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Card Number - FOO-187

Card Rating:

Sealed: 3.00
Constructed: 3.17
Casual: 3.50
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 - 10.30.0


aka Warchief Thrall
Cost: 3
Attack: 2
Health: 3

Sus'vayin has ferocity and long-range while more allies are in an opponent's party than in yours.

Sus’vayin is a very good ally, that is a bit underestimated.
It’s health lets it survive more then one turn early game and it might even help you to regain field presence if you should need it.

Sealed: 3/5
Constructed: 3/5
Casual: 4/5
Raid: 2/5
Sus'yayin (Horde)

3 cost, 2 ATK (Arcane), 3 Health

Ally- Troll Mage

Sys'vayin has ferocity and long- range while more allies are in an opponants party than yours.

Hmm.  2/3 for 3 for the most part, but ferocity and long range if you have less allies in your party than any given opponant.  Not too sure I like this guy too much.  2/3 for 3 isn't terrible, just not really spectacular, and you really don't want to be in a situation where your opponant has more allies than you do (I guess, though, thats the point... drop this guy and waste your opponants extra allies).

Sealed: 3/5  Average here.  He can save you or he can be an expesive 2/3

Constructed: 3/5  Unless you build deck that is supposed to have less allies than your opponant, you can probably find better 3 drops.

Casual: 3/5  Not particularly amazing here, either.  But a deck with purposefully less allies could be fun.

Raid: 4/5  Alot of raid bosses have ways of destroying a ton of your allies and putting alot into play.  Against Ony, this guy can be decent.  In MC, not so much, but not bad still.



This is one of those defensive cards.  For a 3 cost, it only has 2 attack, and 3 health.  There are a lot more powerful cards out there for simple attacking.  But this card shines when you’re losing in field advantage.  If your opponent has more allies, it has ferocity and long-range.  So, you can drop it and attack something to try and get back field position.  Of course it can be attacked on the next turn, but the 3 health helps to give it a chance to stay on the field for more than 1 turn.  The one cool thing about this card is that if your opponent has the same number of allies as you, he’s probably not going to add more to the field just to let you use this cards effects.


Constructed:     3.5

Sealed:             3.0

Casual:             3.5

Raid:                4.0



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