Whether you're seeing some of the cards for the first time or looking for that last rare to complete your deck, one of the most fun things about any TCG is cracking open new packs of cards. In the WoW TCG, there are two Sealed Pack formats: Sealed Deck and Booster Draft. These formats combine the fun of tearing into new packs with the challenge of deckbuilding and playing with your new cards. When you play Sealed Deck or Draft, you get to play with all of your new cards, not just the ones that you're going to put into your Constructed decks.
You can play Sealed Deck with any number of your friends. To play, each person will need six boosters. Open your six boosters, look through the cards that you got, and decide what hero you want to be. You can be any hero in the game. Once you've chosen your hero and built a deck of at least 30 cards to go with it, you're ready to play. The cards that don't make your sealed deck will become your side deck if you choose to play with one or if side decks are allowed at your tournament.
When you build your deck, make sure you have a good mix of quests and other cards. Also keep in mind that the fewer cards you have in your deck, the more likely you are to draw your best ones, so you should stick as close to the 30-card minimum as you can.
To do a Booster Draft, you'll need between four and eight people, and each person will need four packs. Everyone sits down around a table, and then each player opens one booster, picks a card from it to go into his or her deck, and passes the rest of the cards to the player on the left. You repeat this process for each booster that's passed to you, taking one card to add to your deck and passing the rest on. Once all the cards from the first set of packs have been drafted, the process is repeated for the second set of packs, then the third, and then the fourth. Alternate the direction that you pass cards for each set. Once all the cards have been drafted, you choose your hero—like in Sealed Deck, it can be any hero in the game—and build a 30-card (minimum) deck from the cards you drafted. The cards that don't make your draft deck will become your side deck.
While you're drafting, in addition to following the guidelines for building a sealed deck, make sure you decide early on which hero you're going to be. You don't just want to take the best card out of every pack; you want to take the card that's going to be the best in your deck, so it's important to know what traits you'll be able to play. You also want to get a healthy mix of card types and card costs, because regardless of how good each of your cards is on its own, you probably won't win if your deck is made up of eighteen armor cards and only four allies, or if everything in your deck costs 5 or more.
Playing Sealed Deck or Draft is a great way to familiarize yourself with all the cards in a set. Because you've got a limited number of cards to work with, you'll find yourself playing with (and playing against) a lot of cards that you might not have considered including in a Constructed deck. This increases your chances of knowing what tricks your opponents might have put into their decks, and it also lets you find new cards and combos to put into Constructed decks of your own.
ACTIVATE: This is a cost of some payment powers. To activate a card, you exhaust it (turn it sideways). Allies can't use powers that have the activate symbol^ on the same turn that they enter play. You must have controlled the ally from the start of the turn in order to use its activated powers. You can use an armor, item, or weapon's activated power the turn that it enters play.
ALLY TOKEN: Some abilities or quests will tell you to put an ally token into play. You can use anything to represent a token, because it isn't considered to be a card. An ally token is just like a regular ally while it's in play. A token has cost 0 and can exist only in the play zone—if it moves to another zone, it ceases to exist.
ATK: This is the attack value of a card. A card's ATK is the number in its lower left corner. An ally's ATK is how much combat damage it deals, and the symbol around the ATK tells you what kind of damage it is. If you strike with a weapon, its ATK is added to your hero's ATK. The symbol around the weapon's ATK tells you what kind of combat damage your hero deals when you strike with the weapon. Most weapons deal melee or ranged damage.
ATTACH: If an ongoing ability tells you to attach it to a card, you put the ability underneath it when the ability enters play. If a card leaves play, each ability that is attached to it goes to its owner's graveyard. More than one ongoing ability may be attached to the same card—even abilities with the same name. For example, several copies of Mark of the Wild could be attached to the same ally.
ATTACKER: An attacker is a hero or ally that's attacking. A hero or ally becomes an attacker as it exhausts to attack, and it stops being an attacker if it is removed from combat or the combat ends.
BEAR FORM: Bear form is a keyword that a Druid hero can have. While a Druid is in bear form, it can protect. Ability cards will tell you when your hero is in bear form. Those ability cards stay in play and provide powers until you strike with a weapon or play any ability other than a Feral one.
CHAIN: The chain is the zone where cards and effects go before they resolve. The chain keeps track of the order in which things are added to it. The order that things resolve off the chain is "last on, first off."
CHARACTER: A character is a hero or ally.
COMBAT: During your action phase, you can propose a combat with a ready hero or ally in your party. A hero or ally can attack any opposing hero or ally, unless the opposing hero or ally is elusive.
COMBAT DAMAGE: Combat damage is damage that's dealt by an attacker or defender during the conclusion of a combat. Any other damage is not combat damage, even if it is dealt during a combat step. For example, striking with your Arcanite Reaper causes combat damage; attacking with your Hunter Pet causes combat damage; and attacking with an ally causes combat damage. Damage dealt from a Fire Blast ability is never combat damage, even if you play the card during the combat step.
CONTROL: You control your hero and all allies, items, weapons, armor, abilities, and resources in play on your side. You also control effects and cards that you put on the chain and any abilities that you attach to a card in play, even if the attached card is controlled by another player.
COUNTER: A card or effect may tell you to put one or more counters on a card in play. It will also tell you what those counters do. You should also use counters to keep track of damage on your allies. You can track counters on a card with dice, beads, or other small items, but you should be careful not to get different kinds of counters confused with each other.
DAMAGE: Damage is dealt to heroes and allies through combat, abilities, and powers. Damage that is dealt to a hero or ally stays on it until the damage is healed or that hero or ally leaves play. You should track the amount of damage on each of your allies with counters. When an ally has fatal damage on it, it is put into its owner's graveyard. When a hero has fatal damage on it, its controller is out of the game.
DEF: This is the defense value of an armor card. An armor's DEF is the number in its lower right corner. The DEF tells you how much damage the armor prevents when you exhaust it.
DEFENDER: A defender is a hero or ally that's defending. A hero or ally defends when it enters combat with an attacker, and it stops being a defender if it is removed from combat or the combat ends.
DESTROY: When a card in play is destroyed, it is put into its owner's graveyard.
EFFECT: An effect is simply a placeholder on the chain—it isn't a physical object. When an effect resolves, it makes something happen in the game.
ELUSIVE: Elusive is a keyword that a hero or ally can have. If a hero or ally is elusive, it can't be attacked.
EMPTY CHAIN: The chain is empty if there are no cards or effects waiting to resolve.
ENTER PLAY: When an ally, item, weapon, armor, or ongoing ability resolves off the chain, it "enters play."
EQUIPMENT: An equipment card is an armor, item, or weapon.
ExHAUST: To exhaust a card in play, turn it sideways; once that's been done, the card is referred to as "exhausted." You can't exhaust a card that's already exhausted to pay a cost. The opposite of exhausted is "ready."
FATAL DAMAGE: Fatal damage is damage on a hero or ally that's greater than or equal to its health.
FEROCITY: Ferocity is a keyword that an ally can have. If an ally has ferocity, it can attack on the same turn that it enters play.
FRIENDLY: All the heroes and allies controlled by you and the players on your "team" are friendly. This can be very important for multiplayer games when several people are on the same team.
HEAL: When something heals damage from a hero or ally, it removes the described amount of damage from that hero or ally. You can only heal damage that has already been dealt. You can't use healing to raise a hero or ally's health above the value printed on its card. You can target an ally with a healing ability even if it is fully healed. Damage can only be healed if it's not fatal. For example, if an ally with 4 health has 4 or more damage on it, it can't be healed.
HEALTH: The number in the lower right corner of a hero, ally, or Totem card Is its health. Any time an ally has fatal damage on it, It is destroyed and put Into its owner's graveyard. When a hero takes fatal damage, its controller is out of the game.
IN COMBAT: A hero or ally is "in combat" while it is attacking or defending.
IN PLAY: Any card in the play zone is considered to be "in play." This includes heroes, allies, items, weapons, armor, resources, and ongoing abilities.
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