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Lay On Hands


Card Number - TDP-61

Card Rating:

Sealed: 2.67
Constructed: 3.33
Casual: 2.33
Raid: 3.33

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

Date Reviewed - 11.01.0


aka Warchief Thrall
Lay on Hands

Instant Ability
Cost: 1
Class: Paladin

Your hero heals all damage from target hero or ally. Exhaust all of your resources. Skip your next turn.

If your opponent doesn’t have to much field advantage, it could be worth to play this card. Otherwise it’s just prolonging the execution.

Sealed: 2/5
Constructed: 3/5
Casual: 2/5
Raid: 2/5
Lay On Hands (Paladin)

1 cost, Instant Ability - Holy

Your hero heals all damage from target hero or ally. Exhaust all of your resources. Skip your next turn.

While this card has some SERIOUSE healing potential, and its initial cost is very cheap (you can play it on turn one if you really wanted to), and its an instant, its two drawbacks are very difficult for me to cope with. First of all, you have to exhaust all your resources, making it impossible to respond to things. Also, you have to skip your next turn. If you are in one on one play, this means that "I heal myself up to full just so you get a free turn to beat the stuffing out of me". Pretty much, all this card is is a delaying tactic. Since you have to skip a turn, you are just prolonging the inevitable. The only time this card will work to your advantage is if your opponant has only 2 or 3 weak characters that have been pinging you to death. If they have a sizable party, you are going to be toast anyway.

Sealed: 1/5 Skipping a turn in this format is suicide.

Constructed: 2/5 Pretty close to terrible. If you want to play this, you really need to ask yourself "Is healing my pally up to 29 HP really worth taking 10 damage two turns in a row"? "Will it be enough to make a difference?"

Casual: 3/5 Rated higher in casual becaue I like playing it on my opponants turn and watching there jaw drop... while I'm not huge on this cards power, its fun to be irritating... dragging the game out one or two extra turns. :)

Raid: 4/5 Not totally terrible here. If your paladin is your primary healer, you can hold this card until you absolutly need it, or if you aren't the primary target. This can keep your tank alive for that extra turn or two thats needed to finish off a given boss. This card is also decent here if you AREN'T really healing for the raid... just keep it as an ace up the sleeve.

Instant 1 cost that exhausts all your resources and makes you miss your next turn, but completely heals your hero. This is one of the best game savers in WOW. Most all competitive paladin decks run this in multiples. Use it at the end of your opponent’s turn so you really only take hits once from your opponent before your turn comes around again. Also, using it during end of match procedures usually gets paladins the win because it gives them full health during the last turn. Many players don’t like that, but I don’t think it happens that often.

Constructed: 5.0
Sealed: 5.0
Casual: 2.0
Raid: 4.0



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