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The Card Game That Paid Out Inside the Video Game

World of Warcraft TCG Scourgewar Icecrown booster box

For a few years, opening a pack of World of Warcraft cards could put a mount in your stable in the actual game. That was the idea that set the World of Warcraft Trading Card Game apart from every other card game on the shelf.

Loot cards

Most of each pack was a normal card game: heroes, abilities, allies, quests, played on a table between two people. But some packs held a loot card, randomly inserted in place of a hero. Scratch the code off and enter it in World of Warcraft, and the item appeared in your character's inventory — a mount, a pet, a cosmetic toy.

That tied the physical game to one of the largest online games ever made, and it gave the rarest loot cards a value of their own, independent of how well they played on the table. In Icecrown, the loot cards are the Wooly Rhino mount (rare), the Ethereal Portal, an alternate hearthstone (uncommon), and the Paint Bomb (common).

Two publishers and an ending

The game was launched by Upper Deck and passed to Cryptozoic Entertainment in 2010. Icecrown, released in September of that year, was one of the sets that carried it across the handover. The line was discontinued in 2013.

Blizzard had its own plans for card games. In 2014 it released Hearthstone, a digital card game set in the same world — with no packs to open on a table and no codes to scratch.

The box

The Scourgewar: Icecrown booster box holds 24 packs of 20 cards: 19 game cards and 1 crafting card each. The 220-card set closes the Scourgewar block with a full roster of Scourge heroes and allies led by the Lich King, dual-class heroes and the champions of the Argent Crusade.

Which loot cards a box contains is random, and none is guaranteed. The codes were issued for the game as it ran in 2010; whether a given code can still be redeemed is not something we can promise.

See the World of Warcraft TCG Scourgewar: Icecrown booster box

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