Immune is an 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, 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 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 , healing Healing is the restoration of Health to a damaged character. Healing a character will increase their Health by the stated amount, up to but not beyond their current maximum Health. Healing effects or Restore Health or other effects, or prevent the character from being targeted by randomly 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 or automatically targeted effects.
For discussion and references, see below.
- Immune effects are always temporary, and only offer immunity for the stated period or while the source is active: after this, the effect is removed.
- Immune effects on a hero belong to that specific hero, not to the controlling player. For instance, if Ice Block Ice Block Set: Classic Type: Spell Class: Mage Rarity: Epic Cost: 3 Abilities: Immune, Secret Tags: Damage-related, Triggered effect Secret: When your hero takes fatal damage, prevent it and become Immune this turn.Ice is nice, gives Immune to a hero that later that turn is replaced by Majordomo Executus Majordomo Executus Set: Blackrock Mountain Type: Minion Rarity: Legendary Cost: 9 Attack: 9 Health: 7 Abilities: Deathrattle, Replace, Replace Hero Power Tags: Hero Power-related Deathrattle: Replace your hero with Ragnaros, the Firelord.You thought Executus turned `s Deathrattle, the resulting hero will lose the Immune effect.
- Immune prevents all damage Damage in Hearthstone is a particular infliction of harm upon heroes or minions, measured by a number which is deducted from their Health and/or Armor (if they have any). If a character s Health is reduced that would be dealt to the affected character, regardless of its amount and source (similarly to Divine Shield An Argent Squire with Divine Shield in place Divine Shield is an ability which causes a minion to ignore the next damage it receives. Upon receiving any damage the Divine Shield is removed, and that ). In particular:
- Immune prevents damage from combat 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 , 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 , Battlecries Battlecry is an ability where a particular effect activates when the card with the Battlecry is played directly from the hand. Although mostly limited to minions, some weapons also have Battlecries. Activation of Battlecries are , Deathrattles A Loot Hoarder displaying the Deathrattle icon Deathrattle is an ability where the stated effect occurs when the minion or weapon is destroyed. Cards with Deathrattle appear with a skull and crossbones when in play. , Secrets A Secret is a spell card that is cast normally but has a delayed, hidden effect, which only takes place when a specific event occurs. When a Secret is played, a Secret icon appears on , triggered effects and Fatigue The message displayed upon attempting to draw a card after reaching Fatigue. Fatigue is a game mechanic that deals increasing damage to players who have already drawn all of the cards in their deck, whenever .
- Immune prevents damage from both enemy and friendly sources, such as Flame Imp Flame Imp Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Common Cost: 1 Attack: 3 Health: 2 Abilities: Battlecry, Deal damage Battlecry: Deal 3 damage to your hero.Imps like being on fire. They just and Life Tap Life Tap Type: Hero Power Class: Warlock Cost: 2 Abilities: Deal damage, Draw cards Hero PowerDraw a card and take 2 damage.See this card on Hearthpwn data page] Life Tap is the warlock s basic Hero .
- Effects that triggers when damage is dealt (such as Frothing Berserker Frothing Berserker Set: Classic Type: Minion Class: Warrior Rarity: Rare Cost: 3 Attack: 2 Health: 4 Tags: Damage-related, Triggered effect Whenever a minion takes damage, gain +1 Attack.He used to work as an accountant before ) will not trigger if the damage is prevented by Immune.
- Immune characters are not protected from all other sources of harm or attack, such as Equality Equality Set: Classic Type: Spell Class: Paladin Rarity: Rare Cost: 2 Tags: Area of effect Change the Health of ALL minions to 1.We are all special unique snowflakes... with 1 Health.See this card on Hearthpwn and Twisting Nether Twisting Nether Set: Classic Type: Spell Class: Warlock Rarity: Epic Cost: 8 Abilities: Destroy Tags: Area of effect Destroy all minions.The Twisting Nether is a formless place of magic and illusion and destroyed minions.See this .
- Immune characters will still deal damage normally.
- For additional details, see Damage#Advanced rules.
- An Immune character cannot be actively targeted by the opponent (similarly to 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 ). This includes combat attacks as well as targeted 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 , Battlecries Battlecry is an ability where a particular effect activates when the card with the Battlecry is played directly from the hand. Although mostly limited to minions, some weapons also have Battlecries. Activation of Battlecries are and 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 . In particular:
- Immune characters can be targeted by enemy effects that are automatically targeted (such as Vaporize Vaporize Set: Classic Type: Spell Class: Mage Rarity: Rare Cost: 3 Abilities: Destroy, Secret Tags: Combat-related, Triggered effect Secret: When a minion attacks your hero, destroy it.Rumor has it that Deathwing brought about the Cataclysm ) or randomly 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 targeted (such as Ragnaros the Firelord Ragnaros the Firelord Set: Hall of Fame Type: Minion Subtype: Elemental Rarity: Legendary Cost: 8 Attack: 8 Health: 8 Abilities: Deal damage Tags: Random, Triggered effect Can t attack. At the end of your turn, deal , 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 or Clumsy "Oops..." - Dunemaul Shaman Forgetful, previously known as clumsy, is an ability which grants a minion or weapon a 50% chance of attacking the wrong enemy. Forgetful is a type of triggered effect. While the characters), although any resulting damage will still be prevented.
- Immune characters can be actively targeted by the controlling player, although any resulting damage will still be prevented. For instance, a player can use healing and destroy effects on their own Immune hero or minions to full effect.
- Example: A player whose hero have been replaced by Lord Jaraxxus Lord Jaraxxus Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Legendary Cost: 9 Attack: 3 Health: 15 Abilities: Battlecry, Equip, Replace Hero Power Tags: Hero Power-related, Weapon-generating Battlecry: Destroy your hero and replace it and is protected by Mal`Ganis Mal Ganis Set: Goblins vs Gnomes Type: Minion Subtype: Demon Class: Warlock Rarity: Legendary Cost: 9 Attack: 9 Health: 7 Abilities: Immune Tags: Demon-related, Ongoing effect Your other Demons have +2/+2. Your hero is Immune.Mal Ganis doesn t can still use Sacrificial Pact Sacrificial Pact Set: Basic Type: Spell Class: Warlock Cost: 0 Abilities: Destroy, Restore Health Tags: Demon-related Destroy a Demon. Restore #5 Health to your hero.This is the reason that Demons never really become friends with to destroy themselves..
- Example: A player can use Alexstrasza Alexstrasza Set: Classic Type: Minion Subtype: Dragon Rarity: Legendary Cost: 9 Attack: 8 Health: 8 Abilities: Battlecry Battlecry: Set a hero s remaining Health to 15.Alexstrasza the Life-Binder brings life and hope to everyone. Except Deathwing. to directly alter their own hero`s Health, regardless of its current value.
- Example: A player can cast damaging spells (such as Darkbomb Darkbomb Set: Goblins vs Gnomes Type: Spell Class: Warlock Rarity: Common Cost: 2 Abilities: Deal damage Deal 3 damage.If you re looking to make an "Emo" deck, this card is perfect!See this card on Hearthpwn data ) on their own Immune hero: they simply will not deal any damage.
- Misdirection Misdirection Set: Classic Type: Spell Class: Hunter Rarity: Rare Cost: 2 Abilities: Secret Tags: Combat-related, Triggered effect Secret: When a character attacks your hero, instead he attacks another random character.Sometimes it s as simple as putting does not trigger if an Immune hero is the only available redirect target. In addition, it is believed (with 99.2% confidence, i.e. 1/128 probability of being incorrect) that Misdirection cannot select an Immune character as the defender, even if it does trigger.
- As with 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 , Taunt The shield-like Taunt visual effect Taunt is a minion ability 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 minions that are Immune have their Taunt ability temporarily suppressed, and can thus be bypassed.
- Immune effects will not prevent the game from ending automatically at the start of the 90th turn Hearthstone takes place in turns. Each turn gives a player the opportunity to act. At the end of each turn, play is passed back to the other player. A round describes one turn for each : for instance, if both players have a Mal`Ganis Mal Ganis Set: Goblins vs Gnomes Type: Minion Subtype: Demon Class: Warlock Rarity: Legendary Cost: 9 Attack: 9 Health: 7 Abilities: Immune Tags: Demon-related, Ongoing effect Your other Demons have +2/+2. Your hero is Immune.Mal Ganis doesn t in play and refuse to attack each other, the game will end in a draw at the beginning of the 90th turn.
- Although not explicitly stated in the card`s text, Gorehowl Gorehowl Set: Classic Type: Weapon Class: Warrior Rarity: Epic Cost: 7 Attack: 7 Durability: 1 Abilities: Immune Tags: Durability-related, Triggered effect Attacking a minion costs 1 Attack instead of 1 Durability.Grommash Hellscream s famous axe. Somehow has a triggered effect that grants a temporary Immune effect to the weapon itself, which protects it from Durability losses the same way Immune effects on characters protect them from damage. For additional information, see Gorehowl Gorehowl Set: Classic Type: Weapon Class: Warrior Rarity: Epic Cost: 7 Attack: 7 Durability: 1 Abilities: Immune Tags: Durability-related, Triggered effect Attacking a minion costs 1 Attack instead of 1 Durability.Grommash Hellscream s famous axe. Somehow .
Cards with Immune
- This section contains information exclusive to Wild format.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Stablemaster||Epic||Minion||Hunter||3||4||2||Battlecry: Give a friendly Beast Immune this turn.Takes way better care of her pets than her brother, Unstablemaster.|
|Mal`Ganis Mal Ganis Set: Goblins vs Gnomes Type: Minion Subtype: Demon Class: Warlock Rarity: Legendary Cost: 9 Attack: 9 Health: 7 Abilities: Immune Tags: Demon-related, Ongoing effect Your other Demons have +2/+2. Your hero is Immune.Mal Ganis doesn t||Legendary||Minion||Demon||Warlock||9||9||7||Your other Demons have +2/+2. |
Your hero is Immune.Mal`Ganis doesn`t like being betrayed, so if you discard him, watch out.
|Showing all 2 cards|
- If Immune effects cause a character that is capable of attack to have no valid targets to attack, clicking on them will produce a "You cannot play that without a target" message across the battlefield, and the "I can`t play that" emote from the hero. The character will also not be highlighted green, despite their ability to attack.
- As of Patch 188.8.131.5256, the only way to make an enemy minion Immune is to have Bestial Wrath Bestial Wrath Set: Classic Type: Spell Class: Hunter Rarity: Epic Cost: 1 Abilities: Immune Tags: Beast-related Give a friendly Beast +2 Attack and Immune this turn.The seething wrath is just beneath the surface. Beneath that stolen by a Spellbender, or to have Bestial Wrath Bestial Wrath Set: Classic Type: Spell Class: Hunter Rarity: Epic Cost: 1 Abilities: Immune Tags: Beast-related Give a friendly Beast +2 Attack and Immune this turn.The seething wrath is just beneath the surface. Beneath that `s or Stablemaster`s target stolen by an enemy Sylvanas Windrunner.
- 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.