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Boat to Booty Bay


Card Number - TDP-138

Card Rating:

Sealed: 4.00
Constructed:  2.00
Casual: 3.00
Raid: 2.00

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

Date Reviewed - 01.09.08


Phil Novikov
Boat to Booty Bay

Unlike the neutral ability that we reviewed yesterday, this card can really be useful. It has a decent cost of four and a free activation. During your turn you can exhaust it to "hide" one of your allies on it. The obvious thing to do is to use this power on an ally that is on the verge of dying to save it – when you destroy the boat, it will return to without any damage. The second usage of this card is to hide under it an ally with a powerful "when [this] enters play" effect, like Ghank who kills a target exhausted damaged ally or, even better, Weeble who lets you draw two cards when she enters play. You can also respond to an opponent’s combat trick or removal, but, unfortunately, only during your turn, that’s what keeps the card from being too good. And the fact that your Boat to Booty Bay can be destroyed with the allies on board is scary – just think of the card disadvantage it can create!

Sealed: 4/5 Of course, it’s not a first pick, but in the format where the creatures are your main power and the deck contains less cards than in constructed (remember, the card is unique), you will certainly have access to it. Plus, in sealed it’s harder to get a lot of ability-removals, so taking your allies to Booty Bay might be a good trick. Moreover, this card is neutral and can fit into any deck.

Constructed: 2/5 This card seems to me too slow for constructed. But the biggest problem with it is that the constructed decks are already prepared to destroy your abilities (especially unattached ones) and surely have some removal for this one.

Casual: 3/5 Just like sealed, casual relies heavily on the creatures and the casual decks may not be prepared to deal with the abilities. Plus, casual is the best format to experiment with the interesting cards like this one.

Raid: 2/5 If you could activate this on your opponent’s turn, that would be nice, but you can’t, so I don’t think it’s a good card for a raid – the healers must be occupied with the treatment of your creatures, not some risky cards.



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