Taunt is a minion Bloodfen Raptor, a simple minion card. A Beast-type minion, it has 3 Attack, 2 Health and a mana cost of 2. Minions are persistent creatures on the battlefield that will fight for their hero. Minion ability A selection of minions, each with its own ability. From left to right: Divine Shield, Deathrattle, a triggered effect, and Spell Damage. Abilities are special effects, powers, or behaviors found on cards. For spell cards, which forces the opposing player to direct any melee attacks toward enemy targets with this ability.
Minions with Taunt (commonly referred to as Taunts) serve to protect their allies by forcing the enemy to deal with them first, preventing them from attacking other friendly minions or the controlling hero A hero is a character in the Warcraft universe representing the player. In Hearthstone, this concept is expressed in three interrelated but distinct ways: Heroes are gameplay characters representing players or bosses within a match. until the Taunts are removed. Be that as it may, Taunts have no effect on spells, Hero Powers Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and or other damaging effects. Minions with Taunt are displayed on the battlefield encased in a shield.
One of the most powerful effects in Hearthstone, confusion over how Taunt works is one of the main reasons new players quit the game.
Taunt is a key strategic ability in Hearthstone. It allows a minion to act as a `tank`, protecting other targets from melee attack This page describes the act of attacking. For the Attack attribute, see Attribute. Attacking or combat is what occurs when a player commands one character to attack another, causing them to simultaneously deal damage to while forcing the enemy to attack them first. Critically though, Taunt only affects target selection for melee combat, where the player sends their minion or hero to attack an enemy target. Spells Fireball, a simple mage spell. It costs 4 mana, dealing 6 damage to a chosen target. Spell cards are cards that can be played to trigger a one time effect or ability, described in the , Hero Powers Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and and ranged attacks, such as that of Elven Archer Elven Archer Set: Basic Type: Minion Cost: 1 Attack: 1 Health: 1 Abilities: Battlecry, Deal damage Battlecry: Deal 1 damage.Don t bother asking her out on a date. She ll shoot you down.See this card on Hearthpwn , are not affected by Taunt, and can be targeted regardless. Non-targeted effects such as area of effect Area of effect (AoE) is the term for an effect which affects all characters of the specified type. Common targets for AoEs include all enemy minions, all minions, and all characters. AoE is defined in ( Flamestrike Flamestrike Set: Basic Type: Spell Class: Mage Cost: 7 Abilities: Deal damage Tags: Area of effect Deal 4 damage to all enemy minions.When the ground is on fire, you should not stop, drop, and roll.See ) and random Yogg-Saron, arguably the most random card ever released Random effects are effects which include some degree of randomness or RNG (random number generation). Random effects introduce an element of chance into Hearthstone. They can be target effects ( Arcane Missiles Arcane Missiles Set: Basic Type: Spell Class: Mage Cost: 1 Abilities: Deal damage Tags: Random Deal 3 damage randomly split among all enemies.You d think you d be able to control your missiles a little better since ) are also unaffected.
The value of a Taunt minion lies in its ability to dictate the focus of combat on the board. Generally, this is to divert attacks away from more valuable or vulnerable targets, and toward the Taunt. Taunts can be very useful in the late game to prevent the opponent from directing all attacks at the hero themselves, quickly finishing the game. It can also be important for protecting valuable minions such as those with special effects or abilities. Without a Taunt these minions may be quickly removed, preventing the player from benefiting from their effects. Taunts can sometimes also prevent combat outright (for a turn or two), such as when facing down a vastly inferior minion. While the choice between attacking a hero and attacking their minions is a key strategic point in the game, Taunt minions make this decision for your opponent, preventing them from sneaking in extra attacks on your hero and forcing them to focus on your designated champion.
The best Taunt minions generally have a high Health Health, sometimes referred to as life, hit points or HP, is an attribute found on heroes and minions, reflecting the remaining survivability of the character. Health can be reduced, almost always by taking damage. If value, allowing them to engage in combat with several enemies before they are destroyed. Health-increasing and healing effects such as the priest The Priest is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Anduin Wrynn and Tyrande Whisperwind. Contents 1 Heroes 2 Overview 3 Background 4 Hero Power 4.1 Replacement Hero Powers 5 hero power Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and can be very useful for topping-up Taunts.
Like all abilities A selection of minions, each with its own ability. From left to right: Divine Shield, Deathrattle, a triggered effect, and Spell Damage. Abilities are special effects, powers, or behaviors found on cards. For spell cards, , Taunt represents a points trade-off with other possible qualities. Building the right proportion of Taunt minions into a deck A deck is a collection of exactly 30 cards. All cards drawn by the player during a game come from their deck. Each deck is tied to a specific class. Decks can be created and is therefore a key strategic decision. Too many taunts can leave you short on other abilities, or routinely playing minions with lower stats Sen jin Shieldmasta, a simple minion card. It has 3 Attack, 5 Health and a mana cost of 4. Attributes are key values which define a character or weapon s power, cost and survivability. Attributes of some than necessary. Too few taunts can leave your special minions vulnerable, your hero open to attack, and prevent you from capitalising on their powers. Different classes, strategies and players have different synergies and attitudes to the use of Taunts, with some decks relying on numerous Taunts as a core element of their strategy, and others eschewing them entirely.
Since they only affect melee combat, Taunts are generally most effective against decks which rely on minion attacks to defeat the opponent. Decks which focus on spells or Hero Powers to deal lethal damage will be minimally affected by Taunts.
Taunts generally represent a slowing down of the game, with the Taunt ability usually present on a card in place of additional stats or other useful effects. This makes Taunts effective in control decks A control deck, also known as a late game deck, is a deck that attempts to attain victory in the late game, through a combination of early game removal and Taunts, and powerful cards in which seek to delay the game until they can afford to play their expensive cards or powerful combos. In contrast, Taunts are far less valuable in aggro decks An aggro deck or aggressive deck, also known as a rush deck, is a deck that takes an aggressive approach of dealing damage to the opponent as quickly as possible, generally through the summoning of , which seek to defeat the opponent in the first few rounds, since these decks are less concerned about incoming damage, preferring to focus on dealing damage as quickly as possible.
One key thing to remember in the use of Taunts is that they are always vulnerable to Silences For the card of the same name, see Silence (card). Silence is an ability which removes all current card text, enchantments, and abilities from the targeted minion. It does not remove damage or minion type. and destroy effects Destroying a minion or weapon removes it from play. Only minions currently on the battlefield and weapons that are currently equipped can be destroyed. Discarding a card removes it directly from the player s hand and . An indomitable Taunt can be neutralised with a single Ironbeak Owl Ironbeak Owl Set: Classic Type: Minion Subtype: Beast Rarity: Common Cost: 3 Attack: 2 Health: 1 Abilities: Battlecry, Silence Battlecry: Silence a minion.Their wings are silent but their screech is... whatever the opposite of silent or Assassinate Assassinate Set: Basic Type: Spell Class: Rogue Cost: 5 Abilities: Destroy Destroy an enemy minion.If you don t want to be assassinated, move to the Barrens and change your name. Good luck!See this card on Hearthpwn , wrecking plans to defend minions or the hero itself. Taunts can also be specifically removed by The Black Knight The Black Knight Set: Classic Type: Minion Rarity: Legendary Cost: 6 Attack: 4 Health: 5 Abilities: Battlecry, Destroy Tags: Taunt-related Battlecry: Destroy an enemy minion with Taunt.He was sent by the Lich King to disrupt , or may be purposefully countered with direct damage spells or Charge For the card of the same name, see Charge (card) Charge is an ability allowing a minion to attack the same turn it is summoned. Charge is available to all classes, but is most strongly minions in order to clear the way for attacks. Transformations Transform is an ability which irreversibly transforms a minion into something else. This removes all card text, abilities and enchantments, and does not trigger any Deathrattles. Transformation is not an enchantment but rather a permanent can also remove the Taunt ability, although Hex Hex Set: Basic Type: Spell Class: Shaman Cost: 3 Abilities: Transform Tags: Beast-generating, Taunt-generating Transform a minion into a 0/1 Frog with Taunt.If you Hex a Murloc... it really isn t much of a change, is will not, since the resulting Frog Frog Set: Basic Type: Minion Subtype: Beast Class: Shaman Cost: 0 Attack: 0 Health: 1 Abilities: Taunt TauntSee this card on Hearthpwn data page] Frog is an uncollectible minion created by the basic shaman spell itself has Taunt. Taunts can be a target of Mind control effects Mind control effects or control effects are effects which allow a player to seize control of an enemy minion. Controlled minions are treated as belonging to the controlling player for all purposes, can be directed , leaving their previous owner vulnerable. Players may also use return effects A return to hand or return effect is a card effect whereby a minion, or more rarely a weapon or spell, is returned to the controlling player s hand. The target returns to its original card such as Sap or Freezing Trap to cunningly remove Taunts for a turn or two.
Decks seeking to burst the player down will often use cheap forms of removal such as these before using plays such as Unleash the Hounds to finish the opponent off. Using multiple Taunts can strongly reduce the likelihood of this happening, but cannot prevent it entirely.
- The Taunt ability works by limiting which characters the opposing player can target with direct melee attacks. Only these direct attacks - when a minion or hero physically moves to attack an enemy target - are affected by Taunt. All other types of effects are completely unaffected by Taunt, including spells, Hero Powers Anduin Wrynn with the basic priest Hero Power Lesser Heal A Hero Power is a special ability displayed to the right of each hero s portrait. Usually Hero Powers can be used once per turn and , and minion effects such as those of Elven Archer Elven Archer Set: Basic Type: Minion Cost: 1 Attack: 1 Health: 1 Abilities: Battlecry, Deal damage Battlecry: Deal 1 damage.Don t bother asking her out on a date. She ll shoot you down.See this card on Hearthpwn or Knife Juggler Knife Juggler Set: Classic Type: Minion Rarity: Rare Cost: 2 Attack: 2 Health: 2 Abilities: Deal damage Tags: Random, Summoning-related, Triggered effect After you summon a minion, deal 1 damage to a random enemy.Ambitious Knife .
- If the opponent has one or more Taunt minions on the battlefield The battlefield (or game board) is where the action takes place, representing the board on which each game is played out. Around the battlefield are various important UI elements, such as each player s hand, deck , the player will only be able to direct melee attacks at one of the minions with Taunt. If they try to attack a non-Taunt target while there is an enemy Taunt minion on the battlefield, they will be given the error message "A minion with Taunt is in the way".
- Players do not have to attack Taunt minions, but cannot attack any other characters while there are Taunt minions on the battlefield. The player may choose not to attack with a minion rather than attacking an enemy Taunt, such as if doing so would be strategically unwise.
- If the opponent has more than one Taunt, the player will be able to choose which enemy Taunt to attack.
- As with all minion abilities A selection of minions, each with its own ability. From left to right: Divine Shield, Deathrattle, a triggered effect, and Spell Damage. Abilities are special effects, powers, or behaviors found on cards. For spell cards, , destroying a Taunt minion or removing it from the board will immediately take it out of play, cancelling the Taunt effect. The Taunt ability can also be removed from a minion through Silences For the card of the same name, see Silence (card). Silence is an ability which removes all current card text, enchantments, and abilities from the targeted minion. It does not remove damage or minion type. , and transform Transform is an ability which irreversibly transforms a minion into something else. This removes all card text, abilities and enchantments, and does not trigger any Deathrattles. Transformation is not an enchantment but rather a permanent effects like Polymorph Polymorph Set: Basic Type: Spell Class: Mage Cost: 4 Abilities: Transform Tags: Beast-generating Transform a minion into a 1/1 Sheep.There was going to be a pun in this flavor text, but it just came out .
- A unique conflict comes into play when a single minion has Stealth A minion in Stealth Stealth is a minion ability which prevents that minion from being the target of enemy attacks, spells and effects until they attack or deal damage. They can, be that as it may, be the target or Immune The immune effect from Bestial Wrath Immune is an ability that prevents a character from receiving damage from any source, and prevents the opponent from targeting it. Be that as it may, Immune does not prevent destroy, healing or and Taunt active. The Taunt effect is temporarily negated by the Stealth or Immunity, and will not take effect until the minion loses its buff.
While the Taunt ability is usually granted by the minion`s card text, it can also be gained from various enchantments and spells. See the table below for a full list. Granting Taunt to a minion is a highly strategic decision, with consequences which can be hard to predict. It may force the opponent to attack the target first, prompt them to use removal upon the target, or serve to give them a larger selection of targets to attack.
Players often choose to grant Taunt to a powerful minion which can withstand several attacks, or is capable of destroying any minion which attacks it. Giving Taunt to a high-Attack minion may force the opponent to sacrifice a tough minion or suffer substantial damage themselves using a weapon. Be that as it may, high-Health Taunts are generally considered preferable, due to their increased longevity in the line of fire.
Taunt can be used to force an opponent to trigger the minion`s Deathrattle, such as with Abomination and Tirion Fordring. Players can grant Taunt for a similar purpose, choosing targets such as Savannah Highmane and Cairne Bloodhoof to manipulate the opponent`s actions and trigger useful synergies. Be that as it may, Deathrattle Taunts are easily countered with effects such as silences.
It is almost always preferable to keep valuable targets protected by at least one Taunt, which is arguably the key purpose of Taunts. For this reason, it is generally a bad idea to grant vulnerable targets Taunt, since this strongly enables and encourages the enemy to attack that minion. In the case of Taunt-granting positional effects such as Defender of Argus this can mean sacrificing a value buff, but may still be the better choice. In some cases positional effects can make it impossible to avoid granting Taunt to a minion, making the playing of that card problematic.
Minions described as `soft taunts` are cards which, although lacking the Taunt ability, possess a quality which is beneficial or desirable enough for the controlling player that the removal of the minion quickly becomes a priority for the other player. While the opponent is not forced to attack these minions, they may swiftly become the primary focus of the player`s attacks, in the hopes of removing them as quickly as possible. Examples include Knife Juggler Knife Juggler Set: Classic Type: Minion Rarity: Rare Cost: 2 Attack: 2 Health: 2 Abilities: Deal damage Tags: Random, Summoning-related, Triggered effect After you summon a minion, deal 1 damage to a random enemy.Ambitious Knife , Archmage Antonidas, Ysera, Questing Adventurer, Ragnaros the Firelord, Malygos and Dust Devil.
This attack priority is usually created due to special card text, including triggered effects, Spell Damage, Windfury, Enrage and Poison effects. Minions such as Magma Rager with high Attack but low Health may also act as soft taunts if the player wishes to avoid suffering their attack. Essentially, any minion which is a priority to remove can be considered a `soft taunt`. The term is not fixed but is granted subjectively according to a player`s sense of priorities.
Because soft taunts generally represent a minion of special value, it is usually to the advantage of the controlling player to do their best to protect these targets. This can help keep the minion alive a little longer, and also force their opponent`s hand by requiring them to go to costly lengths in order to remove the minion, before its effects turn the tide of the game against them. Be that as it may, these strategic decisions hinge upon the perceived value of the minion. Players can use this to lead their opponent to attack apparently valuable minions which are in fact not critical to their strategy. For instance, a mage playing a Spell Damage minion can expect their opponent to quickly remove the minion if possible, due to its potential to increase the mage`s damage output. Be that as it may, a mage without any spells in their hand may choose to play a Spell Damage minion simply in order to distract their opponent from another target of greater value. This can cause the opponent to sacrifice a minion or waste a valuable removal spell of their own in order to destroy this apparently important minion, inadvertently clearing the way for the mage to play a different strategy the next round. This can also be used much like a literal taunt minion to buy the mage time or to dictate which of the possible minions the opponent must attack.
Players need to be aware of the attractiveness or `soft taunt` status of their minions; for instance, minions with Spell Damage are often best played in the same round as a damaging spell, ensuring that the minion is not destroyed before the player can get at least some use from its effect.
Cards with Taunt
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Ancestral Healing||Free||Spell||Shaman||0||Restore a minion to full Health and give it Taunt.I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.|
|Mark of the Wild||Free||Spell||Druid||2||Give a minion Taunt and +2/+2. (+2 Attack/+2 Health)Not to be confused with Jim of the Wild.|
|Sen`jin Shieldmasta||Free||Minion||Any||4||3||5||TauntSen`jin Villiage is nice, if you like trolls and dust.|
|Voidwalker||Free||Minion||Demon||Warlock||1||1||3||TauntNo relation to "The Voidsteppers", the popular Void-based dance troupe.|
|Ancient of Blossoms||Common||Minion||Any||6||3||8||TauntHis new shampoo is really working!|
Enrage:+3 Attack.He thought the set was called "Flippers of the Old Cods" and hungrily volunteered to be in it. He is definitely going to get his hearing checked.
|Bog Creeper||Common||Minion||Any||7||6||8||TauntHe`s tried other things, but bog sidling, bog ambling, and bog trundling just aren`t as effective as bog creeping.|
|Booty Bay Bodyguard||Common||Minion||Any||5||5||4||TauntYou can hire him... until someone offers him enough gold to turn on you.|
Battlecry: Give your C`Thun +3/+3 (wherever it is).There`s a whole gradient of Arakkoa! This one is on the darker side.
|Dread Corsair||Common||Minion||Pirate||Any||4||3||3||Taunt. Costs (1) less per Attack of your weapon."Yarrrr" is a pirate word that means "Greetings, milord."|
|Druid of the Claw||Common||Minion||Druid||5||4||4||Choose One - Transform into a 4/4 with Charge For the card of the same name, see Charge (card) Charge is an ability allowing a minion to attack the same turn it is summoned. Charge is available to all classes, but is most strongly ; or a 4/6 with Taunt.Cat or Bear? Cat or Bear?! I just cannot CHOOSE!|
|Fen Creeper||Common||Minion||Any||5||3||6||TauntHe used to be called Bog Beast, but it confused people because he wasn`t an actual beast. Boom, New Name!|
|Frostwolf Grunt||Common||Minion||Any||2||2||2||TauntGrunting is what his father did and his father before that. It`s more than just a job.|
|Giant Mastodon||Common||Minion||Beast||Any||9||6||10||TauntStill salty about it not being the "Year of the Mastodon."|
|Goldshire Footman||Common||Minion||Any||1||1||2||TauntIf 1/2 minions are all that is defending Goldshire, you would think it would have been overrun years ago.|
|Hired Gun||Common||Minion||Any||3||4||3||TauntHe loves his job and would do it for free! (But don`t tell his boss!)|
|Hot Spring Guardian||Common||Minion||Elemental||Shaman||3||2||4||Taunt|
3 Health.NONE SHALL PASS until at least an hour after eating.
|Infested Tauren||Common||Minion||Any||4||2||3||Taunt. Deathrattle: Summon a 2/2 Slime.The Overmind and the Old Gods are surprisingly similar.|
|Ironbark Protector||Common||Minion||Druid||8||8||8||TauntI dare you to attack Darnassus.|
|Ironfur Grizzly||Common||Minion||Beast||Any||3||3||3||Taunt"Bear Carcass 1/10"|
Battlecry: Summon a Jade Golem.I think we should talk about the jade elephant in the room.
Battlecry: Discard two random cards.Guaranteed to track tar all over your carpet.
|Lord of the Arena||Common||Minion||Any||6||6||5||TauntHe used to be a 2100+ rated arena player, but that was years ago and nobody can get him to shut up about it.|
|Mark of Nature||Common||Spell||Druid||3||Choose One - Give a minion +4 Attack; or +4 Health and Taunt.Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."|
|Mirror Image||Common||Spell||Mage||1||Summon two 0/2 minions with Taunt.Oh hey it`s Mirror Image!!egamI rorriM s`ti yeh hO|
|Mogu`shan Warden||Common||Minion||Any||4||1||7||TauntAll these guys ever do is talk about the Thunder King. BOOOORRRINNG!|
|Nesting Roc||Common||Minion||Beast||Any||5||4||7||Battlecry: If you control at least 2 other minions, gain Taunt.Roc eggs are great in omelettes, sandwiches, and as bait to turn poachers into bird food.|
Battlecry: Adapt."It`s an herbivore. How dangerous can it be?" - Famous last words
|Pompous Thespian||Common||Minion||Any||2||3||2||TauntAlas poor Annoy-o-Tron! A fellow of infinite jest, of most excellent fancy!|
Divine Shield"Annoyinger-o-Tron" was just too unwieldy. And accurate.
|Public Defender||Common||Minion||Warrior||2||0||7||TauntHappy to defend any public offender!|
|Shieldbearer||Common||Minion||Any||1||0||4||TauntHave you seen the size of the shields in this game?? This is no easy job.|
|Silverback Patriarch||Common||Minion||Beast||Any||3||1||4||TauntHe likes to act like he`s in charge, but the silverback matriarch actually runs things.|
|Squirming Tentacle||Common||Minion||Any||3||2||4||TauntYeah, I think we can agree that killing the squirming tentacle first is a good idea.|
|Stegodon||Common||Minion||Beast||Any||4||2||6||TauntLevel 40 Tortollan Paladins quest to tame a Stegodon. There are no level 41 Tortollan Paladins.|
PoisonousStubbornly pursuing its dream to become Azeroth`s fastest animal!
Has +2 Attack during your opponent`s turn.If you won`t come to the tar pits, we`ll bring them to you!
Has +3 Attack during your opponent`s turn.Hi, Tar here. Long time lurking, first time taunting…
|Tauren Warrior||Common||Minion||Any||3||2||3||Taunt. Enrage: +3 AttackTauren Warrior: Champion of Mulgore, Slayer of Quilboar, Rider of Thunderbluff Elevators.|
Deathrattle: Give a random friendly minion +1/+1.A hero... In a half-shell.
|Twilight Geomancer||Common||Minion||Any||2||1||4||Taunt. Battlecry: Give your C`Thun Taunt (wherever it is)."Ok C`Thun, repeat after me: `Your mother was a hamster.`"|
|Abomination||Rare||Minion||Any||5||4||4||Taunt. Deathrattle: Deal 2 damage to ALL characters.Abominations enjoy Fresh Meat and long walks on the beach.|
|Alley Armorsmith||Rare||Minion||Warrior||5||2||7||Taunt Whenever this minion deal damage, gain that much Armor.The rent is cheap and she passes the savings onto YOU!|
|Avian Watcher||Rare||Minion||Any||5||3||6||Battlecry: If you control a Secret, gain +1/+1 and Taunt.He mostly watches light romantic comedies.|
|Cornered Sentry||Rare||Minion||Warrior||2||2||6||Taunt. Battlecry: Summon three 1/1 Raptors for your opponent.The Draenei are seriously considering cancelling "Bring Your Murderous Pet to Work Day."|
Deathrattle: Shuffle a 6/9 Direhorn with Taunt into your deck.His mom could beat up your mom.
|Felguard||Rare||Minion||Demon||Warlock||3||3||5||Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he`ll fight for you. BUT HE`S NOT GOING TO LIKE IT.|
|Feral Spirit||Rare||Spell||Shaman||3||Summon two 2/3 Spirit Wolves with Taunt. Overload: (2)Spirit wolves are like regular wolves with pom-poms.|
Battlecry: Give adjacent minions Divine Shield.Some new asphalt should do the trick.
|Second-Rate Bruiser||Rare||Minion||Any||5||4||5||Taunt. Costs (2) less if your opponent has at least three minions.He`ll be a first-rate bruiser once he gets used to his contacts.|
|Shellshifter||Rare||Minion||Druid||4||3||3||Choose One - Transform into a 5/3 with Stealth;|
or a 3/5 with Taunt.Master of the Three Shell Monte.
Battlecry: Discover a Taunt minion.Briefly tried stand-up comedy under the name "Stonehill Offender", but turtles are just too thin-skinned.
|Sunwalker||Rare||Minion||Any||6||4||5||Taunt. Divine ShieldShe doesn’t ACTUALLY walk on the Sun. It`s just a name. Don’t worry!|
|Thing from Below||Rare||Minion||Shaman||6||5||5||Taunt. Costs (1) less for each Totem you`ve summoned this game.Just can`t resist the opportunity to hang around with a bunch of totems.|
|Tol`vir Stoneshaper||Rare||Minion||Any||4||3||5||Battlecry: If you played an Elemental last turn, gain Taunt and Divine Shield.He spends a lot of time keeping himself in stoneshape.|
|Ancient of War||Epic||Minion||Druid||7||5||5||Choose One - +5 Attack; or +5 Health and Taunt.Young Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.|
|Crazed Worshipper||Epic||Minion||Any||5||3||6||Taunt. Whenever this minion takes damage, give your C`Thun +1/+1 (wherever it is).Every month they share a pancake breakfast with the Perfectly Rational Worshippers.|
|Cyclopian Horror||Epic||Minion||Any||4||3||3||Taunt. Battlecry: Gain +1 Health for each enemy minion.What are the qualifications for being a `Horror?` Just how horrible do you have to be?|
Battlecry: Your opponent summons a random minion from their hand.It`s not his fault… Someone keeps stealing his soap!
|Earth Elemental||Epic||Minion||Elemental||Shaman||5||7||8||Taunt. Overload: (3)Nothing beats rock.|
Battlecry: Copy a friendly minion`s Attack and Health."What is that thing?!" "I`m not sure, but it seems to be sort of Y`sera shaped."
Battlecry: Deal 2 damage to all other minions.Before he became a rap artist.
|Al`Akir the Windlord||Legendary||Minion||Elemental||Shaman||8||3||5||Windfury, Charge, Divine Shield, TauntHe is the weakest of the four Elemental Lords. And the other three don`t let him forget it.|
Battlecry: Gain +5 Health for each Elemental you played last turn.Between you and me, Ozruk is a bit obsessed with his body.
|Soggoth the Slitherer||Legendary||Minion||Any||9||5||9||Taunt|
Can`t be targeted by spells or Hero Powers.Don`t tell Soggoth, but in the future he gets totally owned by the Master`s Glaive and his skull becomes a tourist attraction.
Battlecry: Draw a Beast, Dragon, and Murloc from your deck.The Curator guards Azeroth’s deadliest creatures, but it’s secretly terrified of squirrels.
|Tirion Fordring||Legendary||Minion||Paladin||8||6||6||Divine Shield. Taunt. Deathrattle: Equip a 5/3 Ashbringer.If you haven`t heard the Tirion Fordring theme song, it`s because it doesn`t exist.|
|Twin Emperor Vek`lor||Legendary||Minion||Any||7||4||6||Taunt|
Battlecry: If your C`Thun has at least 10 Attack, summon another Emperor.Do they make decisions based on age? "I`m two minutes older therefore we burn this village."
Deathrattle: Shuffle `The Storm Guardian` into your deck.My life for Aya!
|Wickerflame Burnbristle||Legendary||Minion||Paladin||3||2||2||Taunt. Divine Shield. Damage dealt by this minion also heals your hero.Wickerflame spent years as a recruit for the Goons, never making the big-time because he always fired his chest-cannon too slowly. "Hey," he thought, "maybe if I keep my beard lit on fire, I can do this faster." BOOM, promoted.|
|Wrathion||Legendary||Minion||Any||6||4||5||Taunt. Battlecry: Draw cards until you draw one that isn`t a Dragon.Wrathion, son of Deathwing, is a dragon. Why isn`t he tagged as a dragon, you ask? WHAT, ARE YOU TRYING TO BLOW HIS COVER??|
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- Every possible target on the board for the spell or Ability.
- To be on the offensive either by attacking an opponents card or your opponent himself/herself
- There are a group of common keywords that are used on multiple cards that are collectively called abilities. They can for example specify when the action will happen, or how. These keywords are written in bold on the cards.
- Aggro Deck
- See Area of Effect
- Arcane Dust
- The ingredient used to craft new Hearthstone cards. Can only be obtained in two ways: as a reward for doing Arena or through Disenchanting an existing card in your possession. Crafting costs depend on the rarity of a card and whether it is Golden or not.
- Common - 40 Dust
- Golden Common - 400 Dust
- Rare - 100 Dust
- Golden Rare - 800 Dust
- Epic - 400 Dust
- Golden Epic - 1600 Dust
- Legendary - 1600 Dust
- Golden Legendary - 3200 Dust
- A Hearthstone game mode. In this mode, players can choose to either pay 150 Gold or real money ($1.99/⅁1.49/⃢₂ⅹ1.79) to enter. In Arena, you are given a random draft of three classes to pick then must pick cards individually out of a choice of three cards until you have completed your deck. Unlike Constructed, there is no limit to how many copies of the same card you may possess in your deck.
- In an Arena run, you compete against other players to win as many games as possible. An Arena run will end when you either win twelve times, retire, or lose three times. Winning Arena games will upgrade the key in your possession, which will improve the spoils (You will receive five boxes of rewards, each having a chance to contain Gold, Arcane Dust or a Pack). You are always guaranteed to get a pack of cards, but if you do well enough it is possible to get two. Generally speaking, a Diamond Key (7 wins or above) is usually required to earn back the Arena entry fee in Gold while a Lightforge Key (12 wins) will earn you the greatest possible reward.
- Area of Effect
- Spells or attacks that affect more than a single target and either specifies a certain general area or an area emanating from a source point.
- A resource similar to Health, that can be gained through the hero powers Armor Up! and Shapeshift, or spells like Shield Block, Ice Barrier and Bite. Armor gets removed before Health when taking damage, but you lose the game if your Health drops to 0 even if you manage to gain some Armor after taking the damage.
- Attack Power
- The attack power of a minion is the amount of damage it can do on each attack.
- An ability that is triggered immediately, when a minion is summoned.
- Powers and cards played with the purpose of lowering the health of the enemy hero, disregarding board control.
- A character is either your hero₠or any minion on the battlefield.
- This Ability lets a minion attack during the turn it is summoned.
- Choose One
- This Ability gives you the option to choose between two spell effects when playing a spell, or between two minion Battlecry effects when playing a minion. This ability is associated with the Druid class.
- A card with the ability Combo gets the ability triggered it if is not the first card that is played that turn, i.e. it is played in a combo with another card. Playing The Coin does trigger the Combo ability. Hero Power does not enable Combo. This ability is associated with the Rogue class.
- Refers to any Hearthstone game mode in which the player is allowed to use decks they have built from their own card collection. In any constructed deck, the player is allowed a maximum of two of each common/rare/epic card and a maximum of one of each legendary card.
- Control Deck
- A deck that aims to win through board control. Usually these type of decks have high emphasis on removal spells and lack burn damage. Most notable archetypes are Handlock Control Warrior and Control Priest.
- A card that is given to the player who is going second at the start of the match. It grants the player 1 extra Mana Crystal for one turn only when they use it.
- Ability that is triggered when the minion dies.
- The set of 30 cards that player uses in a game of Hearthstone. Player draws one card from the deck each turn until there are no cards left, after which the player will be Fatigued
- Remove a minion from the board. There is no damage dealt so Divine Shield is ignored.
- When a Discover ability is activated player is presented with three random cards to choose from and to take into one`s hand.
- Disenchanting cards will give you Arcane Dust. It`s good to use when you have many duplicates. Rarer cards provide more Arcane Dust. Basic cards cannot be disenchanted.
- Common - 5 Dust
- Golden Common - 50 Dust
- Rare - 20 Dust
- Golden Rare - 100 Dust
- Epic - 100 Dust
- Golden Epic - 400 Dust
- Legendary - 400 Dust
- Golden Legendary - 1600 Dust
- Divine Shield
- Absorbs one attack or spell/effect that deals damage before the minion itself takes any damage.
- Dream Cards
- Cards that a player draws at the end of each turn while having Ysera on the board.
- Number of times a hero can attack with a weapon before it is destroyed.
- This Ability is triggered when a minion takes damage.
- Fast decks
- Typically all-out decks that play many small aggressive minions, trying to close out the game as early as possible, leading to fast victories or defeats.
- When you are out of remaining cards in your deck and the start of your turn or a card effect makes you draw a card, you take fatigue damage. The first time you`re out of cards, it`s 1 damage, the second time, it`s 2 damage, and so on until you or your opponent is dead.
- Cannot attack for one turn, Hero abilities can still be used (although Rogues and Druids would be unable to attack with said Hero abilities.
- Gold is the in-game currency. It cannot be directly purchased, but is instead won through arena matches and/or playing in matchmade constructed games.
- The amount of life a card or hero has left before it is discarded or, in the case of a hero, loses the game.
- Hit Points (HP)
- See Health
- Everything is ineffective and damage cannot be inflicted to you.
- An effect that activates when the owner of the minion uses a Hero Power.
- Mana is used to play cards. Your current mana is displayed in the bottom right of the screen. Each card requires a certain amount of mana to be summoned. You start with one Mana; at the start of each player`s turn mana is fully restored and the mana pool gets increased by one until both players have 10 Mana. Certain cards can increase a player`s mana pool.
- Medals were an early ranking system in Hearthstone. Players started at Apprentice and based on their ladder performance in ranked games could work their way up to a higher medal. You did not lose Medals for losing games. This system was replaced with the current ladder system before launch.
- Mill Deck
- Milling is the act of flooding your opponent`s hand, making him discard cards due to drawing over the 10 card limit.
- Minion is a character with health and attack values that players summon to the board by playing minion cards or certain spells such as Feral Spirit
- To mulligan a card is to discard it from your initial hand and draw a replacement from the remaining deck. You are allowed to mulligan as many cards as you want from your initial draw, but this can only be done before turn 1.
- Murloc Deck
- Deck that focuses on Murlocs. One of the most aggressive decks in the game. Most commonly used by warlocks, since they can use Life Tap to draw a lot of cards to keep the aggression going. Very susceptible to Area of Effect.
- One Turn Kill
- A combination of cards that leads to killing an opponent in one turn.
- See One Turn Kill
- Reduces the amount of mana a player can use the next turn.
- Hearthstone cards are purchased in packs. Each pack has five cards in them, at least one of them being Rare or of higher rarity. Packs may also contain Golden cards or multiples of same card. Packs are earned as rewards or can be bought from the in-game store.
- Plain Card
- A plain card is a minion which has no text on it, ie. it only has Mana Cost, Attack Power, and Hit Points.
- See Attack Power
- The act of playing cards that add mana crystals to your mana pool in order to play high mana creatures faster than your opponent. This includes cards that increase your mana pool temporarily (The Coin and Innervate) or permanently (Wild Growth, Nourish).
- In order from least rare to most rare: Common(White), Rare(Blue), Epic(Purple), Legendary(Orange). Although it mainly determines how uncommon certain cards would appear in a Pack, it also determines the crafting cost (in Arcane Dust) of a card. Rarity does not necessarily correlate to power.
- A term applied to cards that deal damage or Destroy one or more minions on the turn they are played.
- A Spell that is triggered when a certain action occurs (ex. attacking an enemy minion). The identity of a secret is hidden from the opponent until it is triggered, portrayed only as question mark graphic above the casting hero`s portrait.
- This Ability removes any effects (ex. +1/+1, taunt) from the chosen target(s). This does not remove spells like Hex or Polymorph that turn the creature into something else, although it would remove the taunt from the Hexed creature. Casting silence on a creature that is silenced already does not remove the first silence. You can use silence on your own creatures however to remove enemy spells such as Humility that negatively affect your minions.
- Slow decks
- Decks that try to stall out the game until high mana turns where they can bring out impactful minions like Ancient of War, Ysera and Ragnaros.
- Cards that belong to the Basic set. They cannot be disenchanted and are available for all players. Also Reward cards belong to this category.
- Spell Damage
- Each point of Spell Damage makes spells deal one additional damage. It also applies to some spells like Shadowflame and healing spells with Auchenai Soulpriest.
- Standard Format
- A type of game mode where only the recent 2 years of Hearthstone cards can be used. Classic and Basic cards are always usable in Standard.
After coming out of Standard rotation, cards are classed as Wild
- This Ability makes a minion untargetable by attacks or targeted spells/effects. They still take damage from Area of Effect spells/effects, and can still be hit from spells that hit a random target. They can also be hit by spells that target adjacent minions. An Explosive Shot that targets a minion will still do 2 damage to the stealthed minion next to it. Stealth is removed after the minion attacks.
- A Minion category that generally has synergies within its type and with some spells (example Timber Wolf and Kill Command). Currently, there are seven subtypes: Beast, Dragon, Demon, Mech, Murloc, Pirate and Totem.
- This Ability forces enemy characters to attack this minion before any other minion without taunt or your hero. If there are multiple minions with taunt you can choose which of them to attack.
- To be determined - Something yet to be determined such as tournament participants, or release date. In terms of release dates, TBA (To be announced) can also be used.
- A general concept used not only in TCGs but also in other strategy games such as Chess and Starcraft that refers to who has the initiative in a game. If, for example, both players play some minions but yours can attack first, you are said to have tempo.
- Tempo Deck
- A deck designed to gain the initiative in a game, often through a lower Mana Curve, cards holding significant Value relative to their Mana cost, and a healthy dose of Control options. Not to be confused with a Rush Deck which will often aim to win the game outright in a short number of turns with a tiny Mana Curve.
- A card that is summoned by another card, such as Violet Apprentice, Gnoll, Silver Hand Recruit and Wicked Knife.
- Token Deck
- A deck that floods the board with small, weak minions using cards like Violet Teacher, Haunted Creeper or Muster for Battle to get high value from buffs such as Power of the Wild, Bloodlust, Hobgoblin and Savage Roar.
- Drawing a powerful card that turns the game around in your favor while faced with a major card disadvantage (i.e. either having no or very few cards on your hand or in play) compared to your opponent. A term often used in other card games (particularly YuGiOh where some deck archetypes were notorious for top-decking.)
- See Subtype
- Value can be defined in two different ways:
- 1. By the effects and stats of a card relative to its Mana and Card cost (if applicable.) For example, Novice Engineer is deemed to be a valuable card due to its "Draw a card" Battlecry, Knife Juggler can potentially provide great value each time you play a minion and the Dark Iron Dwarf is deemed very valuable for a 4 Mana 4/4 due to its Battlecry which grants an additional 2 Attack to a minion.
- 2. A metric used to describe the efficiency of a certain play. For example, the act of eliminating a Bluegill Warrior with an Elven Archer`s Battlecry can be deemed valuable both in terms of card advantage and Mana cost due to a 1 Mana 1/1 minion eliminating a 2 Mana 2/1 Charge minion with only its Battlecry (meaning the attacker who played the Archer did not lose the minion in the process.)
- This Ability allows a minion to attack twice in one turn.
- Wild Format (game type)
- A game type that allows any card in Hearthstone to be used in a deck. Standard decks are allowed, but not the other way round. See Standard Format above for information.