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Wormwood + Power word Fortitude.

Last post 11-09-2006, 4:05 PM by Malid. 6 replies.
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  •  11-08-2006, 5:25 AM 323605

    Wormwood + Power word Fortitude.

    Wormwood + Power Word Fortitude


    This seems like a very simple yet highly effective combo, though it's very vunlerable to any kind of instant speed damage.  It's kind of resource intensive since you'll probably want his power available as soon as the POWER WORD FORTITUDE goes on him to protect him from any allies that would attack him.  The best part about the combo is that both of the pieces are pretty useful even without the other.  It's just a lazy peon's PSYCHIC SCREAM in a lot of ways. 

    ==============================================================
    No one cares what level your character is.
  •  11-08-2006, 1:58 PM 324575 in reply to 323605

    Re: Wormwood + Power word Fortitude.

    The two cards work well and might be some usefull stall and a way to get past an opponents protectors.  If you can keep wormwood healed with other allys or other priest spells you could keep annoying your opponent and bouncing his allys.


    Chromie me once, Shame on you. Chromie me twice, Shame on me.
  •  11-08-2006, 4:17 PM 325022 in reply to 323605

    Re: Wormwood + Power word Fortitude.

    1186333:
    Wormwood + Power Word Fortitude
    ... or Mark of the Wild / Warchief Thrall (only +3 health; also it is not attached, so it can increase all copies of Wormwood)

    If you can keep healing him, you can keep reusing his power.
    Otherwise, when it has 2 health left, you may also return itself back to your hand.


    For added "casual" fun, play Barak the Shamed and if your opponent gains controls, just return it after he takes damage. Otherwise, you get a cheap beater.
  •  11-08-2006, 9:33 PM 325764 in reply to 323605

    Re: Wormwood + Power word Fortitude.

    I really do like Wormwood but I am not sure about him in actual play. As a 2 cost with 1/1 stats his only real utility is his ability to return allies to hands. To make him more effective than a simple Withdraw you would have to combo him as your post indicates. On paper, the combo looks solid but as you mention - instant speed damage wastes both cards. Not drawing/having PW:Fort causes you to either under utilize his efficiency by playing him anyway or having him as a dead draw while you wait for the combo card.

    Also, his general mechanic has me hesitating to play him. Wormwood, Karkas Deathhowl and Withdraw are the cards I am referring to. There are instances where even if all was optimal (you have your 1/6 Wormwood) I would hesitate to use his ability. Some decks that the opponent has make me regret having him in the deck. In essence, if something fits the theme and intention of the deck then I'll run it anyway but I also greatly consider adding any card to my deck that potentially has negative efficiency/utility.

    I'd have a lot of issues using Wormwood on any of the following if my opponent controlled them. From experience in games I have seen at least 1 or more of these cards (usually playing 4 of them) in just about every deck I've played against.

    Parvink

    Liba Wobblebonk

    Karkas Deathhowl

    Acolyte Demia (after she has damage on her)

    Kena Shadowbrand

    Mias the Putrid

    Rak Skyfury

    Tazdingo

    Zygore Bladebreaker

    Hur Shieldsmasher

  •  11-08-2006, 11:44 PM 325862 in reply to 325764

    Re: Wormwood + Power word Fortitude.

    While the combo is awesome, it costs too much for the damage it does to the opponent.  And getting the both of the cards together isn't very ideal in the competitive scenes.
  •  11-09-2006, 9:46 AM 326323 in reply to 325764

    Re: Wormwood + Power word Fortitude.

    886857:

    Parvink
    Liba Wobblebonk
    Karkas Deathhowl
    Acolyte Demia (after she has damage on her)
    Kena Shadowbrand
    Mias the Putrid
    Rak Skyfury
    Tazdingo
    Zygore Bladebreaker
    Hur Shieldsmasher


    we'll he will  almost aways be more effective then a withdraw. Since of the exact same cost he does the same thing. (1 card 3 mana return a card to you opp hand) but puts a 1/1 body to atatck befor you use the bounce, he is just not instant. The issue is if he is doing anything more then that. If he is swinging for 1 at your hero a turn befor you use his ablity then he is great. if you get a PWF on him when your opp is tapped out, even better. He also can't be counterspelled, or shield bashed.

    But yes bouncing most of the cards you listed is bad. But the genneral idea of bounce is to put your opp back a turn, and keep the road oppen for you beaters, and in some combos use discard to get the card out of there hand after you bounce it.. Removing parvink could be worth it if it lets your big 4/2  get threw and hit the hero for again. Not likely ever going to bounce Mias with him since you can jsut swing into her and kill them both.

    Don't forget you can also bounce you own allys from that list.

    But after all that i do agree, that i'm not a huge fan of him. I like Karkas more, since he leave a very big  body behind, but the OP does has an intresting point about being a decent Peon format combo.
  •  11-09-2006, 4:05 PM 327640 in reply to 326323

    Re: Wormwood + Power word Fortitude.

    One use i am thinking of for the combo, for discard decks, Wormwood + Pw:fort, then lay down Mias the putrid, make the oppenent discard, then recall her back to your hand and play her again next turn, or this turn if you have resources left. This can be similarly used on other cards that activate when they enter play.

    Why would they do that to a perfectly good orc!?
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