 'til mid to late game anyway.
Damage is weeny 1, but hey it's a damage point. Lastly, the strike cost is 1. The damage can be tacked on if you have an extra resource at the end of your turn or on defense on your opponent's turn. On stats alone this card is expensive but the damage is relatively cheap for a spellcaster. But if your run this wand then chances are you're running it for its ability.

The more abilities you've used then the more bang for your buck. You essentially draw one extra card for X amount of turns and you can always count on it being an ability. With a mage that means extra fire power (no pun intended). A priest means more healing or shadowy damage. A warlock means recursion of all that annoying crap that they have already done to you during the game.

Sealed: 2.5 out of 5 - Okay damage for spellcaster but you probably won't get a whole lot of abilities for its effect.

Constructed: 4 out of 5 - Some people might use it, some won't. Its still a good card especially with a whole slew of abilities.

Casual: 4 out of 5 - Pretty much the same as constructed, just more trash talk.

Raid: 3.5 out of 5 - I would opt for other cards against the Dragon queen thing, but its still a solid choice.

"A goony goo goo!"



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