Info
Mana is the resource used in Hearthstone to play cards Cards are the basic pieces that make up the game of Hearthstone. Each card represents an action that the player can take by playing that card. There are three main types of cards: spell cards, and use 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 , each of which has a mana cost that must be paid to use it. The supply of mana is represented by Mana Crystals, displayed at the bottom right of the screen. This supply automatically increases each 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 , although certain cards can also affect it. Mana is the only resource used in Hearthstone, and is the primary limiting factor on the play of cards.
A player`s mana is displayed in-game with two numbers:
- The first is the number of available mana (also referred to as current mana, or simply mana).
- The second is the number of permanent Mana Crystals (also referred to as maximum mana).
On the right of these numbers, the statuses of Mana Crystals are displayed visually with different icons: filled / empty / Overloaded / pending Overloaded.
Strategy
- See more: Mana curve
The limited but slowly-increasing supply of mana serves to delay and add pace to the game, preventing players from simply playing their most powerful cards on round one. It also crafts the game into distinct phases, with higher-value cards only becoming playable in later rounds. The increase of available mana over the course of a match is referred to as the mana curve, and is a key strategic concept, both during play and in deck building.
As one of the key limiting resources in the game, effective mana management is essential for achieving victory in Hearthstone. While generally it is ideal to make use of all available mana each turn to maintain tempo, in practice it is sometimes wiser to hold back cards until the right time, especially if planning a combo. While this may lead to mana being `wasted`, taking a more cautious approach to card playing can win games. 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 , while intentionally mana-inefficient, may be helpful for making use of mana every turn without consuming cards.
The mana cost of a card determines which round it will become available to play, as well as which cards it can be used in combination with. This concept is used in deck building to ensure viable options each turn, and can also be used to predict which cards may be played on certain rounds, such as Mind Control generally only becoming playable from round 10 onwards.
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Mana Crystals
Mana Crystals can be temporary or (if not stated otherwise) permanent.
Effects that give Mana Crystals for "this turn only" ( Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] , The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start , Counterfeit Coin Counterfeit Coin Set: Mean Streets of Gadgetzan Type: Spell Class: Rogue Rarity: Rare Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.There is something funny about this coin… can t quite put my finger , Gallywix`s Coin Gallywix s Coin Set: Goblins vs Gnomes Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only. (Won t trigger Gallywix.)See this card on Hearthpwn data page] Gallywix s Coin is an uncollectible rogue spell ) grant temporary Mana Crystals, which increase available mana for that turn but do not affect maximum mana.
- Visually, temporary Mana Crystals are displayed to the right of permanent Mana Crystals or, if there is no room, they appear to refill existing empty Mana Crystals (if any).
- Temporary Mana Crystals are spent first and, after being used, they disappear (rather than becoming empty).
- Temporary Mana Crystals cannot be Overloaded nor pending Overloaded (they exist only in the filled status), and are not destroyed by effects that destroy Mana Crystals.
All other effects that refer to Mana Crystals grant (or destroy) permanent Mana Crystals. Permanenet Mana Crystals can be in one of the following statuses:
- filled Mana Crystals (displayed with a glowing blue icon) increase also the amount of available mana, and thus can be used to pay mana costs.
- empty Mana Crystals (displayed with a graysh icon) cannot be used to pay mana costs until they are refilled.
- Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in Mana Crystals (displayed with a gray padlock icon) cannot be used to pay mana costs until they are unlocked (and refilled).
Maximum mana
The number of permanent Mana Crystals, called maximum mana, is displayed by the second number of the mana counter at the bottom right of the screen.
Players begin the game with 0 permanent Mana Crystals.
Permanent Mana Crystals can be gained in the following ways, up to a maximum of 10:
- At the start of each player`s 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 (including the first turn of the game), that player gains a new permanent Mana Crystal (and all of his non- Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in Mana Crystals are refilled).
- Some effects ( Wild Growth Wild Growth Set: Basic Type: Spell Class: Druid Cost: 2 Tags: Mana-related Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!See this card on Hearthpwn data page] , Mire Keeper Mire Keeper Set: Whispers of the Old Gods Type: Minion Class: Druid Rarity: Rare Cost: 4 Attack: 3 Health: 3 Abilities: Choose One, Summon Tags: Mana-related Choose One - Summon a 2/2 Slime; or Gain , Darnassus Aspirant Darnassus Aspirant Set: The Grand Tournament Type: Minion Class: Druid Rarity: Rare Cost: 2 Attack: 2 Health: 3 Abilities: Battlecry, Deathrattle Tags: Mana-related Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal.She loves `s Battlecry 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 , Jade Blossom Jade Blossom Set: Mean Streets of Gadgetzan Type: Spell Class: Druid Rarity: Common Cost: 3 Abilities: Summon Tags: Mana-related Summon a Jade Golem. Gain an empty Mana Crystal.Meditating under a jade blossom is said to , Pilfered Power Pilfered Power Set: Mean Streets of Gadgetzan Type: Spell Class: Druid Rarity: Epic Cost: 3 Tags: Battlefield-related, Mana-related Gain an empty Mana Crystal for each friendly minion.The Hozen don t get paid much, but at least ) explicitly give empty Mana Crystals, thus increasing maximum mana but not available mana.
- All other effects that give Mana Crystals to a player ( Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the , Astral Communion Astral Communion Set: The Grand Tournament Type: Spell Class: Druid Rarity: Epic Cost: 4 Abilities: Discard Tags: Mana-related Gain 10 Mana Crystals. Discard your hand.Hey! Moon! Can I have some mana crystals?See this card on , Grove Tender Grove Tender Set: Goblins vs Gnomes Type: Minion Class: Druid Rarity: Rare Cost: 3 Attack: 2 Health: 4 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Give each player a Mana Crystal; or , Arcane Golem Arcane Golem Set: Classic Type: Minion Rarity: Rare Cost: 3 Attack: 4 Health: 4 Abilities: Battlecry Tags: Mana-related Battlecry: Give your opponent a Mana Crystal.Having Arcane golems at home really classes up the place, and , Demonfuse Demonfuse Set: The Grand Tournament Type: Spell Class: Warlock Rarity: Common Cost: 2 Tags: Demon-related, Mana-related Give a Demon +3/+3. Give your opponent a Mana Crystal.Very dangerous when attached to a demonbomb.See this card on ) grant filled Mana Crystals, thus increasing both available and maximum mana accordingly.
- A player can never have more than 10 maximum mana.
Effects that destroy Mana Crystals ( Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT , Blastcrystal Potion Blastcrystal Potion Set: Mean Streets of Gadgetzan Type: Spell Class: Warlock Rarity: Common Cost: 4 Abilities: Destroy Tags: Mana-related Destroy a minion and one of your Mana Crystals.There s a fine line between "potion" and "grenade". , Darnassus Aspirant Darnassus Aspirant Set: The Grand Tournament Type: Minion Class: Druid Rarity: Rare Cost: 2 Attack: 2 Health: 3 Abilities: Battlecry, Deathrattle Tags: Mana-related Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal.She loves `s Deathrattle 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. ) permanently destroy permanent Mana Crystals, starting from empty ones, decreasing maximum mana up to a minimum of 0.
- If a player is forced to lose a filled Mana Crystal (because all of their permanent Mana Crystals are filled) their available mana will be reduced accordingly for the current turn too. Else, their available mana is not reduced for the current turn, but only for subsequent ones.
- A player can never have less than 0 maximum mana.
- Example: If a player repeatedly plays Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT to destroy all of their Mana Crystals and then plays another Felguard, nothing happens.
- Example: A player that has one of their Mana Crystals destroyed will have one less mana each turn until they reach 10 Mana Crystals. Thus, if that player was already at 10 Mana Crystals, they will lose a Mana Crystal but simply regain it at the beginning of their next turn.
Available mana
The number of currently filled Mana Crystals, called available mana or current mana, is displayed by the first number of the mana counter at the bottom right of the screen and represents the amount of mana that is still available for the player to use cards and Hero Powers that turn.
Available mana can be increased in the following ways, up to a maximum of 10:
- At the start of each player`s 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 all of their non- Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in Mana Crystals are refilled, increasing available mana accordingly (this in particular means that mana left unspent by the end of the turn will be wasted, since it will be refilled anyhow at the beginning of the next turn).
- Effects that give Mana Crystals for "this turn only" ( Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] , The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start , Counterfeit Coin Counterfeit Coin Set: Mean Streets of Gadgetzan Type: Spell Class: Rogue Rarity: Rare Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.There is something funny about this coin… can t quite put my finger , Gallywix`s Coin Gallywix s Coin Set: Goblins vs Gnomes Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only. (Won t trigger Gallywix.)See this card on Hearthpwn data page] Gallywix s Coin is an uncollectible rogue spell ) grant temporary Mana Crystals, which increase available mana for that turn.
- Effects that give permanent filled Mana Crystals to a player ( Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the , Astral Communion Astral Communion Set: The Grand Tournament Type: Spell Class: Druid Rarity: Epic Cost: 4 Abilities: Discard Tags: Mana-related Gain 10 Mana Crystals. Discard your hand.Hey! Moon! Can I have some mana crystals?See this card on , Grove Tender Grove Tender Set: Goblins vs Gnomes Type: Minion Class: Druid Rarity: Rare Cost: 3 Attack: 2 Health: 4 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Give each player a Mana Crystal; or , Arcane Golem Arcane Golem Set: Classic Type: Minion Rarity: Rare Cost: 3 Attack: 4 Health: 4 Abilities: Battlecry Tags: Mana-related Battlecry: Give your opponent a Mana Crystal.Having Arcane golems at home really classes up the place, and , Demonfuse Demonfuse Set: The Grand Tournament Type: Spell Class: Warlock Rarity: Common Cost: 2 Tags: Demon-related, Mana-related Give a Demon +3/+3. Give your opponent a Mana Crystal.Very dangerous when attached to a demonbomb.See this card on ) increase both available and maximum mana accordingly.
- Kun the Forgotten King Kun the Forgotten King Set: Mean Streets of Gadgetzan Type: Minion Class: Druid Rarity: Legendary Cost: 10 Attack: 7 Health: 7 Abilities: Choose One, Gain Armor, Refresh Mana Tags: Mana-related Choose One - Gain 10 `s second effect refills all of his controller`s non-Overloaded Mana Crystals, increasing available mana accordingly.
- Lava Shock Lava Shock Set: Blackrock Mountain Type: Spell Class: Shaman Rarity: Rare Cost: 2 Abilities: Deal damage Tags: Mana-related, Overload-related Deal 2 damage.Unlock your Overloaded Mana Crystals.Chocolate lava cake is shockingly delicious.See this card on Hearthpwn and Eternal Sentinel Eternal Sentinel Set: Whispers of the Old Gods Type: Minion Class: Shaman Rarity: Epic Cost: 2 Attack: 3 Health: 2 Abilities: Battlecry Tags: Mana-related, Overload-related Battlecry: Unlock your Overloaded Mana Crystals.Just try to avoid eye unlock and refill all currently Overloaded Mana Crystals, increasing available mana accordingly, and remove all currently pending Overloaded mana.
- A player can never have more than 10 available mana (thus, for instance, playing Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] with 10 available mana will have no effect), but effects that grant temporary Mana Crystals or that refill the player`s empty Mana Crystals can be played after some mana is expended, thus allowing a total expenditure of more than 10 mana in that turn.
Available mana can be reduced in the following ways:
- When a player spends mana to play cards Cards are the basic pieces that make up the game of Hearthstone. Each card represents an action that the player can take by playing that card. There are three main types of cards: spell cards, or use 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 , their available mana is reduced accordingly. This is by far the most common way of reducing players` available mana, up to the beginning of their next 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 when their Mana Crystals are refilled and they can spend their mana again.
- Each card and Hero Power has a specific mana cost, displayed as a number inside a blue crystal in the upper left corner of each card and at the top of each Hero Power, which reflects the amount of mana that must be expended in order to play that card or use that Hero Power. Certain effects can decrease or increase these mana costs: for a list of such effects and how they interact with each other, see Mana cost The mana cost of a card or Hero Power determines how much mana is required to play that card from the hand or to use that Hero Power. The number is displayed inside a blue .
- Cards can be played and Hero Powers can be used only if their final mana cost can be paid. Note that the mana cost must be paid before any card effects are taken into account, so cards like Lava Shock Lava Shock Set: Blackrock Mountain Type: Spell Class: Shaman Rarity: Rare Cost: 2 Abilities: Deal damage Tags: Mana-related, Overload-related Deal 2 damage.Unlock your Overloaded Mana Crystals.Chocolate lava cake is shockingly delicious.See this card on Hearthpwn or Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the cannot be cast if the player has less than the stated mana cost, even if the card itself would free up enough mana.
- Mana spent is taken from temporary Mana Crystals first (which disappear after being used), and any exceeding cost is then taken from permanent Mana Crystals (which become empty).
- Effects that destroy Mana Crystals ( Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT , Blastcrystal Potion Blastcrystal Potion Set: Mean Streets of Gadgetzan Type: Spell Class: Warlock Rarity: Common Cost: 4 Abilities: Destroy Tags: Mana-related Destroy a minion and one of your Mana Crystals.There s a fine line between "potion" and "grenade". , Darnassus Aspirant Darnassus Aspirant Set: The Grand Tournament Type: Minion Class: Druid Rarity: Rare Cost: 2 Attack: 2 Health: 3 Abilities: Battlecry, Deathrattle Tags: Mana-related Battlecry: Gain an empty Mana Crystal. Deathrattle: Lose a Mana Crystal.She loves ) reduce available mana only if they are forced to destroy filled Mana Crystals.
- Proportional effects consume all the player`s available mana as part of the card`s effect and have their effects increased in proportion. Cards with proportional effect can be played even when there is no mana left to consume.
- Cards with Overload that are played from the hand reduce the amount of mana available the next turn by the stated amount. More precisely, playing a card with Overload causes the stated amount of Mana Crystals to become pending Overloaded (a padlock icon appears beneath a permanent Mana Crystal for each point Overload), and at the start of the next turn that Mana Crystals will become Overloaded: the padlocks will move up and block out the player`s Mana Crystals, effectively preventing them from being refilled and used for that turn.
- A player`s current and/or pending Overloaded Mana Crystals has no upper limit. For instance, a player can Overload more mana than they will have the next turn: even if the user interface will only display Overload equal to the player`s maximum mana, the excess will still be registered and will affect mana-generating effects like The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start .. Once the Overload has been matched, any further mana generated will be usable by the player, and will be reflected in the mana counter.
- Overload affects available mana for the next turn only, even if it is greater than that turn`s maximum mana: current Overload will disappear (regardless of its amount) at the beginning of the player`s next turn, when it is substituted by previous turn`s pending Overload.
- Example: If a player plays two Dust Devils on turn two, on the next turn they will have 4 Overloaded mana despite having only 3 Mana Crystals: this mana deficit will not carry over to subsequent turns, thereby allowing the player to avoid paying that part of the Overload cost at all.
- Overloaded and pending Overloaded mana are not displayed for the opponent: players trying to estimate the opponent`s available mana next turn can use the history to check the cards played that turn.
- Available mana han no lower limit and thus, with enough Overload, "actual" available mana can be negative: although the game interface simply displays negative available mana as 0 and gives no sign at all that excess Overload remains, the excess will still be registered, and will counter mana generation through effects like Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] .
- Be that as it may, no amount of Overload will prevent the player from playing 0-Cost cards: since these cards cost no mana, the player`s current mana total is irrelevant.
Visual bugs
- If a player playing Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the , Grove Tender Grove Tender Set: Goblins vs Gnomes Type: Minion Class: Druid Rarity: Rare Cost: 3 Attack: 2 Health: 4 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Give each player a Mana Crystal; or or Astral Communion Astral Communion Set: The Grand Tournament Type: Spell Class: Druid Rarity: Epic Cost: 4 Abilities: Discard Tags: Mana-related Gain 10 Mana Crystals. Discard your hand.Hey! Moon! Can I have some mana crystals?See this card on has not enough room for the new Mana Crystals, they will replace any empty Mana Crystals (usually some of those emptied in order to play that card) or, if there are not, any Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in Mana Crystals (despite Overloaded Mana Crystals visually appear to remain locked, the available mana counter is increased correctly). Be that as it may, pending Overload is not affected, and will be reduce available mana for the next turn as usual.
- Effects that destroy Mana Crystals (such as Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT ) sometimes seem to destroy a pending Overloaded Mana Crystal: be that as it may, despite the visual appearance, losing (or gaining) maximum mana has no effect on your pending/current Overload.
- While The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start works correctly in relation to excess Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in mana, the visual effect does not: playing The Coin while having more Overloaded mana than current Mana Crystals will create a new, fully charged, non-padlocked Mana Crystal; be that as it may, the player will not be able to draw mana from that Mana Crystal, due to Overload.
- If you have 0/10 mana due to 10 Overloaded Mana Crystals and play The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start , the mana counter will correctly display 1/10 mana, but visually you will still have 10 locked Mana Crystals and no filled one.
Related cards
The following cards have effects that specifically alter a player`s available and/or maximum mana (these effects are most commonly found in druid cards). Not listed here are cards with Overload (found only in shaman cards), which reduce available mana for the next turn (see Overload for a list).
For a list of cards that modify mana costs rather than available/maximum mana, see Mana cost instead.
Name / Desc | Rarity | Type | Subtype | Class | Cost | Atk | HP | Description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mana Treant | None | Minion | Druid | 2 | 2 | 2 | Deathrattle: Gain an empty Mana Crystal. | ||||||||||||
The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start | None | Spell | Any | 0 | Gain 1 Mana Crystal this turn only. | ||||||||||||||
Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] | Free | Spell | Druid | 0 | Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them. | ||||||||||||||
Wild Growth Wild Growth Set: Basic Type: Spell Class: Druid Cost: 2 Tags: Mana-related Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!See this card on Hearthpwn data page] | Free | Spell | Druid | 2 | Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99! | ||||||||||||||
Blastcrystal Potion Blastcrystal Potion Set: Mean Streets of Gadgetzan Type: Spell Class: Warlock Rarity: Common Cost: 4 Abilities: Destroy Tags: Mana-related Destroy a minion and one of your Mana Crystals.There s a fine line between "potion" and "grenade". | Common | Spell | Warlock | 4 | Destroy a minion and one of your Mana Crystals.There`s a fine line between "potion" and "grenade". Wait. Actually, there`s not. | ||||||||||||||
Jade Blossom Jade Blossom Set: Mean Streets of Gadgetzan Type: Spell Class: Druid Rarity: Common Cost: 3 Abilities: Summon Tags: Mana-related Summon a Jade Golem. Gain an empty Mana Crystal.Meditating under a jade blossom is said to | Common | Spell | Druid | 3 | Summon a Jade Golem. Gain an empty Mana Crystal.Meditating under a jade blossom is said to grant you wisdom, unless you have a pollen allergy. | ||||||||||||||
Arcane Golem Arcane Golem Set: Classic Type: Minion Rarity: Rare Cost: 3 Attack: 4 Health: 4 Abilities: Battlecry Tags: Mana-related Battlecry: Give your opponent a Mana Crystal.Having Arcane golems at home really classes up the place, and | Rare | Minion | Any | 3 | 4 | 4 | Battlecry: Give your opponent a Mana Crystal.Having Arcane golems at home really classes up the place, and as a bonus they are great conversation pieces. | ||||||||||||
Counterfeit Coin Counterfeit Coin Set: Mean Streets of Gadgetzan Type: Spell Class: Rogue Rarity: Rare Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.There is something funny about this coin… can t quite put my finger | Rare | Spell | Rogue | 0 | Gain 1 Mana Crystal this turn only.There is something funny about this coin… can`t quite put my finger on it… | ||||||||||||||
Felguard Felguard Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Rare Cost: 3 Attack: 3 Health: 5 Abilities: Battlecry, Taunt Tags: Mana-related Taunt. Battlecry: Destroy one of your Mana Crystals.Yes, he ll fight for you. BUT | 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. | |||||||||||
Forbidden Ritual | Rare | Spell | Warlock | 0 | Spend all your Mana. Summon that many 1/1 Tentacles.Actually, C`Thun gives his full support for this ritual. | ||||||||||||||
Mire Keeper Mire Keeper Set: Whispers of the Old Gods Type: Minion Class: Druid Rarity: Rare Cost: 4 Attack: 3 Health: 3 Abilities: Choose One, Summon Tags: Mana-related Choose One - Summon a 2/2 Slime; or Gain | Rare | Minion | Druid | 4 | 3 | 3 | Choose One - Summon a 2/2 Slime; or Gain an empty Mana Crystal."Hey.... Is that Mire for sale?" "No. I`m keeping it." | ||||||||||||
Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the | Rare | Spell | Druid | 5 | Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the power of nature, the songbird`s chirp, a chocolate cake. | ||||||||||||||
Eternal Sentinel Eternal Sentinel Set: Whispers of the Old Gods Type: Minion Class: Shaman Rarity: Epic Cost: 2 Attack: 3 Health: 2 Abilities: Battlecry Tags: Mana-related, Overload-related Battlecry: Unlock your Overloaded Mana Crystals.Just try to avoid eye | Epic | Minion | Shaman | 2 | 3 | 2 | Battlecry 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 : Unlock your Overloaded A player with 1 mana Overloaded this turn, and 2 mana Overloaded for next turn. Overload is an ability which reduces the amount of mana available the next turn by the stated amount, indicated in Mana Crystals.Just try to avoid eye contact. | ||||||||||||
Forbidden Ancient | Epic | Minion | Druid | 1 | 1 | 1 | Battlecry 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 : Spend all your Mana. Gain +1/+1 for each mana spent.This Ancient was banned from the local tavern after tucking a `Dr. Boom` up its sleeve. | ||||||||||||
Forbidden Flame | Epic | Spell | Mage | 0 | Spend all your Mana. Deal that much damage to a minion.WARNING: This flame is not to be used unless you are a licensed acolyte of the Old Gods. | ||||||||||||||
Forbidden Healing | Epic | Spell | Paladin | 0 | Spend all your Mana. Heal for double the mana you spent.No one`s quite sure why it`s forbidden. And yes, that should make you nervous. | ||||||||||||||
Forbidden Shaping | Epic | Spell | Priest | 0 | Spend all your Mana. Summon a random minion that costs that much.But the minion arrives covered in goo. | ||||||||||||||
Living Mana | Epic | Spell | Druid | 5 | Transform your Mana Crystals into 2/2 minions. Recover the mana when they die.If you truly love your mana, set it free. | ||||||||||||||
Pilfered Power Pilfered Power Set: Mean Streets of Gadgetzan Type: Spell Class: Druid Rarity: Epic Cost: 3 Tags: Battlefield-related, Mana-related Gain an empty Mana Crystal for each friendly minion.The Hozen don t get paid much, but at least | Epic | Spell | Druid | 3 | Gain an empty Mana Crystal for each friendly minion.The Hozen don`t get paid much, but at least they get to keep any excess mana. | ||||||||||||||
Kun the Forgotten King Kun the Forgotten King Set: Mean Streets of Gadgetzan Type: Minion Class: Druid Rarity: Legendary Cost: 10 Attack: 7 Health: 7 Abilities: Choose One, Gain Armor, Refresh Mana Tags: Mana-related Choose One - Gain 10 | Legendary | Minion | Druid | 10 | 7 | 7 | Choose One - Gain 10 Armor; or Refresh your Mana Crystals.Aya siphons a bit of Kun`s soul to animate each golem in her Jade army. To his credit, he`s being a great sport about it. | ||||||||||||
Showing all 20 cards |
Wild format
- This section contains information exclusive to Wild format.
Trivia
- Unlike in many other games, including World of Warcraft, in Hearthstone mana is apparently not an arcane or purely magical power, and can be wielded by heroes of all classes. Notably, warriors, rogues and hunters normally use resources other than mana.
- Note that it is impossible to disrupt the opponent`s access to mana, since all the effects that interfere with a players` mana supplies are generated by their own cards.
A
- All
- Every possible target on the board for the spell or Ability.
- Attack
- To be on the offensive either by attacking an opponents card or your opponent himself/herself
- Ability
- 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
- AoE
- 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
- Arena
- 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.
- Armor
- 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.
B
- Battlecry
- An ability that is triggered immediately, when a minion is summoned.
- Burn
- Powers and cards played with the purpose of lowering the health of the enemy hero, disregarding board control.
C
- Character
- A character is either your hero₠or any minion on the battlefield.
- Charge
- 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.
- Combo
- 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.
- Constructed
- 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.
- Coin
- 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.
- Crafting
D
- Deathrattle
- Ability that is triggered when the minion dies.
- Deck
- 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
- Destroy
- Remove a minion from the board. There is no damage dealt so Divine Shield is ignored.
- Discover
- When a Discover ability is activated player is presented with three random cards to choose from and to take into one`s hand.
- Disenchant
- 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.
- Durability
- Number of times a hero can attack with a weapon before it is destroyed.
E
- Enrage
- This Ability is triggered when a minion takes damage.
F
- 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.
- Fatigue
- 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.
- Freeze
- Cannot attack for one turn, Hero abilities can still be used (although Rogues and Druids would be unable to attack with said Hero abilities.
G
- Gold
- 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.
H
- Health
- 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
I
- Immune
- Everything is ineffective and damage cannot be inflicted to you.
- Inspire
- An effect that activates when the owner of the minion uses a Hero Power.
M
- Mana
- 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.
- Medal
- 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
- 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
- Mulligan
- 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.
O
- One Turn Kill
- A combination of cards that leads to killing an opponent in one turn.
- OTK
- See One Turn Kill
- Overload
- Reduces the amount of mana a player can use the next turn.
P
- Pack
- 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.
- Power
- See Attack Power
R
- Ramp
- 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).
- Rarity
- 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.
- Removal
- A term applied to cards that deal damage or Destroy one or more minions on the turn they are played.
S
- Secret
- 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.
- Silence
- 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.
- Soulbound
- 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
- Stealth
- 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.
- Subtype
- 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.
T
- Taunt
- 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.
- TBD
- 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.
- Tempo
- 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.
- Token
- 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.
- Top-Decking
- 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.)
- Tribe
- See Subtype
V
- Value
- 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.)
W
- Windfury
- 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.