Advanced rulebook

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While most rules in Hearthstone are fairly easy to ascertain, when several effects, each with their own behaviours, are brought into conflict, things can get a little more complicated. The advanced rulebook offers a comprehensive explanation of the game's underlying processes, complete with examples and video references.

  • For an in-depth reference to Hearthstone's internal program design, see Internal design.


Contents

Foreword[edit | edit source]

Because the advanced rulebook is written to document findings about how Hearthstone works, rather than the other way around, any given patch of Hearthstone may cause the advanced rulebook to have out-of-date information; Blizzard doesn't release a full changelog of bug/mechanic changes with each patch, and changes are often unintended. If you notice that something in the advanced rulebook is incorrect, please record what actually happens (such as by using https://obsproject.com/ ), upload the footage to Youtube and post a link on the talk page. Your contributions are always appreciated!

If you want to discuss advanced mechanics of Hearthstone in real time, join #hearthsim on http://irc.freenode.net/ , where many scientists, bug testers and simulator writers hang out.

Keep in mind while reading this document that the only hard-coded interaction between two cards, as stated by Ben Brode, is Jaraxxus and Secrets.[1]

Advanced mechanics 101 (READ THIS FIRST)[edit | edit source]

Sequences, Phases, Queues, Resolution[edit | edit source]

Definition: Player Actions are actions a player chooses to take on their turn while nothing is happening, such as attacking, playing a card, using your Hero Power and ending your turn.
Definition: A Sequence is what begins when a Player Action is taken. A Sequence consists of one or more Phases, that are resolved in order.
Definition: Phases are surrounding blocks created whenever one or more triggers/Events are raised. When the outermost Phase resolves, Hearthstone will run several Steps, including processing Deaths and updating Auras.
  • Hearthstone splits Turns into Sequences.
  • Player Actions (such as Combat, playing a card and ending the turn) form a Sequence of one or more Phases.

Examples

  • Sending a Character to attack another character creates a Sequence of two Phases - "Preparation" and "Attack".
  • Whenever a minion is summoned, a Sequence immediately begins with an "On Summon" and ends with an "After Summon" Phase.


Definition: An Event is any change in the game state. For example: Damage Event, Heal Event, Death Event, etc. (Additionally, all Phases have an associated Event(s).)
Definition: A Trigger is something that reacts to an Event, i.e. triggered effects, Secrets and Deathrattles.
Definition: Resolving means playing out all related consequences, one at a time.


Rule 1a: A Phase, trigger or Event is only resolved when all of its consequences are resolved.
Rule 1b: When resolving simultaneous events, Hearthstone must resolve one event before it begins resolving the next.
Rule 1c: Death and Auras are not checked during the standard resolution of Events.


The process of resolving an event is similar to a depth-first search - Imagine every circle being an event and every arrow representing a trigger starting a new event. The numbers on each circle are the order Hearthstone would resolve them in.
  • When multiple events are awaiting resolution, the need to resolve an event before starting the next is a depth-first resolution. (If multiple events could be partially resolved, that would be breadth-first).
  • The moment a new trigger/Event is raised, Hearthstone begins to resolve it and immediately begins exploring its consequences, before resolving those remaining for the current trigger/Event. When a trigger/Event isresolved, Hearthstone picks up where it left off.

Examples

  • You Flamestrike a Dragon Egg and Knife Juggler. The Dragon Egg immediately spawns a Black Whelp, causing the Knife Juggler to trigger and throw a knife (even though both are mortally wounded, because death is not checked during resolution). There are no further consequences, so the phase is resolved. Hearthstone kills both minions, removing them from the board.[2]
  • Here is an example with Knife Juggler and Grim Patron[3]
  • Here are three more examples of deeply nested triggers during the playing of a minion.[4][5][6] Here is an example of deeply nested triggers during Death resolution.[7] Here is a very complicated series of triggers as a result of playing Feign Death in The Masked Ball.[8]


Definition: A Queue is a sequential container where multiple simultaneous triggers or Events are held.
Rule 2a: When we start to resolve a Phase or Event, A Queue is created and filled with all triggers that can respond, in order of play.
Rule 2b: If multiple events are considered simultaneously (such as damage, healing, Deaths or 'return to hand' effects) they are Queued by order of play, then for each, triggers are Queued by order of play (as per Rule 2a).
Rule 2c: A Queue becomes immutable once Hearthstone starts to resolve the first entry in it. No new entries can be added to the Queue after this point.
  • Order of play means the order the Entities each Event/trigger is associated with entered play, from oldest to newest.
  • Minions, Heroes, Weapons, Secrets, attached Enchantments and added Deathrattles are all Entities, and all exist in the same order of play list together.
  • Minions and Secrets summoned while resolving an Event cannot respond to Events that are in the middle of resolution, because their associated Queues are now immutable. However, they can Queue on any later Phases and Events created.

Examples:

  • If you trade your Sylvanas Windrunner into your opponent's, the oldest Sylvanas will have its Deathrattle activate first.
  • If you Arcane Explosion three Grim Patrons and a Frothing Berserker, all the damage occurs, then each "On Damage" Event is resolved based on the order of play.
  • If a Mad Scientist dies and plays Duplicate, Duplicate does not get triggered. That Death Event has already begun resolving before the Duplicate entered play. If a second minion also died after Mad Scientist, the Duplicate was in play and thus can trigger.
  • If you play a spell, Troggzor the Earthinator summons a Burly Rockjaw Trogg. The Burly Rockjaw Trogg does not trigger from the same spell because the consequences of playing the spell have already begun resolving.

Notes and exceptions:

  • Some triggers have a Priority that supersedes order of play and always triggers earlier or later. One example is Redemption which always Queues last.
  • Baron Rivendare also cannot add additional triggers once a Queue has been populated.[9]
  • Mechanics that play a minion from your hand or from your deck have a bug that makes the new minion the oldest, not newest. (For more information, see the Force play section.)


Rule 3: Once a Phase begins, nested Phases with their own Queues may start and end inside of it, but only the outermost Phase ending initiates the Death Creation Step.


  • This means that you will NEVER see an Entity be killed in the middle of a Phase, no matter how complexly nested it becomes.
  • This also means that even though Sequences like summoning a minion have many Phases, if it occurs as a consequence of another Player Action instead of being due to playing a card, the entire thing happens before any Deaths occur.

Examples:

  • You play Knife Juggler then Dr. Boom. When Dr. Boom's Battlecry (a Phase) begins, Boom Bots are summoned, and each one triggers the Knife Juggler to throw knives at enemy minions. Even though minion summoning is a Sequence of multiple Phases, we are already inside of a Phase, so the entire Battlecry remains inside of one Phase, rather than starting and stopping. Finally when the Battlecry resolves, Deaths are processed and the Deathrattles go off.[10]
  • You play three Unstable Ghoul. Your opponent plays an Acolyte of Pain, damages it to 1 Health and casts Flamestrike. All three Unstable Ghouls's Deaths are considered in one Phase, meaning that the Acolyte of Pain is hit, triggered and draws three cards, despite being mortally wounded after the first Deathrattle. Finally the Phase ends and the Acolyte of Pain is killed.[11]
  • Your opponent has a Cult Master and Novice Engineer both at 1 Health. You play a Mad Bomber, and both are reduced to 0 Health during the Battlecry Phase. Regardless of order of play, and regardless of the order the minions are mortally wounded by the bombs, the Cult Master cannot draw a card from the Novice Engineer dying because both deaths occur simultaneously after the Phase ends.[12]

Exceptions:

  • There are three effects in the game that break this rule and kill minions in the middle of a Phase. For more information, see the Forced Death Phase section.


Rule 4a: After the outermost Phase ends, Hearthstone does an Aura Update (Health/Attack), then does the Death Creation Step (Looks for all mortally wounded (0 or less Health)/pending destroy (hit with a destroy effect) Entities and kills them, removing them from play simultaneously), then does an Aura Update (Other). Entities that have been removed from play cannot trigger, be triggered, or emit auras, and do not take up space.
Rule 4b: As a result of the timing of the two different Aura Updates, Health from lost auras are not recalculated following the Death Creation Step, but all other effects of Auras stop immediately.
Rule 4c: The full list of Auras that are known to update in Aura Update (Other) (excluding Solo Adventure-only content) is as follows: Baron Rivendare, Auchenai Soulpriest, Brann Bronzebeard, Mal'Ganis's Immune effect, Prophet Velen.
Rule 4d: Enchantments apply and modify Health/Attack/Mana costs the moment they are attached. However, during Aura Update (Health/Attack), the Enchantment List is re-processed and Health/Attack Auras, having a priority later than Health/Attack Enchantments, will be moved to the end of the Enchantment List during this timing. (However, Mana Cost Auras have no special priority compared to Mana Cost Enchantments.)
  • When a minion is played, its Aura is sent for the first time before the Battlecry Phase. When a minion is summoned or stolen, it does not start emitting its aura until the outermost Phase ends.[13]
  • Until the moment it is removed from play, the Entity can be brought back from 0 or less Health by healing or Health buffs, and still shares auras. This is important when multiple minions are attacked simultaneously, or when a hero dies in the same Sequence as minions with Deathrattles.
  • If you kill a minion with an aura and a minion with a Deathrattle simultaneously, non-Health effects of the aura are not active during the following Death Phase because the minion is removed from play. However, Health effects of the aura will be active, because Hearthstone does not recalculate Health changes after the minions are killed.[14][15][16] However, a health-granting aura such as Mal'Ganis can save a minion from dying, even if it enters play the same Phase the other minion was mortally wounded, because the aura recalculation is done before the Death Creation Step.[17]
  • Auras are not recalculated at any point in the middle of a Phase, including due to minions entering/leaving play and due to minions being stolen.[18][19][20]
  • Some auras in the game have a higher Priority than others. This means that order of play does not matter if one aura's Priority is simply higher. For example, Summoning Portal's aura always comes first (meaning also having a Mechwarper makes Harvest Golems cost 0 mana, regardless of play order) and Lightspawn's aura always comes last.
  • Despite not visually updating, enchantments take effect the moment they are created.[21]

Examples:

  • You play a Stormwind Champion, Explosive Sheep and Mana Wyrm. You damage the Champion and Sheep to 1 Health, with the Mana Wyrm at 4 Health (current and maximum). You play Cone of Cold, simultaneously killing and removing from play the Champion and Sheep. Because only non-Health effects of auras are recalculated after the Death Creation Step, in the following Death Phase, the Mana Wyrm goes from 4 Health to 2, not 3 to 1, and ends as an x/2 instead of an x/1.[22]
  • You play an Auchenai Soulpriest and a Zombie Chow, damage the Auchenai Soulpriest to x/4 and then cast Circle of Healing. After the Spell Text Phase ends, both the Soulpriest and Zombie Chow are killed and removed from play. Because non-Health effects of auras end following the Death Creation Step, the Zombie Chow heals your opponent for 5, instead of damaging them for 5.
  • You have a Cult Master and a Bloodfen Raptor. Your opponent plays Flamestrike. The Phase in which the spell is cast resolves, and both minions are killed simultaneously. The Cult Master cannot trigger on the Bloodfen Raptor's Death because it is removed from play at the same time.[23]
  • Your hero is at 2 Health and attacks a Zombie Chow with his Fiery War Axe. You and the Zombie Chow die and are removed from play - it is too late for the Zombie Chow's Deathrattle to save you, and you lose the game. Similarly, if you suicide into an Abomination, the Deathrattle of which kills a Zombie Chow, you are already dead and gain no healing.[24]
  • Your hero is at 5 Health. You cast Hellfire against an enemy Leper Gnome and Zombie Chow. Both enemy minions die simultaneously, and regardless of order of play, you are hurt for 2 Health and healed for 5 Health, ending at 5 Health once more before Hearthstone checks for new Deaths.[25]
  • You play an Abomination and Mal'Ganis (order irrelevant), weaken both to 3 Health and cast Hellfire. The Hellfire does not damage you, but mortally wounds both minions. After the Spell Text Phase ends, both minions are removed from play and you stop being Immune, so when the Abomination's Deathrattle goes off you take 2 damage.[26]
  • You have a Knife Juggler and Haunted Creeper, and your enemy has Mal'Ganis at 1 Health and a 1/1 Imp buffed to 3/3 by the Aura. You attack the Haunted Creeper into Mal'Ganis, and both Die and are removed from play. However, following the Death Creation Step, the Health effects of Auras that have left play are not immediately recalculated. Thus, as Haunted Creeper's Deathrattle triggers, and two knives are thrown at the Imp, it is still a 3/3 and reduced to 3/1. Finally, auras are recalculated again, and the Imp survives as a 1/1 instead of dying.[27]
  • You have a Stormwind Champion and a damaged 5/1 minion and Redemption is in play. Your opponent casts Fireball on your Stormwind Champion, reducing it to 0 Health. Because we run Aura Update (Health/Attack) before the Death Creation Step, Stormwind Champion's aura is still in effect during the following Death Phase, where Redemption triggers and summons a new 6/1 Stormwind Champion. In the next Aura Update (Health/Attack) the 5/1 minion remains a 5/1 minion because as far as Hearthstone is concerned, the aura never left or got added again. (If there was a timer at which the aura was found to be missing, it would have been dropped to a 4/1, then buffed to a 5/2.)[28]
  • If you have an Auchenai Soulpriest and a Zombie Chow and your opponent has a Voidcaller that will force play Mal'Ganis and you play Circle of Healing, regardless of order of play, Auras such as Mal'Ganis's Immune effect do not update mid-Phase, so your opponent's Hero will take 5 damage from the Zombie Chow Deatrhrattle.[29]


Rule 5: While characters cannot be killed in the middle of a Phase, 'negative' (damaging/destroying/hindering/misdirecting) triggers ignore mortally wounded and pending destroy characters. Also, Secrets abort if their specific target is mortally wounded, pending destroy or they otherwise cannot meaningfully trigger. However, 'beneficial' (healing/buffing) triggers count mortally wounded, and AoE effects count mortally wounded.
Rule 5b: For the purposes of 'if it survives'/'if that kills it' effects, mortally wounded and pending destroy Characters are considered to not have survived/to have been killed, even though they are (for now) still in play.


  • Knife Juggler is an example of a negative trigger that ignores mortally wounded and pending destroy characters. If all targets are mortally wounded or pending destroy, it aborts.
  • Freezing Trap is an example of a Secret that aborts if its target is mortally wounded or pending destroy. Similarly, Noble Sacrifice aborts if there is no space for the Defender it would summon, and thus no way to trigger.
  • Dark Cultist's Deathrattle is an example of a positive trigger that considers mortally wounded characters valid!
  • Grim Patron, Slam and Blood To Ichor's conditions are only true if the relevant minion is not mortally wounded or pending destroy, such as due to Acidmaw. (Conversely, Mortal Coil and Bane of Doom's conditions are true if the relevant minion is mortally wounded or pending destroy.)

Examples:

  • If you play two Knife Jugglers and then Unleash the Hounds, no enemy will be reduced to lower than 0 Health by a knife, because Knife Juggler is a damaging trigger.
  • If you play Explosive Trap then Freezing Trap, your enemy's Novice Engineer attacking into it will trigger the Explosive Trap and be reduced to -1 Health. The Freezing Trap is a hindering Secret and thus aborts having no target it considers valid.[30]
  • Misdirection and Clumsy effects like Ogre Brute, being hindering triggers, pretend mortally wounded characters don't exist and can't redirect an attack onto one.
  • If you play an Explosive Sheep, Dark Cultist and Chillwind Yeti and your opponent plays Flamestrike - First, the Explosive Sheep and Dark Cultist's Deaths are resolved in a single Phase. First, the Explosive Sheep goes off and mortally wounds the remaining Chillwind Yeti - but the Dark Cultist doesn't ignore mortally wounded characters, and the Chillwind Yeti is buffed and survives as a 4/2.
  • If you play an Auchenai Soulpriest, Acolyte of Pain buffed to 1/5 and two Unstable Ghouls, then play Circle of Healing (killing both Unstable Ghouls and reducing the Acolyte of Pain to a 1/1), in the following Death Phase the two Unstable Ghouls, by Rule 5, will both hit the Acolyte of Pain and cause it to draw a card, finally being removed from play as a 1/-1 with 3 total cards drawn.[31]
  • If you play a Baron Geddon followed by a Healing Totem, then end your turn, during the End of Turn Phase, Baron Geddon reduces the Healing Totem to 0 Health, then the Healing Totem heals itself for 1, and when we reach the Death Creation Step, the Healing Totem remains alive.[32][33] This also works, for example, with Imp Master and Healing Totem.
  • If you play Brann Bronzebeard and Stampeding Kodo, the Stampeding Kodo cannot pick the same target twice, since it ignores pending destroy minions.
  • The Grim Patron vs Poison (Acidmaw, Emperor Cobra) interaction depends on which one triggers first, a new Patron being summoned only if Grim Patron triggers first - if they are owned by two different players, this means Dominant Player Bug order matters.[34]
  • If you use Mortal Coil on a minion while Acidmaw is in play, because the damage is resolved before the condition is checked, the pending destroy target is considered to have been killed and a card will be drawn.[35]

Exceptions:

  • Mirror Entity still triggers if the minion is mortally wounded, for example if Snipe triggered first, and even triggers if the minion is removed from play![36][37]


Rule 6: Subsequent Phases of a Sequence will not run if a subject is required but is no longer in play. However, this is the only requirement - If the target of the action has some requirements beyond that, the requirements are not re-checked.


  • The subject of casting a spell is the spell Entity itself - so only Counterspell ends the Sequence early.
  • The subject of playing a minion is the minion itself.
  • The subjects of combat are the attacker and defender.

Examples:

  • You attack with a Novice Engineer into Explosive Trap. By the time the Combat Phase is reached, the Novice Engineer has been killed and removed from play, so no combat occurs.[38]
  • You attack with a Truesilver Champion into a Novice Engineer. During the Preparation Phase, an allied Shadowboxer triggers and mortally wounds the Novice Engineer. By the time the Combat Phase is reached, the Novice Engineer has been killed and removed from play, so no combat occurs.[39]
  • You have a Knife Juggler and play an Elven Archer into an Unstable Ghoul with 1 Health left. After the Battlecry Phase, the Deathrattle kills the Elven Archer. By the time the Knife Juggler would trigger, the Elven Archer has been killed and removed from play.[40]
  • You cast Shadow Word: Pain on a Burly Rockjaw Trogg. It gets buffed to 5 attack before the spell's text begins. This wouldn't be a valid target before, but the spell successfully destroys the Burly Rockjaw Trogg.
  • A Boulderfist Ogre is next to a Dire Wolf Alpha and thus buffed to 7 attack. You play a Big Game Hunter between the two and target the Boulderfist Ogre. By the time the Battlecry goes off, the Boulderfist Ogre is a 6 attack minion, but it is still destroyed.[41]

Exceptions:

  • If you cast a targeting spell, but the spell's target is removed from play before the spell text begins, it still goes off anyway (this matters, for example, with spells like Drain Life that have side-effects).
  • Mirror Entity still triggers if its target was removed from play in an earlier stage![42]
  • The two targeting 'if you're Holding a Dragon' Battlecries, Rend Blackhand and Blackwing Corruptor, check their requirements a second time during the Battlecry Phase, and will fail to have effect if their owner lacks a Dragon at this point, even if they were given a target.[43]


Rule 7: If one or more Deaths happened after the outermost Phase ended, a new Phase (called a “Death Phase”) begins, where Deaths are Queued in order of play. For each Death, all Death Event triggers (Deathrattles, on-Death Secrets and on-Death triggered effects) are Queued and resolved in order of play. When this is complete, the Death has been resolved.


  • Besides Redemption and Djinni of Zephyrs, which have a special Priority that makes them always queue last, all triggers follow order of play exactly, however mingled that makes them get.[44][45]

Examples:

  • You have a Duplicate put into play, a Sludge Belcher injured to 4 Health and Dark Cultist, played in that order. Your opponent casts Flamestrike. In the Death Phase that follows, we consider first the Sludge Belcher's Death, queuing Duplicate then its Deathrattle. They go off in order, giving you two Sludge Belcher cards then summoning a Slime. Now we consider the Dark Cultist's Death, queuing its Deathrattle. It triggers, buffing the Slime to 1/5. If the minions were played the other way around, the buff would have no target at time of activation and the Slime would remain at 1/2 (and you would be given two Dark Cultist cards instead).
  • You play a Mad Scientist then a Bloodfen Raptor. Your opponent casts Flamestrike. In the Death Phase that follows, we consider first the Mad Scientist's Death, queuing its Deathrattle. It goes off and puts into play a Duplicate. Now we consider the Bloodfen Raptor's Death. Since the queuing waited until we reached this Death, the Duplicate is eligible to be queued, and we end up with two Bloodfen Raptor cards in our hand.


Rule 8: A Death Phase can have yet another Death Phase after it. This process repeats forever until no new Deaths occur, and we can finally move on to the next intended Phase in the Sequence.


Examples:

  • You have an Explosive Sheep and an Abomination. Your opponent casts Consecration. This creates a Death Phase to resolve the Death of the Explosive Sheep. Its Deathrattle triggered, after that Death Phase ends, the Abomination is dead and a second Death Phase is created to resolve its Death.

Exceptions:

  • There are four effects in the game that break this rule and kill minions in the middle of a Phase. Since it's in the middle of a Phase, when this “Forced Death Phase” ends, a new Death Phase can't be made to resolve new Deaths, and they remain unresolved for now. For more information, see the Forced Death Phase section.


Rule 9: Finally when the Sequence ends and the player gets control again, Hearthstone checks if the game has ended in a Win, Loss or Draw.
  • This means that if one Hero dies, the game does not immediately end - further triggers in the current Sequence may lead to the other Hero also dying.

Examples:

  • The enemy hero is at 1 Health and you aim an Elven Archer's Battlecry at them. This kills them, but later your allied Knife Juggler still triggers. This can cause the game to instead tie, for example if the knife kills an Abomination which kills your hero.

Exception: Hearthstone decides the game as a win/loss/draw between the Preparation Phase and Combat Phase of attacking with a character. This is the only known exception.

  • You are at 2 Health and you attack with a Snowchugger into Explosive Trap. Preparing to attack is a Phase, containing the triggering of the Explosive Trap. During the Death Creation step following the Phase, your hero is killed (a Death Phase is made to resolve the Death of your hero, but there are no Death Event triggers so nothing happens). After that, Hearthstone checks if the game is over, and declares a Loss for you. (Note that the Snowchugger never finished its attack!)


Rule 10: Minions and effects have no memory of earlier board state. The moment an event takes place the board state is updated. Whenever a Queue is populated or an effect resolved (or continued), the most up to date board state is used.
  • One consequence of Rule 10 is that minions only know who their current controller is - they have no memory of their original controller. In MtG terms, this means owner = controller.
  • This also applies to effects that trigger or end at a specific player's start or end of turn. If they are stolen, then they forget their previous owner, and use the timing of their new owner.
  • The exception is Blessing of Wisdom, which draws cards for its caster no matter how many times it is stolen. (However, its CONTROLLER tag is still changing values, like any other stolen enchantment attached to a stolen entity.)[46] Shadow Madness also remembers which side it 'should go back to' even if stolen by Sylvanas Windrunner in the mean time.[47]

Examples:

  • If you play a minion, and it is stolen by Sylvanas Windrunner at any point of the 'Playing a minion Sequence' (such as before the Battlecry or after the Battlecry), the remaining Phases will be carried out as though the new owner had played the minion him/herself.[48][49][50]
  • If you play a Dragon Egg then Mad Bomber and the first bomb hits the Dragon Egg, the on-damage trigger immediately runs, the Whelp immediately spawns, and the second and third bomb may hit the Whelp as though it always existed.[51]
  • Any time multiple minions with their own Deathrattles die simultaneously, the Deathrattles are resolved in order of play, and the outcome of each Deathrattle can be effected by the next Deathrattle, such as the Damaged Golem from a Harvest Golem being damaged by an Explosive Sheep dying later. In addition, secrets like Avenge will Queue for a Death Event if, at the start of a Death Event, a friendly minion is on the board - even if it was added by a previous Deathrattle, and didn't exist at the start of the Death Phase.
  • If your opponent plays Conceal, which will end at the start of their next turn, and you use Sylvanas Windrunner to steal one of their minions, the stolen minion will remain in stealth until the start of your next turn.[52]
  • If you play Nightmare on a minion controlled by either player, the Nightmare Enchantment initially has you as its controller, and will trigger in your next Start of Turn Phase. However, whenever the minion changes controllers, the controller of the attached Nightmare becomes the same as the minion's new controller, so it will now trigger in the Start of Turn Phase of that controller.[53]
  • If you play Kill Command with a friendly Beast in play, but Violet Teacher triggering Knife Juggler killing Explosive Sheep kills your friendly Beast before the Spell Text Phase begins, the most up to date board state is used and 3 damage is dealt, not 5.[54]


Rule 10b: Triggered effects with a condition do not check their condition until the moment they queue or the moment they trigger (or sometimes both). Again, they have no memory of prior game states, and their condition succeeds or fails based on the current game state.
  • An easy way to remember that conditions of triggered effects are checked at the time of queuing/triggering and not earlier is to remember that triggered effects can come under your control, enter play and leave play until right before the timing with which they queue. If they don't need to be in play any earlier than this to be able to trigger, it is also intuitive that they check this condition as late as possible.
  • Targeting effects with a condition (like targeting Battlecries and Spells) work differently - see Rule 6.

Examples:

  • If you play a Faceless Manipulator and it transforms into anything that isn't an unsilenced Battlecry minion, your Rumbling Elemental will not trigger. This is because the played minion is no longer a Battlecry minion. Similarly, if you play Lord Jaraxxus, your Rumbling Elemental will not trigger. This is because the played minion is no longer in play.[55][56][57]
  • If you have 1 minion and play Dr. Boom, your opponent's Sacred Trial will trigger and destroy Dr. Boom, even though when you started to play Dr. Boom you only had two minions in play. This is because Sacred Trial does not check its condition until the After Play Phase, which follows the Battlecry Phase, and by this point you do have four minions in play.[58]
  • If you have a Djinni of Zephyrs and play Mind Control, Shadow Madness or Entomb on an enemy minion, your Djinni of Zephyrs will copy the effects of the spell. This is because Djinni of Zephyrs does not check its condition until the After Spell Phase, which follows the Spell Text Phase, and by this point the target of your spell is a friendly minion (even though it used to not be). Conversely, if you target a spell at a friendly minion but Spellbender redirects it to an enemy minion, Djinni of Zephyrs will not trigger.[59]

Death Phases and consequences of Death[edit | edit source]

(This section has a video accompaniment! Check out the 20 minute long video [Hearthstone Science] When Do Minions Die? here: https://www.youtube.com/watch?v=H3d_qlm4Xws )


Let's recap the Rules that are relevant to Death and processing it:


Rule 3: Once a Phase begins, nested Phases with their own Queues may start and end inside of it, but only the outermost Phase ending begins the Death Creation Step.


Rule 4a: After the outermost Phase ends, Hearthstone does an Aura Update (Health/Attack), then does the Death Creation Step (Looks for all mortally wounded (0 or less Health)/pending destroy (hit with a destroy effect) Entities and kills them, removing them from play simultaneously), then does an Aura Update (Other). Entities that have been removed from play cannot trigger, be triggered, or emit auras, and do not take up space.
Rule 4b: As a result of the timing of the two different Aura Updates, Health from lost auras are not recalculated following the Death Creation Step, but all other effects of Auras stop immediately.
Rule 4c: The full list of Auras that are known to update in Aura Update (Other) (excluding Solo Adventure-only content) is as follows: Baron Rivendare, Auchenai Soulpriest, Brann Bronzebeard, Mal'Ganis's Immune effect, Prophet Velen.
Rule 4d: Enchantments apply and modify Health/Attack/Mana costs the moment they are attached. However, during Aura Update (Health/Attack), the Enchantment List is re-processed and Health/Attack Auras, having a priority later than Health/Attack Enchantments, will be moved to the end of the Enchantment List during this timing. (However, Mana Cost Auras have no special priority compared to Mana Cost Enchantments.)


Rule 7: If one or more Deaths happened after the outermost Phase ended, a new Phase (called a “Death Phase”) begins, where Deaths are Queued in order of play. For each Death, all Death Event triggers (Deathrattles, on-Death Secrets and on-Death triggered effects) are Queued and resolved in order of play, then the Death is resolved.


Rule 8: A Death Phase can have yet another Death Phase after it. This process repeats forever until no new Deaths occur, and we can finally move on to the next intended Phase in the Sequence.


Notes:

  • An on-Death triggered effect triggers for a Death so long as its bearer is not dead yet and thus still in play. (Don't forget that mortally wounded and pending destroy are ONLY converted into dead once the outermost Phase ends!)
  • An on-Death Secret triggers for a Death so long as it existed AND its queuing conditions were satisfied (in the case of Avenge for example) at the time the Queue was created. If it is created after the Queue is finalized, it cannot trigger until a later Death in the same Death Phase.
  • Even Baron Rivendare cannot modify a queue after it has been queued.[60]

Exceptions:

  • Redemption has a Priority that means it always queues last, regardless of order of play. (It still queues with the first Death it can.) This prevents the minion's Deathrattle from affecting the newly revived copy, such as if it was an Explosive Sheep.[61]

Examples:

  • With Duplicate in your deck, you play a Bloodfen Raptor, Mad Scientist and River Crocolisk. Your opponent casts Flamestrike. In the following Death Phase, the Deaths are considered in order - first the Bloodfen Raptor's (with no consequences), the Mad Scientist's (putting Duplicate into play) and finally the River Crocolisk (triggering Duplicate and adding two River Crocolis] copies to the hand). This is because of Rule 7: Deaths are considered in order of play, and a Death Event trigger can be Queued even if it was put into play as recently as the previous Death in the same Death Phase!
  • With Avenge in your deck, you play a Bloodfen Raptor, Mad Scientist, Harvest Golem and River Crocolisk. Your opponent casts Flamestrike. In the following Death Phase, the Deaths are considered in order - first the Bloodfen Raptor's (with no consequences), the Mad Scientist's (putting Avenge into play), the Harvest Golem's (putting a Damaged Golem into play - Avenge would be queued afterwards, except that at the time of queueing there was no valid target for Avenge so it stayed hidden) and finally the River Crocolisk (triggering Avenge as the Damaged Golem is a valid target, buffing it to 5/3).
  • Your opponent plays a Deathlord. You damage it to a 2/2 then play a Bloodfen Raptor and Avenge. Your opponent trades the Deathlord into your Bloodfen Raptor, killing both. In the following Death Phase, the Deaths are considered in order - first the Deathlord (putting into play for you a River Crocolisk and finally the Bloodfen Raptor (triggering the Avenge, as at the moment of the queuing you have an alive minion for its target). If the Deathlord was second in order of play, not first, the Avenge would not go off as it would not have a valid target, THEN you would get a new minion.
  • You play Ancestral Spirit on an Explosive Sheep and your opponent pings it. Because the Ancestral Spirit entered play second, in the following Death Phase, the 2 damage Deathrattle occurs THEN a new Explosive Sheep is summoned.
  • You play a Piloted Shredder and Explosive Sheep. Your opponent plays Flamestrike. In the following Death Phase the Deaths are considered in order - first the Piloted Shredder (summoning a new Explosive Sheep) then the Explosive Sheep (mortally wounding the new Explosive Sheep). There are new Deaths, so once again a Death Phase is queued, where the new Explosive Sheep's Deathrattle resolves and also deals 2 damages to minions. If in this scenario your Explosive Sheep was played first, the newly summoned minion from Piloted Shredder would be undamaged.
  • You play an Explosive Sheep and a Cult Master. Your opponent pings the Explosive Sheep. In the following Death Phase the Explosive Sheep's Death is considered, and its Death Event triggers are queued in order - first the Explosive Sheep's Deathrattle, which mortally wounds the Cult Master, then the Cult Master's on-Death trigger, which draws a card. Finally, a new Death Phase begins where the Cult Master is killed and its Death Event triggers resolved. If Death happened instantaneously, the Cult Master would not have drawn once, but since it is delayed, he remained alive for the Phase's duration.
  • You play a Cult Master and Bloodfen Raptor in that order and have Redemption in play. Your opponent plays Flamestrike. A Death Phase begins where we consider first the Death of the Cult Master, triggering Redemption and summoning a new Cult Master, then the Death of the Bloodfen Raptor, where the newly summoned Cult Master is already able to trigger and draw a card.[62]
  • You play Feugen and Stalagg and weaken both to 4 or less Health. Your opponent casts Flamestrike, mortally wounding both during the Spell Text Phase. After that Phase ends, during the Death Creation Step, both minions are Killed and removed from play. In the subsequent Death Phase, we consider the Deaths in order - but since both Deaths already happened, you get two copies of Thaddius, not one.[63]

Player Action Sequences[edit | edit source]

Start and end of turn[edit | edit source]

Now that we know the 10 Rules, we can very simply describe what happens between turns:

  • End of Turn Phase: All 'end of turn' Triggers (as well as the special case Shadow Madness[64]) are Queued and resolved.
  • Hearthstone checks for win/loss/draw.[65] The game is a draw if turn 89 (aka Player 1's 45th turn) just ended.[66] It is now your opponent's turn. Hearthstone wears off expired enchantments (like Ice Block's effect and Bloodlust's effect), resets all counters related to 'this turn' (such as Deaths and cards played this turn), fills your opponent's mana, flips which player's weapons are sheathed/unsheathed, flips which player's Secrets are active[67], unflips your opponent's Hero Power and removes exhaustion from all characters.[68][69]
  • Start of Turn Phase: All 'start of turn' Triggers (including Corruption and Nightmare[70] and Competitive Spirit[71]) are Queued and resolved. Shifter Zerus also triggers here.[72]
  • Hearthstone checks for win/loss/draw.[73]
  • Draw a Card Phase: Your opponent draws one card, and any consequences are resolved now.
  • Hearthstone checks for win/loss/draw.

Notes:

  • Enchantments that trigger at the start or end of turn Queue in order of play alongside typical triggers. Enchantments that simply end without any side-effects end 'between turns' instead.
  • Echoing Ooze works by making an end-of-turn triggered effect on itself that goes off just once. (Faceless Manipulator and Mirror Entity can copy this.)
  • Shadow Madness works by timing its enchantment to end in order of play, so it can occur before and after end-of-turn triggers.

Examples:

  • You play Ragnaros the Firelord and cast Shadow Madness on an enemy minion. They are queued in this order, and thus Ragnaros the Firelord damages an enemy character, THEN the stolen minion is returned.
  • You play Shadow Madness on an enemy 1 Health Imp Master. Because Shadow Madness queues second, you get Imp Master's end of turn trigger, THEN the minion is returned, THEN the Phase ends and Imp Master dies on your opponent's side of the board.
  • You play Ragnaros the Firelord and then your opponent plays Gruul. When you next end your turn, Ragnaros the Firelord may damage your opponent's Gruul to 8/0, but the Phase. is not over - Gruul triggers and buffs himself to 9/1, and survives the Phase.
  • You play Sneed's Old Shredder and your opponent plays Ragnaros the Firelord. During the End of Turn Phase, Ragnaros hits and mortally wounds your Sneed's. In the Death Phase afterwards, Sneed's Deathrattle spawns a Kel'Thuzad. However, Kel'Thuzad does not activate and revive your Sneed's, because the End of Turn Phase is already over.[74]
  • You play Kel'Thuzad and suicide your Emperor Thaurissan. At the end of your turn, Kel'Thuzad revives Emperor Thaurissan, but Emperor Thaurissan does not then trigger, because the Phase's Queue is immutable.
  • You play Doomsayer then Demolisher. At the start of your next turn, Doomsayer goes off first, but the Demolisher has not yet been removed from play, and will deal 2 damage one last time before the Phase ends and it is removed from play.
  • Your opponent has Emperor Thaurissan. You play Sylvanas Windrunner and cast Power Overwhelming on it. At the end of your turn, the Power Overwhelming is Queued and Sylvanas is marked pending destroy. After that phase ends, a Death Phase begins where Sylvanas's Deathrattle steals Emperor Thaurissan. He does not trigger for you, because the phase where he would trigger is already over.
  • Your opponent has a Repair Bot (which triggers to heal during the End of Turn Phase). You cast Shadow Madness on it, then Faceless Manipulator on the copy. During the End of Turn Phase, we see all triggers end in order of play - Repair Bot #1's trigger, Repair Bot #1's Shadow Madness ends, Repair Bot #2's trigger, Repair Bot #2's Shadow Madness ends.[75]
  • You steal your opponent's Emperor Thaurissan with Shadow Madness. During the End of Turn Phase, triggers end in order of play, so you get 1 mana cost reduction from Thaurissan before he is returned to your opponent.[76]
  • You play Kel'Thuzad and play Power Overwhelming on a separate minion. Regardless of order of play, both triggers are queued during the End of Turn Phase, but the death does not occur until the following Death Phase, so Kel'Thuzad cannot revive minions killed during the End of Turn Phase.[77][78]

Playing a spell[edit | edit source]

When you play a spell, the following Sequence takes place:

  1. The card is removed from your hand and enters Play and its Mana cost is paid. If it targets, the target is remembered (and its validity is not checked again). (If Cho'Gall is out, you take damage instead. This damage is resolved immediately, e.g. for Floating Watcher.)[79]
  2. On Play Phase: All triggers on playing a card/casting a spell/playing a Secret Queue and resolve here, such as Unbound Elemental, Questing Adventurer, Mana Wyrm, Burly Rockjaw Trogg, Secretkeeper[80] and Violet Teacher. Counterspell also triggers here - Counterspell will not stop triggers in this Phase, but will prevent the Overload and all further Phases and send the spell to the Graveyard.[81] Preparation/Kirin Tor Mage also triggers here.[82] Dragonkin Sorcerer, Eydis Darkbane and Fjola Lightbane also trigger here. [83][84][85]
  3. Spellbender Phase: Spellbender queues and resolves here, including if the target of the spell is no longer in play.[86] [the Death Creation Step and Summon Resolution Step is skipped following this Phase.][87][88][89]
  4. Spell Text Phase: The entirety of the spell text takes place in one Phase. All triggers to its events are fully resolved. (If it is a Secret, nothing happens here - it already entered play.)
  5. After Spell Phase: Wild Pyromancer, Flamewaker and Djinni of Zephyrs Queue and resolve here.[90][91]
  6. Hearthstone checks for win/loss/draw.[92]

Notes:

  • Djinni of Zephyrs has a special priority that makes it always Queue last in the After Spell Phase.
  • Counterspell stops all subsequent Phases, but not triggers in the same Phase. It will also prevent you from becoming Overloaded, which stops Tunnel Trogg from triggering (since you did not Overload) but not Unbound Elemental (since you played an Overload card).
  • If the spell has a targeting condition (such as Shadow Word: Pain), but the condition is no longer true by the time the Spell Text Phase is reached, the targeting condition is not re-checked and the spell proceeds.[93][94][95]
  • If the spell requires a target, and the target is removed from play during an intermediate Phase, the spell goes off anyway. It will affect its target in the Graveyard Zone, which mostly does nothing, but side-effects and second steps may still go off.
  • If the spell has multiple steps (e.g. Blizzard, Light of the Naaru[96], Mortal Coil, Holy Nova[97]), triggers can occur between steps, regardless of whether the card's text uses 'and' or 'then'. Swipe used to be one of these, but its behaviour was changed in Patch_2.7.0.9166 (Tavern Brawl patch). For more information see Bugs#Swipe.
  • A small number of spells process Deaths in the middle of the Spell Text Phase. These are Reincarnate and Poison Seeds. In addition, spell effects that destroy weapons explicitly trigger their Deathrattles in the middle of the Spell Text Phase. For more information see the Forced Death Phase section.
  • Secrets played from the hand enter play before the On Play Phase, and the effect of Counterspell is to send them to the Graveyard.[98] (Both these statements are also true for regular Spells, by the way - just that a spell doesn't maintain physical presence while it's in play.)
  • If a spell requires a certain number of minions to be in play to be played (for example, Cleave requires two enemy minions to be played) and by the time it resolves it could no longer be played, the condition is not re-checked - the spell will do as much as possible (for example, Cleave will hit one minion if only one is left).[99]

Examples:

  • You play Violet Teacher then cast Power of the Wild. The new Violet Apprentice appears before the Spell Text Phase and gets the +1/+1.
  • You play Violet Teacher and Knife Juggler then cast Swipe on an enemy minion with 1 Health. During the On Play Phase, Violet Teacher summons a Violet Apprentice, which triggers Knife Juggler and mortally wounds the enemy. By the time the Spell Text Phase begins the target has been removed from play, but the Swipe still goes through its spell text and deals 1 AoE damage to all enemy characters.[100] A similar setup using Cone of Cold instead will show that the Cone of Cold hits and freezes nothing, since its target, now in the Graveyard, has no adjacent minions on the playing field.[101]
  • You cast Blizzard on a Dragon Egg. It triggers on the 2 damage, summons a Whelp, and then the AoE Freeze occurs, freezing the Whelp. This is officially not a bug.[102]
  • Your enemy plays Counterspell. You play an Unbound Elemental and Tunnel Trogg then Lightning Bolt. Unbound Elemental gains a buff AND Counterspell goes off. You gain no Overload, so Tunnel Trogg does not trigger.
  • Your enemy plays a River Crocolisk. You play a Flamewaker then Frostbolt the River Crocolisk. By the time the Flamewaker triggers, the River Crocolisk has been removed from play and so all the damage goes to the enemy hero.
  • Your enemy has many minions, you have seven Flamewakers and cast Arcane Intellect. By Rule 5, no Flamewaker will overkill any enemy minion, similar to how multiple Knife Jugglers work.
  • You are at 3 Health and your opponent is at 1 Health. You have a Violet Teacher and Knife Juggler. You play Hellfire. Before the Spell Text Phase, a Violet Apprentice is summoned and the Knife Juggler kills your opponent. However, the Sequence continues, and you kill yourself with the Hellfire cast, and the game ends in a draw.[103]
  • Your opponent plays a Wild Pyromancer, then you play Spellbender, Counterspell and Burly Rockjaw Trogg in that order. Your opponent plays Arcane Missiles, Counterspell activates, then the Trogg activates. Spellbender remains hidden and the Wild Pyromancer does not trigger, because no later Phases get processed.[104]

Playing a weapon[edit | edit source]

When you play a weapon, the following Sequence takes place:

  1. The card is removed from your hand and its Mana cost is paid. If it targets, the target is remembered.
  2. On Play Phase: All triggers on playing a card Queue and resolve here, such as Questing Adventurer, Fel Reaver and Illidan Stormrage.
  3. Equipping Phase: Your old weapon is destroyed and removed from play and your new weapon is equipped. The Battlecry of your new weapon (if any) is resolved. The Deathrattle of your old weapon (if any) is resolved.
  4. Hearthstone checks for win/loss/draw.

Notes:

The reason why the Deathrattle of your old Weapon is triggered in the middle of the Phase, rather than during a subsequent Death Phase, is because there is no concept of pending destroy coded for Weapons. For more information, see the Instant Weapon Destruction section.

Examples:

Playing/summoning a minion[edit | edit source]

When you Play a minion, the following Sequence takes place, which ends early if the minion leaves play (such as due to death):

  1. The card is removed from your hand and its Mana cost is paid. The card enters Play as a minion, creating a Summon Event and becoming interactible. (Cobalt Guardian[107] and Murloc Tidecaller[108] Queue and resolve before the played minion enters play due to being Presummon Triggers.) If it targets, the target is remembered (and its validity is not checked again).
  2. On Play Phase: Hobgoblin[109], Questing Adventurer[110], Fel Reaver, Unbound Elemental, Tunnel Trogg[111], Illidan Stormrage[112] and Crowd Favorite[113] Queue and resolve here.
  3. (Because of the Summon Resolution Step, Starving Buzzard[114], One-eyed Cheat[115], Undertaker[116] and more Queue and resolve for the played minion here. [117][118])
  4. Battlecry Phase: The Battlecry/Combo/Choose One is fully resolved here.[119][120][121] (If Brann Bronzebeard was under your control when the Phase began, run Aura Update (Health/Attack) then resolve the Battlecry again.)[122][123][124][125][126]
  5. After Play Phase: Mirror Entity[127], Repentance[128], Snipe[129], Sacred Trial[130][131][132][133] and Rumbling Elemental[134] Queue and resolve here. [the Death Creation Step and Summon Resolution Step are skipped following this Phase.][135][136][137]
  6. After Summon Phase: Ship's Cannon[138], Knife Juggler, and Sword of Justice[139][140] Queue and resolve here.
  7. Hearthstone checks for win/loss/draw.[141]

If a minion is merely summoned rather than played, it is inside of a larger Phase, so we are currently not processing Deaths, updating Auras or checking for win/loss/draw. The Sequence is now far simpler:

  1. The card is generated (or moved from your hand/deck if due to a Force Play mechanic) and enters Play, creating a Summon Event and becoming interactible. (Cobalt Guardian and Murloc Tidecaller Queue and resolve before the played minion enters play due to being Presummon Triggers.)
  2. After Summon Phase

Notes:

  • Whenever an outermost Phase with a summon inside of it ends, the "Summon Resolution Step" occurs after the first Aura Update (Health/Attack) but before Death Creation Step, triggering on Summon Events that were made the previous Phase. In addition, the After Summon Phase replaces this with the 'Special Summon Resolution Step', where minions created by a Transform effect due to the played minion's Battlecry are also triggered on. (For more information, see the Summon Resolution Step section.)
  • The Battlecry's condition is only required to be valid when the minion is played, not when the Battlecry Phase begins, similar to the way it works for spells with target conditions.[142]
  • The Battlecry still occurs even if the played minion Dies first. If the Battlecry uses the played minion as a target, then it affects its position in the Graveyard, not the position it had on the board, because it has already left play. Mirror Entity still triggers even if the playing minion Dies first (it mirrors a fresh copy of the minion).[143] These are the only two exceptions, and are probably bugs.
  • Lord Jaraxxus is an exception to the normal Sequence of playing a minion. When he replaces himself with your hero, he is actually removing (silently, as though hit by a Transform effect) Jaraxxus the Minion and creating Jaraxxus the Hero. This means that the After Summon Phase does not occur.[144] The reason why Secrets work on Jaraxxus is because they are hard-coded to work.[145]
  • Note that if the played minion is stolen before the After Play Phase, an enemy Mirror Entity will no longer trigger.[146] It is currently untested, but possible that enemy Knife Jugglers/Sword of Justice will trigger if the played minion is stolen before the After Summon Phase.
  • Interestingly, if the played minion leaves play during this Sequence, then enters play again (this is possible using Dread Infernal, Anub'ar Ambusher and Voidcaller), the minion being re-summoned will run triggers like Knife Juggler, and the minion being originally played will continue to resolve as though it never left play. So it is less correct to say 'the Sequence ends early' and more correct to say 'in general, triggers in this Sequence only trigger if the played minion is still in play and under your control'[147]

Examples:

  • Your opponent plays a Mad Scientist then you play Stampeding Kodo. First, the Kodo enters the board, then during its Battlecry Phase the Mad Scientist is marked pending destroy. After the Battlecry Phase ends, a Death Phase begins where the Mad Scientist's Deathrattle puts Mirror Entity into play. We now proceed to the After Play Phase, where Mirror Entity is Queued and resolved, creating a copy of the Kodo.
  • Alternatively, if you play a minion and a Knife Juggler triggers, killing the enemy Mad Scientist and putting Mirror Entity into play, the Secret does NOT trigger. This is because the After Play Phase has already passed.
  • You play Knife Juggler then Dr. Boom. When Dr. Boom's Battlecry (a Phase) begins,Boom Bots are summoned, and each one triggers the Knife Juggler to throw knives at enemy minions with Deathrattles. Even though minion summoning is a Sequence of multiple Phases, we are already inside of a Phase, so the entire Battlecry remains inside of one Phase, rather than starting and stopping. Finally when the Battlecry resolves, Deaths are processed and the Deathrattles go off.[148]
  • Your opponent plays an Explosive Sheep, Snipe and Mirror Entity. You have a Sword of Justice, Knife Juggler (buffed to 3/4) and play an Elven Archer targetting the Explosive Sheep. The Elven Archer Dies as a result of the Battlecry Phase, and no further Phases are considered, so the enemy Snipe, Knife Juggler and Sword of Justice do not go off. However, Mirror Entity is an exception, and triggers, creating a fresh, 1/1 Elven Archer.[149][150]
  • You have a Hobgoblin and Dire Wolf Alpha and play an Argent Squire next to the Dire Wolf Alpha. Because the newly played minion does not receive auras until after the Hobgoblin triggers, it gets its +2/+2 buff.
  • You equip a Sword of Justice and play a Bloodsail Raider, triggering your enemy's Mirror Entity. The mirrored copy, being Summoned after the Battlecry Phase but before the After Summon Phase (in which Sword of Justice triggers), remains a 3/3, then only yours becomes a 4/4.
  • You play Illidan Stormrage then a Knife Juggler. Illidan Stormrage triggers before Battlecries and before the usual, late phase Knife Juggler triggers on, summoning a Flame of Azzinoth. During THAT summon, the newly played Knife Juggler, being in play, is eligible to be Queued and trigger, throwing a knife for it.[151]
  • You play Recombobulator targeting a Bloodfen Raptor. During the Battlecry Phase, the Bloodfen Raptor transforms into a Knife Juggler. During the After Summon Phase, the new Knife Juggler triggers and throws a knife.[152]
  • If a card is added to your hand (going from 9 cards to 10 cards) between a Twilight Drake being played and its Battlecry going off, the Battlecry includes the new hand size (it gains 10 health, becoming 4/11). [153]

Minions removed from play during summoning[edit | edit source]

A few effects can cause minions to be removed from play after a minion enters play but before its summoning completes, usually by mortally wounding them.

If the minion being played or the target of its Battlecry is removed, the Battlecry is not canceled, but uses the minion's new position and attributes in the Graveyard instead of its old in play status. Note that when minions are placed in the Graveyard, they are restored to default attributes, including their original maximum Health.

If the minion being summoned is removed from play before the After Play Phase, each Secret may or may not trigger depending on the secret. For instance Mirror Entity will trigger targeting the minion in the Graveyard, while Snipe will simply not trigger. However, the After Summon Phase is cancelled entirely.

Examples:

Note: Illidan Stormrage is currently the only card that adds or removes minions from the board in between a minion's being played and its Battlecry, so it is used in conjunction with Knife Jugglers and minions that react to damage or death (e.g. Explosive Sheep and Abomination) to accomplish minion removal in most examples.

  • If a Twilight Drake becomes mortally wounded before the Battlecry Phase, it is removed from play before the Battlecry Phase can save it from dying (and most triggers in the summoning sequence will not work).[154]
  • Faceless Manipulator and Druid of the Claw will still transform even if they are removed from play by the Illidan combo. Mirror Entity consequently copies the post-transformed state from the Graveyard.[155] However, if the post-transformed minion has a Deathrattle, it will not trigger, because the minion already died before the transformation happened.[156]
  • If an Ironbeak Owl is removed from play before the Battlecry Phase, the silence still goes off on its target.[157]
  • If Vol'jin targets a minion that is removed from play before the Battlecry Phase, the Health swap still goes off - and since minions moved to the Graveyard are reset to default attributes, Vol'jin gets full, undamaged Health instead of 0 Health.[158] Conversely, if Vol'jin is removed from play before the Battlecry Phase, the target has its Health swapped with 2.[159]
  • If a Defender of Argus is removed from play before the Battlecry Phase, it does not Taunt adjacent minions because the Battlecry triggered in the Graveyard.[160]
  • If a C'Thun is removed from play before the Battlecry Phase, it will shoot 6 missiles, since his default state will be that of a 6/6 in the Graveyard.[161]

Combat[edit | edit source]

When you order a minion to attack another minion, the following Sequence takes place: (As with other Sequences, if the attacker or defender leaves play for any reason, the current Phase will finish resolving but the Sequence will end early afterwards.)

  1. Combat Preparation Phase: A Proposed Attack Event is resolved. If the defender changes, another Proposed Attack Event is created and placed in this Phase's Event Queue after the current Proposed Attack Event. (It will begin to resolve when the current Proposed Attack Event finishes resolving.) Finally, an Attack Event is resolved. Additionally, the attacker will lose Stealth.[162][163]
  2. Hearthstone checks for win/loss/draw.[164]
  3. Combat Phase: Damage is dealt simultaneously in the order (attack, counterattack) and resolved. The attacker's weapon loses durability (unless prevented due to the weapon being Immune from Gorehowl's Enchantment). An After Attack Event is resolved even if 0 damage was dealt to the defender.
  4. Hearthstone checks for win/loss/draw.

The subjects of Combat are the attacker and defender. Even if the attacker or defender (or both) is mortally wounded or leaves play, triggers that ask what the current attacker/defender is will continue to be able to queue and resolve (assuming their other conditions are satisfied.)

Proposed Attack Event[edit | edit source]

Triggers on the Proposed Attack Event include those that can change the defender, cause the attacker to become mortally wounded or leave play, and so on.

At the start of resolving a Proposed Attack Event, triggers queue based on the defender at that moment, and will remain in the queue even if the defender changes.

When the defender changes, a new Proposed Attack Event is inserted into the Combat Preparation Phase's Event Queue after the currently resolving one. (It will therefore resolve once the current Proposed Attack Event finishes resolving, and therefore use the defender at that point in time.)

(As a reminder: Queuing conditions are only required to be true when the Event they trigger on starts to resolve, whereas trigger conditions are only required to be true when the trigger resolves.)

A full list is as follows:

  • Freezing Trap has a queuing condition of 'attacker is an enemy minion' and a trigger condition of 'attacker is not mortally wounded/pending destroy'.[165][166]
  • Misdirection has a queuing condition of 'defender is your hero and there is a third, not mortally wounded, not Immune Character in play'[167][168] and a trigger condition of 'attacker is in play and - if it is a minion[169] - not mortally wounded, and there is a third, not mortally wounded, not Immune Character in play'.[170][171][172]
  • Explosive Trap has a queuing condition of 'defender is your hero'.[173]
  • Snake Trap has a queuing condition of 'defender is a friendly minion' and a trigger condition of 'board is not full'.[174][175]
  • Noble Sacrifice has a trigger condition of 'board is not full'.[176][177]
  • Vaporize has a queuing condition of 'attacker is an enemy minion and defender is your hero' and a trigger condition of 'attacker is in play and not mortally wounded'.[178][179]
  • Ice Barrier has a condition of 'defender is your hero'.[180]
  • Clumsy and Mogor the Ogre cannot trigger on a later Proposed Attack Event if they fail the 50% chance.[181]
  • Clumsy has a queuing condition of 'attacker is this minion'.
  • Mogor the Ogre has a queuing condition of 'attacker is a minion'.
  • Shaku, the Collector has a queuing condition of 'attacker is this minion'.[182]
  • Genzo, the Shark has a queuing condition of 'attacker is this minion'. Additionally, it currently has a bug (like the old Cutpurse bug[183]) that lets it trigger twice if its target is changed after triggering once.[184]
  • Gladiator's Longbow has a queuing condition of 'attacker is your hero'.[185] (This means that Gladiator's Longbow vs Explosive Trap is determined by the Dominant Player Bug.)

Attack Event[edit | edit source]

Triggers on the Attack Event include those that need to occur only once the final defender is known, or those that do not significantly affect the game state. The Attack Event is only resolved if the previous Proposed Attack Event did not change the defender. A full list is as follows:

  • Truesilver Champion has a condition of 'attacker is your hero'.[186][187][188]
  • Gorehowl has a condition of 'attacker is your hero and defender is a minion'. It attaches an Enchantment called "Bloodrage" to Gorehowl, which makes Gorehowl Immune and triggers on the After Attack Event.[189][190]
  • Cutpurse has a condition of 'attacker is this minion and defender is a hero'. It implicitly requires the Cutpurse to still be in play.[191]
  • Power Word: Glory has a condition of 'attacker is this minion'. It implicitly requires the attacker to still be in play, as it gets detached when the attacker leaves play.[192]
  • Blessing of Wisdom has a condition of 'attacker is this minion'. It implicitly requires the attacker to still be in play, as it gets detached when the attacker leaves play.[193][194][195]

After Attack Event[edit | edit source]

An After Attack Event is resolved as long as the attack was successful, even if it dealt 0 damage.

(Note that unlike other triggers that go 'after' something, such as Rumbling Elemental and Djinni of Zephyrs, the After Attack Event is resolved in the same Phase, not a later Phase, as the combat damage, meaning death processing and aura updates are not done in-between.)

Triggers on the After Attack Event are as follows:

  • Gorehowl has a condition of 'attacker is your hero and defender is a minion' and attaches to itself an Enchantment granting -1 Attack.
  • Gorehowl's Enchantment "Bloodrage" has a condition of 'attacker is your hero' and triggers to detach, ending Gorehowl's temporary Immune state.[196]
  • Bear Trap has a condition of 'defender is your hero and board is not full'.[197][198]
  • Foe Reaper 4000/Magnataur Alpha has a condition of 'attacker is this minion'.[199]

Examples[edit | edit source]

Proposed Attack Events/Attack Events

  • Because every Proposed Attack Event resolves before the Attack Event, some triggers on attacking will always trigger before others regardless of order of play. For example, Explosive Trap always triggers before Truesilver Champion, and Freezing Trap always triggers before Blessing of Wisdom.
  • Because Proposed Attack Events are created and resolved until the proposed defender does not change, triggers that change the proposed defender like Clumsy, Mogor the Ogre and Noble Sacrifice can allow Secrets related to attacking an enemy Hero AND attacking an enemy Minion to trigger on the same attack:
    • If you have an Ogre Brute and your opponent (the Dominant Player) has an Explosive Trap, you attack a minion with the Ogre Brute but Clumsy triggers and targets the enemy Hero, the Explosive Trap goes off.[200]
  • Conversely, since triggers on a Proposed Attack Event remain queued for the original proposed defender if it changes, you can't prevent an enemy Secret from triggering by redirecting away from it.
  • However, if you redirect onto an enemy target and redirect off of it while still resolving the same Proposed Attack Event, then since no Proposed Attack Event ever started being resolved with that specific target, Secrets related to that target being the defender will not trigger!
    • If you attack with an Ogre Brute into an enemy minion, and the first Proposed Attack Event queues and resolves Clumsy (targeting the enemy Hero) then Noble Sacrifice (targeting an enemy minion), the second Proposed Attack Event now queues and resolves with the enemy minion as the defender. Despite briefly attacking the enemy Hero, Explosive Trap will not trigger.[203]
  • Many Secrets related to combat have a trigger condition that prevents them from triggering and doing 'nothing' (like Freezing Trap doesn't trigger if the attacker is mortally wounded by Explosive Trap first, and Noble Sacrifice doesn't trigger if there's no room). However, not all such trigger conditions exist - for example, Explosive Trap triggers even if the attacker is no longer in play, and Noble Sacrifice triggers even if the attacker is no longer in play or mortally wounded.
  • Unlike Proposed Attack Event triggers, Attack Event triggers will only run if the final attack satisfies their condition.
    • If an Ogre Brute targets the enemy Hero but Clumsy triggers and redirects it to target an enemy minion, regardless of order of play, the enemy Ice Barrier never triggers.[204]


Death processing

  • As with all other Sequences in Hearthstone, death processing is not done in the middle of a Phase, but is done between Phases, and Death Phases inserted to resolve triggers on Death Events until no new deaths occur.

Examples:

  • It is commonly said that Truesilver Champion heals you before Explosive Trap, and that's why you stay alive. This is not true - you actually stay alive because your hero cannot die in the middle of a Phase (which the Preparation Phase is), and that is also why the order of play does not matter.[205][206] (Similar interactions, such as Floating Watcher vs Explosive Trap, work the same way.)[207]


Auras

  • As with all other Sequences, Auras added or removed after the Combat Preparation Phase will affect the outcome of the Combat Phase, such as changing Attack values[208] or adding/removing Immune status.[209] (There is a visual bug that causes the Health/Attack values to not visibly update between these Phases, but they do update.)


Ending the Game

  • Normally, Sequences wait to be fully resolved before checking for win/loss/draw. However, the Combat sequence additionally checks just before the Combat Phase would begin. This can cause what 'should be a draw' to be a loss instead, usually due to Explosive Trap.
  • The visual result is that the attacking character remains suspended in mid-air as the game ends.

Examples:

  • If you are at 2 Health and your opponent at 2 Health and attack with Stormwind Knight into Explosive Trap, the Explosive Trap triggers, and Hearthstone checks for win/loss/draw. The Stormwind Knight's attack never finishes, and you lose.[210]
  • If you have an Auchenai Soulpriest on the field, are at 4 Health and attack with a minion which you previously cast Power Word: Glory on, the Power Word Glory triggers in the Combat Preparation Phase, mortally wounding your Hero. Win/loss/draw is checked before the Combat Phase, and you lose the game, even if the attack finishing would have caused a draw.[211]
  • If you are at 2 Health and your opponent at 2 Health and attack with Stormwind Knight into Explosive Trap and Freezing Trap (played in that order), the Explosive Trap triggers, mortally wounding your hero, then the Freezing Trap triggers, sending the Stormwind Knight back into your hand, then Hearthstone checks for win/loss/draw, and you lose.[212] (You of course still lose if the order is the other way around, as Explosive Trap will trigger anyway.)
  • As usual, Hearthstone checks (again) for win/loss/draw when the Sequence is fully resolved. For example: You have a Knife Juggler and Bear Trap in play and your opponent's Health is 1. Your opponent attacks your Hero with a minion, reducing you to 0 or less Health, but before the game ends, your Bear Trap triggers, triggering the Knife Juggler to reduce your opponent's Health to 0. Then, the game ends in a draw[213]


Ordering of damage in the Combat Phase

  • Because the weapon losing durability and the damage are in the same Phase, weapons with Deathrattles such as Death's Bite have their Deaths Events considered in order of play with the minion that died, in the following Death Phase.[214]
  • If both minions trigger when they take damage (such as a Grim Patron and an Imp Gang Boss), the defender ALWAYS triggers first, regardless of order of play.[215][216] Keep in mind that Grim Patron has a trigger condition of 'not mortally wounded', so even if it survived the initial damaged, follow-up damage may prevent Grim Patron from triggering.
  • If both minions trigger when they deal damage (such as Mistress of Pain and Poison), the attacker ALWAYS triggers first, regardless of order of play.

Examples:

  • You play a Grim Patron. Your opponent has a Knife Juggler and plays an Imp Gang Boss (the knife hits face). On your turn, your Grim Patron attacks their Imp Gang Boss. The simultaneous damage triggers are queued in the order [Imp Gang Boss, Grim Patron] because the defender queues first. An Imp is summoned, triggering the allied Knife Juggler to throw a knife and mortally wound your Grim Patron. Now your Grim Patron would trigger, but it is mortally wounded, so the trigger condition fails and you do not get a new Grim Patron.[217]
  • You attack with a 4/1 Death's Bite into a 3/4 Sludge Belcher, mortally wounding both the weapon and the minion. Whether the Slime appears first (and thus becomes a 1/1) or second (and thus stays a 1/2) depends on whether the minion or weapon entered play first.


Unusual attackers/defenders

  • Besides the attacker or defender leaving play, there are no other known conditions that will cause the Combat Phase to be skipped - for example, the defender becoming an ally, the attacker becoming an enemy, the attacking character becoming 0 Attack and the attacking weapon being replaced with a new weapon all allow Combat Phase to proceed.

Examples:

  • You attack with a Truesilver Champion into a Novice Engineer. During the Preparation Phase, an allied Shadowboxer triggers and mortally wounds the Novice Engineer. By the time the Combat Phase is reached, the Novice Engineer has been killed and removed from play, so no combat occurs, and you can attack again.[218][219]
  • You have a 5/1 Sylvanas Windrunner and attack with a Truesilver Champion into an enemy Shadowboxer. During the Preparation Phase, the enemy Shadowboxer triggers and mortally wounds your Sylvanas Windrunner. By the time the Combat Phase is reached, the Shadowboxer has been stolen to your side, but you still exchange damage with it and kill it.[220]
  • If resolving the Preparation Phase caused your weapon to be replaced because Tirion Fordring's Deathrattle was triggered, you perform the attack with the newly equipped weapon.[221]
  • If resolving the Preparation Phase caused your Gorehowl to have 0 Attack because an allied Spiteful Smith died and its Aura stopped, you perform the attack but deal 0 damage, and lose durability/become exhausted.[222] This also works if the attacking minion becomes 0 Attack.[223]
  • If resolving the Preparation Phase caused your attacker to become an enemy, it still performs its attack on its now-ally,[224] and will perform it with Auras such as from an enemy Stormwind Champion.[225]
  • If a friendly minion can only attack because it has temporary Charge from Tundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to Explosive Trap, the combat will not be cancelled).[226]


Cancelling combat

  • If the attack is cancelled (after 0-1 Death Phases), the attacker has not used one of their attacks for this turn and can immediately attack again.
  • However, if combat is cancelled because the defender dies after 2 or more Death Phases, such as Noble Sacrifice triggering Knife Juggler mortally wounding a Boom Bot, which in the subsequent Death Phase mortally wounds the defender, which THEN dies, then the attack is cancelled AND the attacker cannot attack again this turn. We can tell this is a bug, because the minion also remains visually in the wrong place on the board.[227]


Other

  • Due to the way Gorehowl is coded, if you propose to attack a minion, but the attack is cancelled due to the defender dying (an easy way is to be Misdirection redirected onto a minion, then the minion is mortally wounded by Explosive Trap), Gorehowl will continue to have "Bloodrage" attached and continue to be Immune. Enemy Bloodsail Corsairs will not deal damage (since Immune prevents damage), but it can still be destroyed. In addition, if you perform an attack with this Gorehowl on the enemy Hero, it will not lose Durability OR Attack, but will lose "Bloodrage" and thus its Immune state.[228][229]
  • The previous statement 'Besides the attacker or defender leaving play, there are no other known conditions that will cause the Combat Phase to be skipped' was an oversimplification. Under extremely contrived circumstances, the attacker can be mortally wounded following the Combat Preparation Phase but before the first Aura Update (Health/Attack) step. Under such circumstances, the combat is also skipped, even though the attacker will not leave play.[230] It's possible that the defender being mortally wounded (but surviving) at the same timing will also abort combat.
  • Before Patch 5.2.0.13714 (2016-07-14), Ice Barrier was an Attack Event trigger rather than a Proposed Attack Event trigger.[231][232][233]

Using your Hero Power[edit | edit source]

Related Video for this section: [Hearthstone Science] TGT Science #01: Inspire and Advanced Mechanics

The Hero Power Sequence is as follows:

  • Hero Power Phase: Your Hero Power takes effect then is exhausted. (The "number of times you have used your Hero Power this turn" and "number of times you have used your Hero Power this game" counters are increased by 1.)
  • Inspire Phase: Inspire triggers, Poisoned Blade and Dart Trap[234] Queue and Resolve here.
  • Hearthstone checks for win/loss/draw.

Examples:

  • You use your Hero Power to kill an enemy Deathlord, putting into play for you an Inspire minion. Said minion will trigger in the Inspire Phase of the very same Sequence. Conversely, if you use your Hero Power to kill an Inspire minion you own, whether damaging it directly or killing an Explosive Sheep which then kills the minion, it will not be in play for the Inspire Phase and thus not trigger.
  • If your Hero dies as a result of your Hero Power or deaths caused by it, a friendly Tournament Medic will not be able to heal you because of the Death Creation Step between Phases. However, if you play a Spawn of Shadows and a Tournament Medic in that order, the Spawn of Shadows can mortally wound you, then the Tournament Medic can heal you back to positive Health, because the two triggers are in the same Phase.
  • If you use your Hero Power to kill the enemy Hero, then a Spawn of Shadows triggers in the Inspire Phase and reduces you to 0 Health, then the game ends in a tie instead of a win, because Hearthstone checks for win/loss/draw only at the end of the Sequence.
  • If you play Brave Archer, Recruiter and a second Brave Archer, then use your Hero Power with an empty hand, the first Brave Archer triggers, then the Recruiter triggers, then the second Brave Archer does not trigger, because it checks its condition when triggering and decides not to trigger.
  • If you use your Hero Power to kill an enemy Mal'Ganis, then a Spawn of Shadows triggers in the Inspire Phase, the enemy Hero will take 4 damage because Aura Update (Other) runs between Phases.

Refreshing your Hero Power[edit | edit source]

TODO: Re-test Garrison Commander entering play and being bounced/stolen immediately (using Deathlord + Anub'ar Ambusher/Sylvanas Windrunner) to 100% confirm it's Aura Update (Health/Attack) timing.

Your Hero Power is refreshed (and thus made usable again) at the following timings:

  • At the beginning of your turn, when the "number of times you have used your Hero Power this turn" counter is reset too;
  • When you replace your Hero Power with a new one (casting spells like Shadowform[235], or replacing your hero using Lord Jaraxxus or Majordomo Executus), even if it's with the exact same one;[236] (Replacing your Hero Power also resets the "number of times you have used your Hero Power this turn" counter.)
  • At Aura Update (Health/Attack) timing, if you control a Coldarra Drake;
  • At Aura Update (Health/Attack) timing, if you control a Garrison Commander and the "number of times you have used your Hero Power this turn" counter is 1.

Notes:

  • As of Patch 5.0.0.12574 (WotOG patch), Coldarra Drake and Garrison Commander refresh your Hero Power at Aura Update (Health/Attack) timing as long as you control them, regardless of how you began to control them (including stealing them and transforming into them).[237] They do not unrefresh your Hero Power if they leave your control (such as due to death).
  • Coldarra Drake and Garrison Commander used to be a combination of a Summon Resolution Step trigger (for when they were initally played, summoned or transformed into by a Battlecry) and an Inspire trigger (for after you use your Hero Power thereafter). This caused some bugs, such as Mind Controlling a Garrison Commander not refreshing your Hero Power.[238]

Examples:

  • You use your Hero Power once then Mind Control a Garrison Commander. Your Hero Power is refreshed.
  • You use your Hero Power once then Faceless Manipulator an enemy Garrison Commander. Your Hero Power is refreshed.
  • You use your Hero Power to kill your Garrison Commander. Your Hero Power is refreshed, then the minion dies.
  • Since when you replace your Hero Power the "number of times you have used your Hero Power this turn" counter is reset to 0, Garrison Commander will allow you 2 more uses of your new Hero Power that turn.[239]

Other mechanics[edit | edit source]

Replacing your hero[edit | edit source]

Whenever you replace your hero with a new one, in general, everything that is an attribute of or an enchantment on your previous hero is gone, and the following things happen:

  • Damage and Armor are reset to 0.[240]
  • You are unfrozen.[241]
  • All temporary enchantments are destroyed (such as Ice Block's temporary Immune enchantment).[242]
  • If the replacement hero is Ragnaros, you keep your weapon. If it is Lord Jaraxxus, Blood Fury is automatically equipped, destroying any previous weapon.
  • You lose your exhaustion status and can immediately attack (assuming a weapon or attack power enchantment is available).[243][244]
  • Your Hero Power is replaced with the replacement hero's, and is immediately usable again.
  • Your hero becomes the type of whatever replaced it. For example, if your hero is Lord Jaraxxus, you are targetable as a Demon.
  • Your hero becomes the class of whatever replaced it for the purposes of Nefarian, Discover, Burgle etc. (Lord Jaraxxus the Hero is Warlock. Ragnaros is Neutral and each such effect has a fallback. For example, Nefarian gives two Tail Swipes and Burgle gives two coins.[245])

Losing the game[edit | edit source]

If when Hearthstone runs the Death Creation Step, your current Hero is mortally wounded or pending destroy, the next time Hearthstone checks for win/loss/death you will lose the game. (Technical details: When an in-play Hero dies, the PLAYSTATE tag on the corresponding Player Entity is set to LOSING.) You still lose the game even if your Hero is later replaced.

Note that if your Hero is replaced in the same phase that it is mortally wounded, this means you do not lose the game (for a similar reason why Truesilver Champion + Explosive Trap lets you avoid losing the game). Currently Majordomo Executus's Deathrattle is the only way to accomplish this:

  • For example, you are at 2 Health and have a 4/1 Abomination and 9/1 Majordomo Executus played in that order, and your enemy plays Arcane Explosion. Both your minions die, and a Death Phase queues both their Deathrattles - the Abomination's, which mortally wounds you, and Majordomo Executus's, which replaces your hero with Ragnaros. At the end of the Death Phase, Hearthstone checks for additional deaths, and since your hero is not mortally wounded at this point, you do not lose the game.
  • Consider instead, you are at 2 Health and have a 9/2 Majordomo Executus when your enemy plays Hellfire, mortally wounding you in the Spell Text Phase. That phase ends, and Hearthstone checks for deaths, discovering both you and Majordomo Executus are dead, so a Death Phase begins. The Deathrattle will replace you with Ragnaros, but it is too late, since Hearthstone already considers you dead. Once the Death Phase is over, the game ends in your loss.[246]

Also note that killing a Hero that is no longer in-play does not result in the game ending:

Alexstrasza can raise the maximum Health of the Ragnaros hero from 8 to 15. It is a permanent increase.[248]

Transformation[edit | edit source]

When a minion is transformed, it is removed from play immediately and replaced by the minion it got transformed into. All enchantments, triggers, Deathrattles, etc. are detached. This does not count as dying for the purposes of on-Death triggers and Secrets and Resurrect/Kel'Thuzad, nor does it count as summoning for the purposes of on-summon triggers. When the outermost Phase ends, it stops emitting any auras it had.

In addition, a minion that transforms itself because of its Battlecry there-after IS that minion for the purpose of further triggers in the 'play a minion' Sequence. On top of that, minions with a Transform effect Battlecry allow the result of the Transformation to participate in the Summon Resolution Step, but other kinds of Transform effects do not (see the Summon Resolution Step section).

Examples:

Exceptions:

  • Shifter Zerus does not work like usual transformation effects. Every time he transforms in your hand, he is still the same Entity but has changed his Card ID, and all attached Enchantments remain attached. In addition, he tracks that he should keep changing by attaching the Enchantment 'Shifting' (OG_123e) to himself. This Enchantment is detached if Shifter Zerus enters play, and copies of cards in hand do not copy attached Enchantments, so cards like Mind Vision will copy only what minion Shifter Zerus is, and the copy will not keep changing.

Copy effects[edit | edit source]

Effects that create a card in your hand that is a copy of another card (such as Mind Vision, Chromaggus, Thoughtsteal and Convert) do not copy attached Enchantments, such as those that affect Health/Attack (such as from The Mistcaller or those that affect Mana Cost (such as from Far Sight or Emperor Thaurissan).

Effects that put a minion into play that's a copy of another minion in play (such as Echoing Ooze, Mirror Entity, Faceless Manipulator) copy all of the minion's state and all attached Enchantments, with a few exceptions:

  • Auras affecting the target minion aren't copied. For example, if you copy a minion that is at 1 current Health due to an allied Stormwind Champion with Faceless Manipulator, your copy will have 0 current Health and immediately die.[249][250]
  • The 'pending destroy' state isn't copied. For example, if you play Sacred Trial then Mirror Entity and your opponent plays a minion that triggers both, your copy will not die.[251]
  • Obviously, controller, zone position, zone, etc. are not copied and are overridden by the act of creating the copy.
  • Similarly, how long the original minion has been in play is not copied, meaning the copy will have summoning sickness (if not overridden by Charge).

Health[edit | edit source]

Main article: Attribute#Health,_buffs_and_taking_damage


Rule H1: Any time a minion's maximum Health is increased, its current Health is increased by the same amount.
Rule H2: However, when a minion's maximum Health is reduced, its current Health is only reduced if it exceeds the new maximum.


  • Minions track both a "current Health" and a "maximum Health" stat.
  • A 1/1 minion gaining +1 Health becomes a 1/2. There is no distinction between a minion's 'natural' Health and Health granted through auras/enchantments.
  • Effects which grant a minion +X Health actually work by increasing the minion's maximum Health; their current is automatically increased by the same amount
  • Losing current Health due to a reduced maximum Health does not count as damage, in the same way gaining Health does not count as healing.
  • Silencing off a maximum Health reduction is equivalent to adding a maximum Health enchantment of the same value, and vice versa.[252]

Examples

  • An Injured Blademaster with 3 current Health out of 7 maximum may be increased to 4 Health (and 8 maximum) by a friendly Stormwind Champion. If the Champion is then silenced, the Injured Blademaster's maximum Health is returned to 7, but his current Health of 4 will not be reduced back down, since it does not exceed the maximum.
  • A Chillwind Yeti (4/5 with max 5 Health) is played. Crazed Alchemist gets played on it and it (becomes 5/4 with max 4 Health). 1 damage is done to it (becomes 5/3 with max 4 Health). When it then gets silenced, the Yeti becomes 4/4 with max 5 Health. This is because its maximum Health is increased from 4 to 5 by the Silence effect, so this also causes the current Health to go up from 3 to 4.
  • An Injured Blademaster is 4/3 with a maximum Health of 7. When you cast Divine Spirit on it, the spell increases both the current and maximum health of the Blademaster by 3 (the value of its current Health at the time of resolving the spell). This resulting Blademaster is a 4/6 with a maximum Health of 10.

Exceptions

  • Crazed Alchemist and Reversing Switch do not raise or decrease the maximum Health stat. They apply a buff that sets a new maximum Health (see Enchantments section). At the time of application, it also sets the current Health to the new maximum Health.

Enchantments[edit | edit source]

Rule E1: If a minion has multiple enchantments, they are applied to the minion in order of play.


  • This is the same order shown when mousing over the minion - oldest to newest, top to bottom.[253] However, that order does not always show repeated applications of the same enchantment.

Examples:

  • You have a 6/9 Gahz'rilla and play Charge (buffing to 8/9) then target it with a Cruel Taskmaster. The damage and buff of Cruel Taskmaster are simultaneous, so Gahz'rilla triggers after being buffed to 10/8, doubling to 20/8. Finally, you target it with an Abusive Sergeant, buffing it to 22/8 (returning to 20/8 after your turn ends). If enchantments were applied in any other order, the resulting Attack value would be different.[254]


Rule E2: When a temporary enchantment is removed from the middle of the enchantment list, the minion's state is recalculated from scratch.[255]


  • This as opposed to, for example, a 'reverse of the enchantment' enchantment being added to the end of the list.


Examples:

  • If a 6/9 Gahz'rilla has its Attack temporarily reduced to 4 by a Shrinkmeister, and then suffers damage, the order of the enchantment stack will result in a total of 8 Attack: (((6 - 2) * 2) = 8). At the end of the turn, the Shrinkmeister's buff will be removed, resulting in the Gahz'rilla's Attack increasing not by 2, but by 4, to a total of 12: ((6 * 2) = 12). If enchantments were not dynamically recalculated, the Gahz'rilla's Attack would instead be increased to 10, since its previous net result of +4 Attack had already been established prior to the removal of the Shrinkmeister's buff.[256]


Rule E3: When a minion is Enraged, it creates an enchantment with that effect. If it later becomes un-Enraged (losing the enchantment) and then re-Enraged, it creates a new enchantment, rather than re-creating the old one with its old order of play.


Examples:

  • You play an Amani Berserker and Enrage it, giving it 5 Attack. You then play Humility on it, giving it 1 Attack. You then heal and Enrage it a second time - the new Enrage is at the end of order of play, going after the Humility effect and it now has 4 Attack.[257]

Notes and Exceptions:

  • Enchantments like Crazed Alchemist/Reversing Switch that swap the Attack and Health of a minion are calculated by directly setting the Attack and Health to those new values (as opposed to, for example, calculating how much to change Attack and Health by and making that enchantment), and thus temporary enchantments placed prior to the stat reversal ending will have no observable effect.[258]
  • However, enchantments that double Attack like Blessed Champion and Gahz'rilla do not double auras, because the effect of the enchantment is to double the Attack prior to the enchantment, so when the aura is moved to the end of the list again it is not doubled.[259]
  • Enrage Enchantments do not seem to apply their effect immediately, but instead do so at the next Aura Update (Health/Attack) Step.[260]

Auras[edit | edit source]

Auras are ongoing effects tied to Entities which affect other Entities (such as cards, minions, your hero or itself) as long as the provider is in play (and not silenced). Every time Aura Update (Health/Attack) runs, Auras are processed strictly after all other Enchantments, even if the Aura was in place prior to the other buffs being gained. (Note that Enchantments take affect immediately when applied, and so will briefly apply 'out of order'.)[261]

Let us review Rule 4:


Rule 4a: After the outermost Phase ends, Hearthstone does an Aura Update (Health/Attack), then does the Death Creation Step (Looks for all mortally wounded (0 or less Health)/pending destroy (hit with a destroy effect) Entities and kills them, removing them from play simultaneously), then does an Aura Update (Other). Entities that have been removed from play cannot trigger, be triggered, or emit auras, and do not take up space.
Rule 4b: As a result of the timing of the two different Aura Updates, Health from lost auras are not recalculated following the Death Creation Step, but all other effects of Auras stop immediately.
Rule 4c: The full list of Auras that are known to update in Aura Update (Other) (excluding Solo Adventure-only content) is as follows: Baron Rivendare, Auchenai Soulpriest, Brann Bronzebeard, Mal'Ganis's Immune effect, Prophet Velen.
Rule 4d: Enchantments apply and modify Health/Attack/Mana costs the moment they are attached. However, during Aura Update (Health/Attack), the Enchantment List is re-processed and Health/Attack Auras, having a priority later than Health/Attack Enchantments, will be moved to the end of the Enchantment List during this timing. (However, Mana Cost Auras have no special priority compared to Mana Cost Enchantments.)
  • When a minion is played, its Aura is sent for the first time before the Battlecry Phase. When a minion is summoned or stolen, it does not start emitting its aura until the outermost Phase ends.[262]
  • Until the moment it is removed from play, the Entity can be brought back from 0 or less Health by healing or Health buffs, and still shares auras. This is important when multiple minions are attacked simultaneously, or when a hero dies in the same Sequence as minions with Deathrattles.
  • If you kill a minion with an aura and a minion with a Deathrattle simultaneously, non-Health effects of the aura are not active during the following Death Phase because the minion is removed from play. However, Health effects of the aura will be active, because Hearthstone does not recalculate Health changes after the minions are killed.[263][264][265] However, a health-granting aura such as Mal'Ganis can save a minion from dying, even if it enters play the same Phase the other minion was mortally wounded, because the aura recalculation is done before the Death Creation Step.[266]
  • Auras are not recalculated at any point in the middle of a Phase, including due to minions entering/leaving play and due to minions being stolen.[267][268][269]
  • Some auras in the game have a higher Priority than others. This means that order of play does not matter if one aura's Priority is simply higher. For example, Summoning Portal's aura always comes first (meaning also having a Mechwarper makes Harvest Golems cost 0 mana, regardless of play order) and Lightspawn's aura always comes last.
  • Despite not visually updating, enchantments take effect the moment they are created.[270]

Notes and Exceptions

  • There is one known exception to 'auras are applied strictly after all other enchantments' - Summoning Portal's Priority is so high it's applied before enchantments.[271][272][273]
  • The interaction between Crazed Alchemist/Reversing Switch and auras is as follows: The newly created buff directly sets Attack and Health to the opposite values (e.g. as opposed to computing an Attack change and a Health change and creating that buff) considering all auras, and then the auras are re-applied afterwards at the next State update, creating the impression that the auras have been 'counted twice'.

Examples:

  • You play a Stormwind Champion, Explosive Sheep and Mana Wyrm. You ping the Champion and Sheep to 1 Health, the Mana Wyrm at 4 out of 4. You play Cone of Cold, simultaneously Killing and removing from play the Champion and Sheep. Because only non-Health effects of auras are recalculated after the Death Creation Step, in the following Death Phase, the Mana Wyrm goes from 4 Health to 2, not 3 to 1, and ends as an x/2 instead of an x/1.[274]
  • You play an Auchenai Soulpriest and a Zombie Chow, ping the Auchenai Soulpriest to x/4 and then cast Circle of Healing. After the Spell Text Phase ends, both the Soulpriest and Zombie Chow are killed and removed from play. Because non-Health effects of auras end following the Death Creation Step, the Zombie Chow heals your opponent for 5, instead of damaging them for 5.
  • You play an Abomination and Mal'Ganis (order irrelevant), weaken both to 3 Health and cast Hellfire. The Hellfire does not damage you, but mortally wounds both minions. After the Spell Text Phase ends, both minions are removed from play and you stop being Immune (because the aura that was causing it is no longer in play), so when the Abomination's Deathrattle goes off you take 2 damage.[275]

Silence[edit | edit source]

If a minion is being given a Health increase by an Aura such as Stormwind Champion, then Silencing that minion will not temporarily remove the Aura's effect (which would then be added back at the next Aura Update (Health/Attack) Step).

A consequence of this effect is that if a 1/1 is buffed to 2/2 by Stormwind Champion then damaged for 1, if it is silenced, it does not temporarily become a 1/1, get buffed by Stormwind Champion again and thus become an undamaged 2/2.[276]

However, besides not removing the effects of Auras, Silence seems to immediately remove all other properties of the minion it targets. For example, Earth Shocking a friendly Wrath of Air Totem will remove the Spell Damage +1 before the 1 damage is dealt, and thus you will deal only 1 damage, not 2.[277]

Zones[edit | edit source]

Each Entity in a game of Hearthstone exists in one of several specific areas, called Zones.[278] In addition, it has a 'controller', which determines which half of the zone it is. Changing controller will also be referred to as changing 'zones', even though it is technically different.

Note that cards, minions, weapons, heroes, etc are all Entities. Playing a minion card moves the Entity from the Hand Zone to the Play Zone, rather than destroying the card and creating the minion, for example.

The Zones are:

Visible
  • Play
  • Deck
  • Hand
  • Secret
Not fully visible
  • Graveyard
  • Removed from game
  • Set aside
Other
  • Invalid

Minions that are killed and removed from play have their attributes (most notably current Health) reset to a default state and are moved to the "Graveyard Zone". Spells after being cast, destroyed and equipped over weapons, dead heroes and discarded cards (from hand or from deck) also go to the "Graveyard Zone".

The "Set Aside Zone" holds cards and Entities existing in any intermediate or 'not really on the board' state, such as the three cards presented to you by Tracking, the original minion after Recycle puts a new copy in the deck[279], the prior state of transformed minions and Lord Jaraxxus the minion after his Battlecry occurs.

The "Removed From Game Zone" holds enchantments that have expired, been detached or been silenced off.

(Note that Malorne used to have the behaviour of Recycle (which visually sends the minion to the Deck Zone, then creates and shuffles a new copy into the Deck Zone and moves the original minion to the Setaside Zone), but as of Patch 4.0, directly sends Malorne into the Deck.[280] Entomb takes control of the minion then sends it into the Deck Zone.[281])

Limits[edit | edit source]

Hearthstone attempts to impose limitations on how many Entities can be in each Zone.[278] The limitations are:

  • 5 Secrets per player's "Secret Zone", and only one copy of a specific Secret per "Secret Zone"
  • 10 cards per player's hand
  • 7 minions, 1 hero, 1 weapon, 1 hero power per player's "Battlefield Zone"
  • 60 cards per player's deck[282]


Rule Z0: If Hearthstone would generate a new Entity in a Zone but the limit has been reached, instead nothing happens.
  • Note that attempting to generate an Entity in a full zone does not generate and then destroy it. Rather, nothing happens.[283]

Moving between Zones[edit | edit source]

Rule Z1: When an Entity tries to move from one Zone to another, it first checks if the destination is full. If it is, it instead dies and moves to the Graveyard Zone.
Rule Z1b: If an Entity tries to move from a Zone to the Zone it's already in, do not apply Rule Z1 (such as steal effects on a minion you already control, or bounce effects on a minion already in your hand). However, other effects of the zone change still happen (such as gaining summoning sickness).
Rule Z2: If multiple Entities are moved from one Zone to another simultaneously, they check and move themselves in order of play, and thus newest minions are the ones that get Destroyed if there is insufficient room.
  • This means that after the outermost Phase ends, its Death will be resolved in the subsequent Death Phase in order of play.
  • Note that if it was a minion, its Death Event is resolved in the Zone it was in, not the Zone it tried to go to.[284] This is because the attempted Zone change did not happen.

Examples:

Exceptions:

  • Force play mechanics such as Deathlord and Ancestor's Call are different from steal/bounce mechanics - they do not destroy/discard the minion if there is no room in the destination zone. Instead, they do nothing.[288] (Or in the case of Varian Wrynn, the minion is moved to your hand instead of force played.)
  • Likely due to a bug, effects that move a card to your deck, such as Entomb and Patch 4.0.0.10833-on Malorne do not respect the limit of 60 cards in the deck.[289][290] (Mind Control effects moving a card from one deck to another also do not respect the limit.)[291]
  • Due to a bug, if you steal a card from your opponent's hand (such as by targeting Mind Control on a minion bounced to the hand by Anub'ar Ambusher before the spell resolves), the limit of 10 cards in your hand is not checked.[292]


Rule Z3: If Kezan Mystic tries to steal a Secret but none can be stolen (because your Secret Zone is full or you already have a copy of all enemy Secrets), a random Secret is destroyed and revealed.[293][294]
Rule Z4: If you would draw a card but have no room for it, its side-effects of drawing (such as Flame Leviathan's or Burrowing Mine's) do not trigger, because it never entered your hand.


Examples:

  • You have Mirror Entity up and so does your opponent. You play a Kezan Mystic. Because the Mirror Entity cannot move to your Secret Zone, it is destroyed and revealed instead.[295] However, if the enemy also had a Duplicate active, the Mystic would steal it with a 100% chance, since Kezan Mystic only destroys Secrets as a last resort.
  • You have 10 cards in your hand and attempt to draw Burrowing Mine. It is revealed and discarded. You do not take 10 damage or draw a new card.

Notes:


Rule Z5: When an Entity moves from one zone to another, the minion's tags (such as Damage, Divine Shield and pending destroy) are reset to a default state.[301] In addition, attached Enchantments may be detached. The rules are as follows:
Rule Z5a: Play Zone to any other Zone: All Enchantments detached.[302][303]
Rule Z5b: Hand Zone to Play Zone: Enchantments are NOT detached.[304] (However, Mana cost related Enchantments will trigger to detach in the On Play Phase.)[305]
Rule Z5c: Deck Zone to any other Zone: Enchantments are NOT detached.[306]
  • Even though Enchantments are detached when moving between zones in this way, if you target a spell or Battlecry at a minion, but before the spell/Battlecry resolves the minion leaves play, the spell/Battlecry can put an Enchantment on the minion in an unexpected Zone (such as the Hand Zone, Graveyard Zone or Deck Zone).
    • The Enchantment will be considered to be in Play, even though the attached minion is not. As a result, the Enchantment will be able to trigger (for example if it is Shadow Madness) and will be able to give your player Spell Damage +1 (Velen's Chosen).

Notes:

  • Before an unknown Patch between 5.0 and 7.0, Deck Zone to any other Zone caused ALL Enchantments to detach.[307] (The Mistcaller was actually coded to create a permanent on-draw trigger, rather than to enchant minions in your deck.)[308]

Exceptions:

  • Notably, the rule that all tags are reset when a minion changes zone seems to be implemented in an ad hoc way. For example, Echoing Ooze's tag change is not cleared if the minion's Battlecry resolves in-hand and is played from your hand,[309] and TO_BE_DESTROYED used to not be cleared when a minion is bounced to the hand or played from the hand (causing the Vaporize/Freezing Trap bug) but now is cleared when the minion is played from the hand.[310]

Full Zone Instant Removal[edit | edit source]

When a minion is destroyed because it tries to move to a Zone that is already full, it is not marked pending destroy. Instead, it is immediately counted as having died and sent to the Graveyard zone. However, its Death Event is correctly included in the subsequent Death Phase, and its consequences of Death queued and resolved at that timing. But since it is immediately removed from play, it is immediately uninteractible, unable to trigger or be triggered. Also, their attributes are reset when moved to the Graveyard zone, like normal death.[311]

Also, note that the order of resolution of Death Events is not the order they are created in (e.g. the order they died in), but the play order of the respective minions.[312] However, Kel'Thuzad will revive the minions in the order their Death Events were created in.[313]

It should also be noted that the Death Event is only created if the minion was in play. If it was in your Hand or in the Graveyard, it goes to the Graveyard and nothing else happens. (If it created a Death Event, Anub'arak dying while your hand is full would create an infinite loop.)

Examples:

  • You play Sylvanas Windrunner, Deathlord and five other minions. Your opponent plays a Knife Juggler. You cast Feign Death. First, the Knife Juggler is instantly killed and removed from play, then a minion is summoned for your opponent due to the Deathlord Deathrattle, but no knife is thrown because the Knife Juggler is already not in play.[314]
  • You play a minion. Your opponent plays a Freezing Trap. You play Blessing of Wisdom on your minion. You wait until you have 10 cards in hand, then attack with the minion. First the Freezing Trap triggers, instantly killing and removing from play your minion. Bleesing of Wisdom does not trigger because the minion is already not in play.

Mana Crystals and mana costs[edit | edit source]

Rule M1: Your current mana is capped at 10 but has no lower limit. Negative current mana is displayed as 0.
Rule M2: Your maximum mana (number of Mana Crystals) is always at most 10 and at least 0.
Rule M3: Your current/pending Overloaded Mana Crystals has no upper limit.
Rule M4: Gaining or losing maximum mana has no effect on your pending/current Overload.
Rule M5: The mana cost of a card has no lower limit. Negative mana costs are displayed as, and use, 0, but help to counteract mana cost increases.[315][316]
Rule M6: When multiple effects change the cost of a card or your Hero Power, they are applied in order of play (Auras and Enchantments having no special priority): the only exception is Summoning Portal's aura, which has a very early Priority that makes it considered before ALL other effects.
Rule M7: When an effect refers to the cost of casting a spell (such as Summoning Stone or Gazlowe), it means the amount of mana you paid to cast it, not the base mana cost.


Examples:

  • You have an Innervate in hand and 10/10 Mana Crystals and want to do a 12 mana turn. You must spend 2 mana before using the Innervate, or the excess mana will be lost.
  • If you have 10 Mana Crystals and are currently Overloaded for 10, you can still gain mana with Innervate.
  • An Unstable Portal gives you a Wisp. Because this card normally costs 0 mana, it is discounted to -3 but displayed as 0. However, if your enemy plays four Mana Wraiths, the card costs 1 instead of 4 due to this hidden negative cost. (Emperor Thaurissan can similarly reduce your card's cost below 0.)[317]
  • If your opponent plays Loatheb followed by Millhouse Manastorm, your spell cards cost 0 mana. However, if he plays Millhouse Manastorm followed by Loatheb, your spell cards cost 5 mana, due to order of play.[318]
  • If you Shadowstep a Loatheb, then play two Summoning Portals, Loatheb costs 0 mana, not 1, due to Summoning Portal's aura's Priority being first. [319]
  • You can use Felguard's effect to reach 0/0 Mana Crystals, and then The Coin to reach 1/0 Mana Crystals.[320] No matter how many further Felguards you play, you will have 1/1 Mana Crystals your next turn.
  • On turn 2, with 2/2 mana, you play two Dust Devils, giving yourself pending Overload of 4. The next turn, you have -1/3 mana (displayed as 0/3). If you play The Coin, you go from -1/3 to 0/3.
  • If you Overload yourself for 11 with 10 maximum mana, the next turn you have to play The Coin twice to reach 1/10 mana.[321]
  • If you Overload yourself for 10 with 8 maximum mana, the next turn you are at -1/9 mana. If you play Lava Shock for 0, you go straight to 9/9 mana, because -1+10=9.[322]
  • If you play Aviana then Naga Sea Witch, your minions cost 5 Mana. If you play Naga Sea Witch then Aviana, your minions cost 1 Mana. But in addition to this, if you play Aviana after Emperor Thaurissan discounts your cards your minions will cost 1, but if Emperor Thaurissan triggers after Aviana enters play, Emperor Thaurissan's effect will be processed second and your minions will cost 0. This is different to how Health/Attack Enchantments and Auras work - all Health/Attack Auras are processed after Health/Attack Enchantments regardless of play order, but Mana Auras and Enchantments are processed together in play order.
  • Similarly, Maiden of the Lake and Saboteur affect the cost of your Hero Power in the order they were originally played in, with no priority over one another.
  • Normally, cards that apply a Mana Cost Aura (Molten Giant, Volcanic Drake, Dread Corsair, etc) to themselves always process before a Naga Sea Witch/Aviana in play - since the played minion's timestamp is more recent. However, if said minion is played and bounced back to your hand, or generated in your hand, after the Naga/Aviana entered play, its timestamp is now more recent, so its mana cost reduction is now processed after the Naga/Aviana. Note that Knight of the Wild is a trigger to reduce its own cost, not an Aura, so he timestamp of each attached Enchantment is used, not the timestamp of the minion itself.[323]
  • You gain pending overload of 1 and then destroy a friendly Darnassus Aspirant. Despite the visual appearance of destroying a pending locked mana crystal, next turn you will be overloaded for 1 correctly.[324]

Why current Mana can be negative[edit | edit source]

Tags are values on Entities (such as minions and players) that can have any value between 0 and 2^31 - 1. if their final value would be negative in 32 bit signed arithmetic, it is instead assigned to 0. The tags used for Mana and Overload are as follows:

NUM_RESOURCES_SPENT_THIS_GAME (player): Mana paid this entire game.
RESOURCES (player): Maximum Mana.
TEMP_RESOURCES (player): Temporary current Mana added this turn (such as by Innervate).
RESOURCES_USED (player): Amount of Mana spent this turn.

MAXRESOURCES (player): Largest value RESOURCES can be. (Also the largest value 'current Mana' can be.) always set to 10.

OVERLOAD_LOCKED (player): Current Overload.
OVERLOAD_OWED (player): Pending Overload. (card): How much pending Overload playing this card will give you.

OVERLOAD (card): 0 or 1. Indicates if a card overloads you when played or not.
COST (card): How much Mana you will pay when playing this card.

Like 'current Health', 'current Mana' doesn't exist as a tag. Rather, it's RESOURCES + TEMP_RESOURCES - RESOURCES_USED - OVERLOAD_LOCKED. Because it doesn't exist as a tag, it can go negative (such as if you overload for more than your maximum Mana), similar to how 'current Health' is HEALTH - DAMAGE and can go negative. It will still be displayed in the GUI as 0 but gaining temporary Mana will not go above 0 unless it really is above 0, and removing your current Overload with Lava Shock will instantly add as much 'current Mana' as the Overload you removed.

Conversely, because COST is a tag, even if you reduce a card or Hero Power's cost below 0, its COST will be clamped to 0, so you won't 'gain Mana' by playing it.

(Finally, note that when you pay mana, TEMP_RESOURCES is deducted before RESOURCES_USED is increased by what's left over.)

Drawing a Card[edit | edit source]

Rule DC1: When you draw a card, if you have room, it enters your hand and is immediately resolved (according to the below rules). When multiple cards would be drawn simultaneously, the number of cards that would be drawn is calculated, then each one is drawn and resolved in some sequential order. (For example, Coldlight Oracle always draws two cards for its controller first.)
Rule DC2: Some effects (Chromaggus, Shadowfiend) trigger when a card is drawn. They trigger in order of play. Then, the card may have an effect when drawn (Sea Reaver, Flame Leviathan, Ambush!, Burrowing Mine, Fatigue, etc). This effect resolves now. When this is complete, the card draw has been resolved.
Rule DC3: Some effects (Gnomish Experimenter, Holy Wrath, Far Sight, Call Pet) draw a card, then do something with that card. These effects wait for the card draw to resolve before continuing. Holy Wrath in particular does not require the card to successfully enter your hand.[325]
Rule DC4: A card is only considered drawn if it moves from the top of your deck to your hand. If your hand is full, the card is not drawn, nor is it discarded (such as for Tiny Knight of Evil or Fist of Jaraxxus), it just goes to the Graveyard. Additionally, non-standard drawing mechanisms like Tracking and King's Elekk do not draw cards, despite what the card text says. (This is a bug.)
Rule DC5: An effect is not considered to have drawn a card if it was drawn indirectly (for example, if Varian Wrynn draws Ambush! which itself draws a minion, the minion is not put in play).


  • Note that Chromaggus does not create an exact copy of the card, but another card of the same type. It cannot copy the mana reduction of Shadowfiend as a result.

Examples

  • You play Chromaggus and Gnomish Experimenter, set both to 2 Health, then draw Flame Leviathan. First Chromaggus triggers and puts a copy of Flame Leviathan in your hand. Then the drawn Flame Leviathan triggers and deals 2 damage, mortally wounding both Chromaggus and Gnomish Experimenter. Then Gnomish Experimenter triggers and turns the drawn Flame Leviathan into a Chicken. Finally the Phase is over and death processing happens, killing and removing from play Chromaggus and Gnomish Experimenter.[326][327]
  • You play Varian Wrynn. The first card is Ambush!, which triggers and draws a Boulderfist Ogre. Because Ambush! drew the Boulderfist Ogre, Varian Wrynn does not count it as one of his 3 cards or put it into play.[328]
  • You play Shadowfiend and Chromaggus, and draw a Leper Gnome. First Shadowfiend discounts the drawn Leper Gnome to 0, then Chromaggus adds a 1 cost Leper Gnome to your hand. (Chromaggus similarly does not copy the cost reductions of Call Pet or Far Sight.)[329][330]
  • You play Chromaggus then play Tracking or King's Elekk. The drawn card is not duplicated, because it is a non-standard drawing effect. This is a bug.[331][332]
  • You play Shadowfiend, Mechwarper then Holy Wrath. The drawn card is a Spider Tank. Shadowfiend triggers and reduces it to 2 cost, then Holy Wrath continues and deals 2 damage to its target. Finally the Spell Text Phase is over, Auras update and the Spider Tank now costs 1 Mana.[333][334]
  • You play Holy Wrath. The card drawn is Ambush!, which triggers and draws a Boulderfist Ogre, then Holy Wrath continues and deals 0 damage (the cost of Ambush!).
  • If you have 9/10 cards in your hand when Gnomish Experimenter's Battlecry resolves, and you also have Chromaggus in play, since the drawn card enters your hand before any on-draw triggers run, Chromaggus won't put a copy of the minion in your hand. Then Gnomish Experimenter triggers and transforms the topdecked card.[335]


Damage and Healing[edit | edit source]

Rule DH1: When an area of effect Damage or Healing effect happens, all of the Damage/Healing Events are created in play order, then all of the Damage/Healing Events are resolved (queuing and resolving triggers) in play order.
Rule DH2a: When a Damage/Healing Event is created: Apply Auchenai Soulpriest. Then apply Spell Damage/Fallen Heros. Then apply Prophet Velens. If the target is Immune or the Damage Event's proposed damage is 0, the Damage Event is prevented. Then if the target has Divine Shield, the Divine Shield is removed and the Damage Event's proposed damage is reduced to 0. Then queue and resolve Predamage triggers (see Rule DH7). Then the Character's current Health+Armor is reduced by the Damage Event's proposed damage. (If the target is affected by Commanding Shout, its current Health is prevented from dropping below 1.)
Rule DH2b: When a Damage/Healing Event is resolved: If it was prevented, or if it did not change the Character's current Health+Armor total (including due to Divine Shield and Commanding Shout), it will not run any triggers. Otherwise, they queue and resolve in play order.[336]


Rule DH3: Some Damage effects sound like they should be area of effect (and therefore create all Damage Events before any of them resolve), but actually resolve each Damage Event as soon as it is created in play order. These are: Lightning Storm, Elemental Destruction, Dark Iron Skulker[337], Lightbomb[338]. However, these effects still figure out the set of minions they will damage before beginning to damage anything.
Rule DH4: Two-step spells (such as Light of the Naaru, Mortal Coil, Bane of Doom, Slam, Bash, Bouncing Blade) that create one or more Damage/Healing Events before then querying the target's condition, must resolve the Damage Event BEFORE they query the target's condition.
Rule DH4b: Some other Two-step spells exist: Holy Nova creates and Resolves all Damage Events, then creates and resolves all Healing Events (even if the Healing Events are turned into Damage Events by Auchenai Soulpriest).[339][340] Blizzard creates and resolves all Damage events, then freezes all enemy minions (even undamaged ones). Cone of Cold creates and resolves all Damage events, then freezes the minions it damaged.
Rule DH4c: One spell, Imp-losion, deals damage then queries how much damage was dealt. Divine Shield sets the damage dealt to 0 and Immune prevents the damage, however Commanding Shout does not modify how much damage was considered to be dealt - therefore the normal number of Imps will be summoned.[341]
Rule DH5: Some effects create Damage Events out of order of play, likely due to a bug - and therefore they also resolve out of order of play. Swipe damages the target Character, then all other enemy Characters in reverse play order, then resolves all Damage Events. Explosive Shot, Cone of Cold and Powershot damages minions in the order center, right, left.[342]
Rule DH6: When a minion is the source of a Damage Event, even if the Damage Event's proposed damage is 0, it loses Stealth. (If the Damage Event is prevented, it does not lose Stealth.)[343][344]


  • (Your Heroes are older than every minion. The Hero of the Dominant Player is older than the Hero of the Secondary Player.)
  • Note that minions do not die the moment they are mortally wounded (0 or less Health). For more information, see Death Phases and consequences of Death.
  • Note that damage from two Characters engaging in Combat is not based on play order, - the attacker always damages the defender first. For more information, see Combat.
  • Note that Immune also prevents enemy targeting, like Stealth. It does not prevent any other kind of interaction, including healing.
  • Note that Stealth is also lost when a minion declares an attack, even if the combat is cancelled or it would fail to create a Damage Event due to losing all its Attack. For more information, see Combat.
  • The definition of 'apply Auchenai Soulpriest' is 'If the Event's source's controller also controlled an unsilenced Auchenai Soulpriest since the last Aura Update (Other) step, replace the Healing Event with a Damage Event having proposed damage equal to its proposed healing'. (The definition of 'apply Prophet Velens' is similar.)


Examples:

  • If you cast Circle of Healing with damaged minions and Shadowboxers in play, all of the minions will be healed before the Shadowboxers trigger on each Healing Event and deal damage, preventing them from damaging a minion that would later be healed.
  • If you cast Flamestrike while your opponent has two Armorsmiths, the Armorsmiths will be mortally wounded but remain in play, triggering on each Damage Event and giving your opponent's Hero 4 Armor before the spell resolves and the Armorsmiths die and are removed from play.
  • If you play Light of the Naaru, restoring an enemy minion to full health, but also triggering an allied Shadowboxer to damage the target enemy minion, Light of the Naaru's second step then runs and sees the target is damaged, summoning a Lightwarden.[345]
  • If you cast Holy Nova while your opponent has an Imp Gang Boss and a Knife Juggler, because the Damage Events are Created and Resolved before the Healing Events are Created and Resolved, the extra damage caused by the knife from the summoned Imp may be healed by the second step of Holy Nova.


Predamage Triggers[edit | edit source]

Rule DH7: Just before a Damage Event is created, Predamage triggers will queue and resolve in play order. They will stop triggering if the Damage Event is prevented, as there is nothing to do. The full list of Predamage triggers is Bolf Ramshield, Ice Block, Animated Armor.[346][347] Additionally, Animated Armor has an early priority.[348]
Rule DH7b: Bolf Ramshield's effect is to prevent the Damage Event, then create a Damage Event who's source and target is Bolf Ramshield, and who's proposed damage is the same as the original Damage Event's.
Rule DH7c: Animated Armor's effect is to lower the Damage Event's proposed damage to 1.
Rule DH7d: Ice Block's effect is, if the Damage Event's proposed damage is currently greater than or equal to your Hero's current Health, to prevent the Damage Event and create an Enchantment attached to your Hero which says "Become Immune until the turn ends."



Examples:

  • If you play Ice Block and Animated Armor, your Hero is at 4 Health and your opponent deals 4 damage to your Hero, regardless of order of play, Animated Armor triggers and reduces the incoming damage to 1 before Ice Block checks for the damage being lethal (and since it isn't, it remains intact).
  • If you have multiple Bolf Ramshields in play, the first one to enter play will trigger and intercept the damage when your Hero takes damage.
  • If you have Animated Armor and Bolf Ramshield, regardless of order of play, your Bolf Ramshield will intercept 1 damage.

Notes:

Cursed Blade[edit | edit source]

Rule DH8: Cursed Blade's effect is to double the proposed damage of Damage Events targeting your Hero (whenever queried by a Predamage trigger or when your Hero takes the damage).


  • This leads to the following interactions:
    • The final damage you take will be doubled, after all modifiers (like Spell Damage, Prophet Velen and Fallen Hero) are taken into account.
    • If you have Cursed Blade and Ice Block, Ice Block will take into account the double damage from Cursed Blade when deciding to trigger or not.
    • If you have Cursed Blade and Bolf Ramshield, Bolf Ramshield takes double damage when intercepting, regardless of play order.[354]
    • If you have Cursed Blade and Animated Armor, Animated Armor will set the Damage Event's damage to 1, but Cursed Blade's effect will double its damage whenever it is read, so you will still take 2 damage (Bolf will still intercept 2 damage, etc). (In addition, normally Animated Armor does not trigger if you take 1 damage, but Cursed Blade's effect doubles the reported damage to 2, so Animated Armor will trigger for no effect in this scenario.)[355]

Death Event Cache[edit | edit source]

Rule DEC1: Hearthstone keeps track of every Death Event that has been created this game in the Death Event Cache. It remembers the Entity ID that died, its controller when it died, and what turn it died on.
Rule DEC2: If the same minion dies more than once (for example if it's the same Malorne), each Death Event is added to the Death Event Cache separately.
Rule DEC3: Cards that check if a minion has died this turn/this game (Feugen, Stalagg) and cards that resurrect minions that died this turn/this game (Resurrect, Kel'Thuzad, N'Zoth, the Corruptor, Anyfin Can Happen, Doomcaller) do not check the Graveyard Zone. They check the Death Event Cache.
Rule DEC4: Resurrect effects summon new, fresh copies of minions based on the Death Event(s) they select, and do not remove the Death Event from the Death Event Cache. Except for Kel'Thuzad who uses order of play, Death Events are selected in random order.
  • If a minion goes to the Graveyard Zone in any way besides dying (milled from deck, discarded from hand, etc) it never died, so it does not get added to the Death Event Cache.
  • Entries in the Death Event Cache are never removed, even if a Resurrect effect selects that Death Event.
  • Minions that leave the Graveyard Zone don't remove their Death Event from the Death Event Cache (for example if it's Malorne, Anub'arak or The Skeleton Knight).
  • The Entity ID is used to find out what kind of card died. For exactly one card - Shifter Zerus - the Card ID it was when it died might not be the Card ID it is now. It will use the Card ID it is now.

Examples:

  • You play and kill your Malorne 3 times, then play N'Zoth, the Corruptor. Three Malornes will be summoned by N'Zoth's Battlecry.[356] Resurrect and Kel'Thuzad also bring back Malorne.[357]
  • Your C'Thun is discarded, milled, Entombed/Mind Controlled and dies for your opponent or Polymorphed and dies as a Sheep. You play Doomcaller. You never had a C'Thun die, so nothing happens.
  • Your C'Thun dies. You play two Doomcallers. Each one shuffles a C'Thun into your deck.
  • You play three Kel'Thuzads and kill one and end your turn. Each living KT sees the KT that died this turn and resurrects a copy of it, so you now have four KTs in play.
  • You play a minion, give it a Deathrattle (such as Ancestral Spirit) and it dies. You play N'Zoth, the Corruptor. The minion is not brought back to life, because the Death Event Cache does not record the state it died in, only what kind of minion it was.
  • Using Violet Teacher and Knife Juggler, Entomb targets a Shifter Zerus that dies before Entomb resolves. When this Shifter Zerus is later drawn, it is allowed to transform into another minion. When Resurrect or N'Zoth, the Corruptor is played and considers Shifter Zerus's Death Event, it will look at what Card ID Shifter Zerus is now, and thus resurrect the minion it has changed into in the hand.[358]
  • If you play and kill Malorne, replay Malorne, silence Malorne then play N'Zoth, the Corruptor, a new Malorne will be summoned. This is because the Card ID of the Entity ID that died, not the current state including silence, added Deathrattles, etc, is checked to determine what to resummon.[359]
  • Resurrect effects will resummon Weasel Tunneler for who it originally died for, not for who controls the Weasel Tunneler now. This is because the Death Event Cache records the controller at the time of death.[360]

Spell Damage[edit | edit source]

Spell Damage is unlike Auras - it does not update when each outermost Phase resolves and Hearthstone updates Auras. Rather, it updates constantly - it is always the most up-to-date value.

Examples

Notes

  • Jungle Moonkin gives your opponent Spell Damage +2 via an indirect mechanism.

Visual appearance of Player Actions[edit | edit source]

When you perform a Player Action, Hearthstone processes the entire outcome server-side and then slowly displays the result in client-side animation. With the exception of conceding, Hearthstone shows the initial result of all Player Actions (summoning a minion to the board, flipping the Hero Power, flipping the End Turn button, etc) but in reality, Hearthstone has processed your Player Action at the appropriate time server-side - after all previous Player Actions have resolved.

You can tell when Hearthstone server-side finished processing the outcome because your valid Player Actions will be highlighted in green once more (and if you have none, you will hear 'Job's done'). This allows you to tell ahead of time things like 'Did this minion die?' (that minion is not highlighted green) or 'Did the game just end?' (no actions are presented)[364] or 'Are all enemy minions dead?' (an enemy minion targeting spell in your hand is not highlighted green). The only reason to wait through animations is if a randomized outcome is important for your decision making - such as the Deathrattle of Piloted Shredder.

Some consequences and oddities of Player Actions ignoring animations:

  • If a Mechwarper is alive, even if the mana cost has not been updated, Mechs that you can play are highlighted in green.[365]
  • If you return a minion to your hand such as with a Youthful Brewmaster, it will be highlighted in green even before visually turning into a card. If you interact with it, the game will play it from your hand, a useful time-saver.
  • If you draw cards and immediately hear 'Job's done' you know none of them are playable this turn.
  • Technically you can target an enemy minion spawned by a Deathrattle, play a card drawn, etc the moment the server has processed the outcome - but until the animations of client-side Hearthstone render it, there is no way for the user to do so without using an external program or a hack.

Turn timers[edit | edit source]

Whenever a player's turn begins (including the Mulligan turn), the Hearthstone server gives them 75 seconds from that exact point in time until their turn ends. (It was 90 seconds during Beta.) This time limit totally ignores animations because the server does not simulate them. This means that the animation of start of turn triggers, drawing a card at the start of your turn, the 'Your turn' splash, etc. eat into the 75 seconds.

In addition to this, when the Server sees that the end turn button is hit (or the timer expires), the other player's turn immediately begins - even if one or both player's clients is still animating the results of player actions taken during that turn. Again, this is because the server does not simulate or care about actions. This means that if you queue up many long, complex animations then hit the end turn button before they finish, all of that animation time eats into your opponent's 75 seconds.

Being able to 'eat into' following turn timers has no upper bound - if you queue so many animations that 75 seconds pass after ending your turn, your opponent's entire next turn will be skipped, and it will be your turn again. If you queue an arbitrarily large amount of animation time, an arbitrary amount of turns may be skipped, causing an extreme amount of graphical effects and glitches when Hearthstone tries to show the results of all the turns being skipped at once.[366]

Nozdormu and AFK

Nozdormu]'s effect is to reduce turn timers from 75 seconds to 15 seconds. (This is implemented by changing the TIMEOUT tag between these two numbers - whenever it changes, the timer is reset to about its full remaining value, allowing you to make a 5 minute long turn by repeatedly playing and removing from play Nozdormu.[367]) Otherwise, all the rules are the same. But because it is a lot easier to queue 15 seconds of animations after your turn, it is a lot easier to skip your opponent's turn with Nozdormu out than without.

Notably, because AIs instantly queue all their actions and end their turn, without having to watch any animations, if Nozdormu gets into play while fighting against an AI, defeat due to every one of your turn timers being eaten up is almost certain.

AFK is an Enchantment a player gets if on their last turn they performed no player actions, not even hitting the end turn button. It reduces that player's turn timer to 10 seconds until the next time they take a player action.

Speeding up animations and countering Nozdormu

However, there is a way to speed up animations in Hearthstone. Whenever your opponent plays a card or activates a Hero Power, a Secret is revealed or Cursed! triggers in your hand, you can click on the big card pop-up in the top left of your client, making it vanish instantly and the following animation start immediately. Each time you do this, it saves 1-2 seconds, and doing this when Nozdormu is in play will counter tactics where your opponent attempts to eat into your entire turn timer, giving you just enough time to perform player actions during your turn, and perhaps destroy Nozdormu to end the combo.

Slush time

An undocumented mechanic of Hearthstone is slush time, which is added to the next turn timer whenever certain animations happened on the previous turn. Currently, it is unknown what the full list of animations that add slush time is, and how much slush time they add, but two are known: Youthful Brewmaster effects and Joust effects add their full animation length as slush time, preventing Nozdormu in combination with these cards from being used to eat the turn timers of, and thus defeat, players unaware of the 'card clicking' trick.[368][369]

There is a tag called TURN_TIMER_SLUSH, but it is currently not displayed in power.log.

Glossary[edit | edit source]

  • Character: A minion or hero.
  • Entity: Anything that exists in the game of Hearthstone - a character, weapon, Hero Power, Secret, card, Deathrattle, triggered effect, Enchantment, Aura, spell being played or disembodied 'effect' (such as Loatheb's cost increase that lasts a turn or Dragon Consort's cost reduction that lasts indefinitely - while invisible, they have similar properties as other Entities, for example the order you play Loatheb and Millhouse Manastorm in is relevant).
  • Player Action: Attacking with a character, playing a card, using a Hero Power, hitting the end turn button or conceding.
  • Trigger: Anything that triggers in reaction an Event - any triggered effect, Secret or Deathrattle.
  • Event: A single change in the game state. Can have triggers Queued in reaction to it - a Death being considered, Healing, Damage, Summon, drawing a card, a specific named Phase of a Sequence and so on.
  • Resolve: When Hearthstone finishes processing all consequences (except Deaths, which do not happen until the outermost Phase ends) of an Event. Defined recursively - For example, if a Knife Juggler's trigger triggers a Grim Patron, the Knife Juggler's trigger is not resolved until the Grim Patron's trigger and all its consequences are resolved first. Can be nested arbitrarily deep.
  • Order of play: The order in which each Entity was put into play. Ties are broken between Entities by ordering them from first to most recent to enter play.
    • More specifically, each Entity has a timestamp associated with it. The timestamp is updated every time the Entity is generated or moved to the Play zone.
    • This means, for example, that the interaction between Naga Sea Witch and Sea Giant is usually that Naga Sea Witch applies second, because a Sea Giant you haven't played probably got generated at the start of the game, giving it an older timestamp. However, if you generate a Sea Giant after playing Naga Sea Witch (such as with Mind Vision) or play a Sea Giant and bounce it back to your hand, its timestamp will be newer, and thus it will be discounted after Naga Sea Witch's effect.
    • Attached Enchantments use their own timestamp, not the timestamp of the Entity they're attached to. This is used for when their trigger triggers (Shadow Madness, Power Overwhelming, etc) and also for when their Enchantment is processed in the Enchantment List.
    • There is only one exception to the above rule - the Enchantments created by an Aura (such as the +1/+1 on each other minion due to Stormwind Champion, or the +5 Mana Cost on each enemy spell due to Loatheb's Enchantment) have the timestamp of the Aura bearing Entity, NOT the timestamp of the individual Aura-effect Enchantments entering play.
    • In addition, note that Priority takes precedence over Order of play, and the Dominant Player Bug takes precedence over Priority.


  • Phase: A Phase begins when multiple Events are raised simultaneously, or when multiple triggers respond simultaneously to a common Event, or as part of a Sequence. (Phases can be nested.) When the outermost Phase resolves, we run the following Steps: Aura Update (Health/Attack), Death Creation Step, Aura Update (Other). Then if any Deaths occurred, a Death Phase starts, resolving Death Events in order of play, for each one queuing and resolving all on-death triggers (including Deathrattles and Secrets). Since a Death Phase is an outermost Phase, it will have its own Steps after it resolves, and can be followed by another Death Phase, and so on. This continues until there are no new Deaths - then we finally proceed to the next named Phase of the Sequence.


  • Step: Not a Phase. (Everything that is called a Phase is called a Phase because of the steps that run after it, if it's the outermost Phase. If we don't do that, it's called a Step.)
  • Sequence: A series of outermost Steps/Phases that must be resolved one after the other.


  • Aura update: Refers to both Aura Update (Health/Attack) and Aura Update (Other) happening. (Sometimes in Hearthstone these can happen without an intervening Death Creation Step, such as between the two Battlecries when Brann Bronzebeard is in effect.)
  • Aura Update (Health/Attack): Runs before the Death Creation Step after each outermost Phase resolves, and at a few other timings. Health/Attack Auras are recalculated, and moved in each Entity's Enchantment List to the end. (Note that Enchantments like Equality apply immediately, and therefore may briefly apply 'out of order'.) Then, every Entity's Health and Attack values are recalculated.
  • Death Creation Step: Hearthstone looks for all Characters that are mortally wounded or pending destroy and, in order of play, sends them from play to the graveyard and creates Death Events for each. (During the next Death Phase, the Death Events will be resolved in order of play.)
  • Aura Update (Other): Runs after the Death Creation Step after each outermost Phase, and at a few other timings. The following Auras update: Baron Rivendare, Auchenai Soulpriest, Brann Bronzebeard, Mal'Ganis's Immune effect, Prophet Velen.
  • Priority: A small number of triggers and auras have a Priority that makes them always act first or act last, ignoring normal order of play.
  • Queuing: At the start of a Phase its simultaneous Events or triggers are queued first by Priority then by Order of play. After Queuing resolves the Queue cannot be added to, removed from or re-arranged. However, no matter how recently a trigger or Secret appeared prior to a Queue, it may be included. Events inside of a Phase may have their own Queues.
  • Targeting condition: For a targeting Battlecry, Spell or Hero Power, a condition required to be true of the target when you consciously take the action. (If the condition is later invalid, due to the target changing, triggers changing attributes of the target or the action being copied by Djinni of Zephyrs, the targeting condition is not checked a second time.) (Note that targeting conditions prevent targeting. As a result, spells that say 'X. If Y, Z.' like Demonfire, are checked when the spell resolves, not as a targeting condition.)
  • Queuing condition: A condition that is checked when the queue is being populated; if false, the trigger is not added to the queue.
  • Trigger condition: A condition that is checked just before the trigger begins to resolve.
  • Abort: A Queued trigger may decide not to go off if at the time of triggering it is no longer valid or not useful enough. Freezing Trap aborts if its target is mortally wounded or removed from play, Noble Sacrifice aborts if there's no room, Grim Patron aborts if it is now mortally wounded, Mimiron's Head aborts if there are no longer 3 Mechs and so on.
  • Mortally wounded: An Entity reduced to 0 or less Health/Durability this Phase. Negative/hindering effects like Knife Juggler and most negative/hindering Secrets check for mortally wounded minions and ignore them/do not target them. For more information, see Death.
  • Pending destroy: An Entity hit with a destroy effect/equipped over this Phase. Effects that ignore/include mortally wounded also ignore/include pending destroy.
  • Death, kill: Once the outermost Phase resolves, during the Death Creation Step, Hearthstone kills all mortally wounded and pending destroy Entities, rendering them dead. Because a Death is an Event, a new Phase begins where all simultaneous Deaths are Queued. Dead characters instantly cease to exist - removed from play, unable to trigger or be triggered, all attached enchantments and auras instantly removed. (While triggered effects like Knife Juggler appear to ignore 0 Health characters, this is because they are specifically coded to ignore them - they are not dead yet for all intents and purposes.)[370] Death is the only Event that is not resolved in the middle of a Phase.
  • In play: An Entity that is currently on the board, i.e. not dead. (Can trigger and be triggered, applies its Auras to other Entities, interact and can be interacted with, and takes up space e.g. for the purposes of attempting to summon new minions/put into play another Secret).



  • Humble safeguard: Minions are not allowed to trigger on themselves entering play. (Note that they can trigger on consequences of themselves entering play - for example if you play Illidan Stormrage followed by Knife Juggler, the Knife Juggler will trigger off of the Flame of Azzinoth created by Illidan Stormrage in reaction to itself being played.)
  • Double safeguard: Minions are not allowed to trigger twice on the same Event.[371] In addition, Clumsy and Mogor the Ogre can't trigger on a given attack if they failed the 50% chance already.


  • Tag: Describes one aspect of the state/identity of an Entity. Has a name (such as ZONE) and a value (which can be an integer, boolean (0 or 1) or string).
  • Tag numerical limits: 32-bit signed integers are used to represent the numerical values of Tags. (Examples of numerical valued tags are HEALTH, ATTACK and DAMAGE.) These range from [-2^31, 2^31 - 1] while the value of a Tag is being recalculated. However, if a Tag would be assigned a negative value, it is assigned 0 instead. Examples:
    • If you have a Lorewalker Cho with 2^30 HEALTH and cast Divine Spirit on it, its HEALTH becomes 0 (because 2^31 assigned to a 32-bit signed integer overflows to a negative number, which is capped to 0).
    • If you play Shrinkmeister on a Wisp, it becomes a 0/1. If you end your turn, it becomes a 1/1. If instead you target it with Abusive Sergeant, it becomes a 1/1 also.
    • If you have a Wisp in your hand and a Pint-Sized Summoner and Mana Wraith in play, regardless of order of play, it costs 0 Mana to play.
    • If you have a Gahz'rilla and double its Attack enough times, the Attack value will overflow and become negative, meaning that when ATTACK's value is assigned it will be assigned a 0. In addition, adding small amounts of Attack (such as with Abusive Sergeant) do nothing, as the intermediate calculated value is still negative. Double the attack even more, and it will occasionally stop being negative and start being a very large positive value again.[372][373] Finally after enough doublings,, it will eventually become 0 due to the limits of 32-bit arithmetic, and after this, adding Attack with Enchantments will succeed.
    • Using many Prophet Velens, you can double the damage of a spell so much that its final damage becomes nonsensical unless you use the properties of 32 bit arithmetic to calculate it.[374]
    • If you have two minions with exactly 2^30 Health, and play a Void Terror between them, it will create an Enchantment that gives exactly 2^31 Health... except that 2^31 gets clamped to 0, so it creates an Enchantment that gives exactly 0 Health, and thus the Void Terror's Health will remain at 3.[375]
    • Note that if a calculation relies on the value of another tag (for example, your Hero's Attack value is the sum of all Hero Attack buffs plus the Attack of your weapon), it uses the final value of that tag - so if it was negative and clamped to 0, 0 is used.[376][377]

Esoteric rulebook[edit | edit source]

Mechanics that are rarely seen yet have some general applicability and/or are arguably bugs will be featured here instead of in the main advanced rulebook.

Forced Death Phase[edit | edit source]

Mimiron's Head, Poison Seeds, Reincarnate, Blood of The Ancient One and Yogg-Saron, Hope's End all have in common that they force a Death Phase to begin inside of the Spell Text Phase/"Start of Turn Phase"/"End of Turn Phase", with a Death Creation Step just before it that kills and removes from play mortally wounded and pending destroy minions. If you remember how Phases work, then you know that normally a Death Phase cannot start inside of a Phase - and indeed, once the Forced Death Phase ends, no follow-up Death Phases can be scheduled until the outer Phase ends, so additional Deaths remain un-processed until then.

New in League of Explorers, Djinni of Zephyrs copying Reincarnate triggers a Forced Death Phase.

The steps that run when a Forced Death Phase is executed are as follows:

  • Aura Update (Health/Attack)
  • Summon Resolution Step[378] (note: no Aura Update (Health/Attack) after this, unlike the regular set of steps following an outermost Phase ending)
  • Death Creation Step
  • Aura Update (Other)[379]
    • Death Phase

Note that Aura Update (Other) runs after the Death Creation Step and before the Death Phase, and Aura Update (Health/Attack) does not run after the Death Creation Step and before the Death Phase. This means that the Aura updates relative to a Forced Death Phase are similar to those before a normal Death Phase.

Examples

  • You play a Haunted Creeper then Explosive Sheep. Your opponent plays Poison Seeds. Your minions are marked pending destroy, then a Forced Death Phase runs where two Spectral Spiders are summoned, then the Explosive Sheep's Deathrattle mortally wounds them. But the new Deaths are not processed yet - the rest of the spell continues, summoning Treants, then finally the Spell Text Phase ends and the Spectral Spiders are killed. [380]
  • Both players' boards are full of Boom Bots. You play Mimiron's Head. Both players pass. When Mimiron's Head triggers, a Forced Death Phase runs where all friendly mechs are removed from play, and consequences of death subsequently run - in this case, the Boom Bot Deathrattles go off, mortally wounding enemy Boom Bots. However, the enemy Boom Bots remain mortally wounded until the end of the Start of Turn Phase, before the Death Creation Step finally runs again and the enemy Boom Bots' Deathrattles go off, able to target V-07-TR-0N, which they wouldn't have been able to if Forced Death Phases repeated until no further the Death Creation Step occurred.[381][382]
  • Your opponent has a Zombie Chow and Auchenai Soulpriest. You play Poison Seeds. Regardless of order of play, you get healed by the Zombie Chow.[383]
  • You have a damaged minion and a Stormwind Champion. You cast Reincarnate on the Stormwind Champion. Your damaged minion does not gain 1 Health.[384]

Notes

  • Between the Naxxramas expansion and the Goblins vs Gnomes expansion, Kel'Thuzad also used a Forced Death Phase before then re-summoning everything that had died this turn. This made it possible to, for example, have Ragnaros mortally wound Kel'Thuzad then Kel'Thuzad would allow himself to die then resurrect himself.[385][386]

Patch 4.2 change to Forced Death Phase

During Patch 4.2.0.12051 (2016-03-14), Forced Death Phase mechanics no longer ran a Death Phase after their Death Creation Step, meaning the Deathrattles of the minions they've killed were postponed until after the rest of the effect finishes (minions being summoned, etc).[387] As of Patch 4.3.0.12266 (2016-04-14) this has been reverted.[388]

Instant weapon destruction[edit | edit source]

It seems that while weapon destruction due to Durability hitting 0 is coded the same way it is for characters and Health (sharing order of play in Death Phases, etc) there is no such concept as pending destroy for a weapon. This means that the spells Sabotage and Blade Flurry and the Battlecries of Acidic Swamp Ooze and Harrison Jones, and even the very basic action of equipping a weapon over a weapon must forcefully move the weapon to the Graveyard, rather than letting it naturally happen at the end of the Phase in order of play with any other Deaths caused. The timing of the weapon's Deathrattle resolving seems to be just after the current outermost Phase resolves, before Hearthstone checks for deaths.


Examples

  • You play Blade Flurry with Death's Bite as your weapon and your opponent has an Acolyte of Pain. Regardless of order of play, during the Spell Text Phase, the Blade Flurry effect occurs, then the Death's Bite Deathrattle triggers, then the Death Creation Step occurs and the Acolyte of Pain is finally removed from play, having drawn two cards.[389]

Miscellaneous weapon information[edit | edit source]

  • Weapons can go to negative Durability before breaking in the following Death Creation Step - for example by using Dread Corsair and Brann Bronzebeard.[390]
  • If your Weapon has less than 0 Attack (such as by using Gorehowl and Spiteful Smith) (still displayed as 0) and you cast Heroic Strike, your Hero will display 4 Attack, not 3. This means that the Weapon Attack and Hero Attack are calculated and added separately.[391]
  • Buccaneer triggers the exact moment a weapon enters play - not on any sort of delay.[392]
  • While it was said in the previous section "Instant weapon destruction" that Destroyed and equipped over weapons trigger Deathrattles immediately rather than in the following Death Phase, it actually seems to be delayed until a step called the 'Weapon Update Step', which is just before the next Summon Resolution Step[393] and just after the first Aura Update (Health/Attack) Step following the resolution of the current outermost Phase.[394] In addition, when a Deathrattle weapon is equipped, Hearthstone only takes note of the new Deathrattle during the following Weapon Update Step - if it is immediately equipped over, such as by Brann Bronzebeard plus Blingtron 3000, it will not trigger.[395]
  • Cursed Blade's effect turns on and off at the start of the Weapon Update Step.[396][397][398] (This means, for example, that attacking into an enemy Abomination with the last charge of your Cursed Blade will cause you to take 4 damage from the Deathrattle, because the first Weapon Update Step runs BEFORE Cursed Blade leaves play in the Death Creation Step, and the next Weapon Update Step is not until after the following Death Phase. Conversely, using Sabotage on an enemy Cursed Blade and Abomination, due to instant weapon destruction, will cause it to leave play before the Weapon Update Step, turning the effect off and causing the Abomination Deathrattle to deal 2 damage.)

Destroy effects in all zones[edit | edit source]

It has been said that a Destroy effect hitting an Entity actually just sets it pending destroy/TO_BE_DESTROYED, a flag that is checked in the next Death Creation Step, and has the same effect as the Entity having 0 current health. However, this is only true for minions in the Play Zone being Destroyed. A full list of effects is as follows:

  • Minion in Play Zone: Set pending destroy.
  • Hero in Play Zone: Set pending destroy. When the Hero actually dies, your Player Entity's PLAYSTATE tag is set to LOSING, and the next time Hearthstone checks for win/loss/draw you lose the game.[399]
  • Weapon in Play Zone: Dies and goes to the Graveyard. If it existed since the last Weapon Update Step, its Deathrattle will run the next Weapon Update Step (see previous section for more information).
  • Secret in Play Zone: Dies and goes to the Graveyard. (Happens when Counterspelled, Flared, stolen by a Kezan Mystic when there's no Secret that can be validly stolen and when the Secret triggers)
  • Minion/Hero in Graveyard Zone: No known effect.
  • Minion/Hero in Setaside Zone: Goes to the Graveyard. No other known effects[400][401]
  • Any card in Deck Zone: Goes to the Graveyard. No other known effects.[402]
  • Any Card in Hand Zone: Goes to the Graveyard. Does not count as a discard for Tiny Knight of Evil. Does not create a Death Event, so no Deathrattles/on-death triggers run, Volcanic minions (and similar effects) don't reduce cost, and KT does not revive the minion.[403]

(Note that damaging Entities that aren't in Play has no effect, since such Entities do not participate in the Death Creation Step, and Damage Events on Entities not in Play aren't broadcasted, so nothing can trigger on them, even the Entity itself that was damaged.)

Notes:

Summon Resolution Step[edit | edit source]

Related Video for this section: [Hearthstone Science] The Summon Resolution Step (Starving Buzzard Bomb, Commanding Shout and more) (Note that Commanding Shout is no longer an SRS trigger as of Patch 5.0.)

TODO: Is C'Thun a SRS trigger to catch up on buffs? If so, why does transforming a C'Thun with your Battlecry not work? https://www.reddit.com/r/hearthstone/comments/4go1r6/so_i_was_playing_my_evolving_cthun_and_dragon/

TODO: Does Lotus Illusionist transforming trigger Unlicensed Apothecary?

When we have previously talked about 3 steps at the end of each outermost Phase, it was an oversimplification. There are actually 5, one of which is the Summon Resolution Step. Here is the real list:

  • 'Previous Phase'
    • Aura Update (Health/Attack) Step[406]
    • Summon Resolution Step
    • Aura Update (Health/Attack) Step
    • Death Creation Step
    • Aura Update (Other) Step
  • 'Next Phase' (a Death Phase if any Death Events were created in the Death Creation Step, otherwise the next named Phase of the Sequence)

Whenever a minion enters play (whether due to being played or summoned), a 'Summon Event' is created, but not resolved. Instead, during the Summon Resolution Step, in order of play, we resolve each Summon Event, Queuing and Resolving triggers.

The following minions and effects are 'Summon Triggers' and trigger in the Summon Resolution Step: Starving Buzzard, Undertaker, One-eyed Cheat, Knight of the Wild, Steward of Darkshire[407], Maloriak's The Alchemist Hero Power,[408] the Miniature Warfare Tavern Brawl rule (for minions that do not already have 'Miniature' attached).[409], Unlicensed Apothecary.

Normally, minions that enter play due to a Transform effect (such as Hex) do not interact with the Summon Resolution Step. However, the Summon Resolution Step normally following the After Summon Phase is replaced by a 'Special Summon Resolution Step' that allows minions created by a Transform effect Battlecry (such as Faceless Manipulator or Recombobulator) to Queue and Resolve triggers.

In fact, there seems to be a 'Special Summon Resolution Step' at the end of each Sequence except the 'playing a Spell' Sequence. Poultryizer and Lady Naz'jar (from the An Evil Exchange Tavern Brawl) also trigger Starving Buzzard.[410] This is probably a bug.

Note that Cobalt Guardian and Murloc Tidecaller do not observe the "Summon Resolution Step". For what they do instead, see the #Cobalt Guardian/Murloc Tidecaller Presummon Triggers section.

Examples:

  • You play a Starving Buzzard and Druid of the Fang. You didn't play a Beast, just created one via a Transform effect, but because of the "Special Summon Resolution Step", Starving Buzzard triggers and draws a card. This also works if you use a Faceless Manipulator and transform it, for example into a Beast (for Starving Buzzard) or something with a Deathrattle (for Undertaker).[411][412] This also works if you use Tinkmaster Overspark, but not if you use Polymorph.
  • You play a Starving Buzzard, two Knife Jugglers, a second Starving Buzzard then Unleash the Hounds. Each hound summoning triggers the two Knife Jugglers in order of play, then finally when the Spell Text Phase ends, for each hound summoned, the two Starving Buzzards trigger in order of play.[413] Finally, any allied Wild Pyromancers activate.[414] Snake Trap works the same way. [415] Using Savannah Highmane's Deathrattle has a similar result.[416]
  • You play two Undertakers, a Knife Juggler and Dr. Boom. For each Boom Bot summoned, the Knife Juggler triggers, then at the end of the Battlecry Phase, the Undertakers trigger in order of play for each Boom Bot during the "Summon Resolution Step". Finally, the Knife Juggler throws a knife for Dr. Boom's summon.[417]
  • You play a One-eyed Cheat, a Knife Juggler and target your One-eyed Cheat with a Faceless Manipulator. The One-eyed Cheat does not trigger, then the Battlecry turns it into a One-eyed Cheat with no Stealth. The Knife Juggler then triggers. Finally, during the "Special Summon Resolution Step", the original One-eyed Cheat reacts to the newly summoned pirate, triggering and gaining Stealth.[418]
  • You play two Piloted Shredders and your opponent Flamestrikes. A One-eyed Cheat comes out of both Shredders. At first neither one triggers, but during the "Summon Resolution Step", they react to each other and both stealth.[419]
  • Similar to other Events/Phases, if the minion associated with a Summon Event is no longer in play at the time it is resolved, then nothing queues. For example, if you play Tinkmaster Overspark onto a battlefield of Starving Buzzard and Brann Bronzebeard and Brann is transformed twice, Starving Buzzard only triggers once, on the second Summon Event.[420]
  • If you play a Faceless Manipulator targeting any minion and have a friendly Unlicensed Apothecary, the Apothecary triggers twice - one for the Faceless Manipulator (in the Summon Resolution Step following the On Play Phase), once for the post-transform minion (in the Special Summon Resolution Step following the After Summon Phase).[421]

Exceptions:

  • Note that the Spellbender Phase of the 'playing a spell' Sequence and the After Play Phase of the 'playing a minion' Sequence lack both a Death Creation Step and a Summon Resolution Step after they resolve. This is likely to be a bug.

Notes:

Cobalt Guardian/Murloc Tidecaller Presummon Triggers[edit | edit source]

TODO: https://gist.github.com/culinko/c6ca41365a7bd92c52cec65956a2444e Presummon triggers are actually just after the minion enters play (and various tags change), but before anything else afterwards. Technically this makes the name misleading, but it doesn't matter for now, so we'll see.

Cobalt Guardian and Murloc Tidecaller, despite having the wording 'Whenever you summon a minion', do not participate in the "Summon Resolution Step". Rather, they trigger just before the minion is summoned and enters play.[424][425]

Murloc Tidecaller used to trigger when copied by Mirror Entity, before the copy effect happened. This meant that both the original and the copy would be 2/2s. However, Murloc Tidecaller no longer triggers on enemy Murlocs being summoned, so this interaction can no longer be tested. (There's probably a similar interaction using Herald Volazj, but since the stats are set to 1/1 afterwards...)[426]

Examples

Additional notes:

Dominant Player Bug[edit | edit source]

Related Video for this section: [Hearthstone Science] The Dominant Player Bug (Shadow Madness+Power Overwhelming and more) However, note that the Shadow Madness + Power Overwhelming interaction has been fixed in Patch 5.0; the minion always dies.

Definition: The Dominant player is the player having PLAYER_ID value = 1. This is decided before, and is unrelated to who goes first/who has the coin.
Rule DP1: When triggers (NOT Events) from both players Queue for a common Event, there are actually two Queues - First, the Dominant Player's Queue is populated and resolved in order of play, then the Secondary Player's Queue is populated and resolved in order of play. This is as opposed to all triggers from both players Queuing and resolving in global order of play. Collectively we call this the Split Queue.
Rule DP2: When a trigger would resolve, if its controller is not correct for the queue its in (probably because it changed between queuing and resolving), it does not resolve. However, it can now be added to Queues belonging to the new player. This is true even if the trigger does not care who its controller is (such as Flesheating Ghoul). (Note that Enchantments do not change controllers when the minion they are attached to changes controllers as of Patch 5.0.0.12574 (WotOG patch), but added Deathrattles use the controller of the related minion, which CAN change).
Rule DP3: If a trigger has priority, the priority only acts within the Queue it's in. For example, Redemption owned by the Dominant Player still Queues and Resolves before the Secondary Player's Queue begins for a given Death Event.


  • The Dominant Player Bug has been observed for end of turn triggers, on-Death triggers, on-play-spell triggers, combat preparation triggers, on-heal triggers and on-summon triggers, and likely affects all triggers.
  • It does not affect Events, e.g. the order in which simultaneous Deaths are considered, or the order in which simultaneous damage/healing is considered.
  • A trigger or enchantment is 'controlled' by the Player that caused it to be put into play, and who 'controls' it is what is considered for the Dominant Player Bug. For example, if you play Lucifron, all Corruption enchantments are 'controlled' by you.[433]

Examples:

  • If you and your opponent have Murloc Tidecallers, instead of strictly going by order of play, the dominant player's Murloc Tidecallers go off, then the other's. It has nothing to do with who got the Coin or not, and is consistent per game.[434][435][436]
  • If you and your opponent have a Lorewalker Cho, instead of going strictly by order of play, the dominant player 's Lorewalker Cho triggers first.[437] Similarly, if you have a Violet Teacher and your opponent has a Burly Rockjaw Trogg, the dominant player 's on-spell triggers go off first. Similarly, if you have a Gadgetzan Auctioneer and your opponent has a Trade Prince Gallywix and play a spell with 10/10 cards, the dominant player 's on-spell trigger goes first, thus filling the 10th spot in your hand.[438]
  • You play a Kel'Thuzad then your opponent plays Gruul. At the end of his turn, instead of going strictly by order of play, the dominant player's end of turn triggers go first.[439]
  • You play a Flesheating Ghoul then your opponent plays a Flesheating Ghoul. When a Death happens, instead of going strictly by order of play, the dominant player's on-Death triggers go first, per Death (which IS in order of play).[440]
  • You destroy your opponent's Deathlord and put into play a Flesheating Ghoul. If the Deathlord was owned by the Dominant Player, the Flesheating Ghoul Queues and triggers in the Secondary Player's Queue of the Deathlord's Death Event, becoming a 3/3. If the Deathlord was owned by the Secondary Player, it is too late for the Flesheating Ghoul to Queue and trigger in any Queue and it remains a 2/3.[441]
  • You play a Weasel Tunneler and Soul of the Forest. When the Weasel Tunneler dies, if you are the Dominant Player, the Soul of the Forest will fail to resolve in the Dominant Player Queue because at time of resolution, the added Deathrattle uses the CONTROLLER of the related minion, which has now changed. It will then queue in the Secondary Player Queue, meaning your opponent gets the Treant. However, if you are the Secondary Player, there is no later Queue for the added Deathrattle to trigger in, so it lingers around, and will trigger the next time the Weasel Tunneler is replayed and dies.[442]
    • Similarly, if you stack multiple Weasel Tunneler Deathrattles on an Unearthed Raptor and the Unearthed Raptor dies, if you are the Dominant Player, two Weasel Tunneler Deathrattles will resolve and the Unearthed Raptor will be in your deck, but if you are the Secondary Player, one Weasel Tunneler Deathrattle will resolve and the Unearthed Raptor will be in your opponent's deck. Either way, it will have all the remaining untriggered Deathrattles will lingering around, allowing you to mix Weasel Tunneler Deathrattles with other Deathrattles.
    • However, if you have Baron Rivendare in play when your Unearthed Raptor's Death Event resolves, each Deathrattle triggers twice before the next one checks trigger conditions, allowing all Weasel Tunneler Deathrattles to resolve.[443]
  • The Dominant Player Bug also affects how Weasel Tunneler interacts with enemy on-death triggers. If you are the Dominant Player, the Weasel Tunneler changes controllers, then the enemy on-death triggers queue and resolve using that new controller. If you are the secondary player, the opposite occurs.


  • The Dominant Player Bug applies to Combat Preparation Phase triggers too. If you attack with a Clumsy minion into traps like Misdirection, the dominant player's trigger goes first, regardless of order of play. Similarly, if both you and your opponent have Mogor the Ogres, all the dominant player's Mogors go off first, then all your Mogors go off.[444]
  • The Dominant Player owns a Sylvanas Windrunner and the Secondary Player owns a Flesheating Ghoul, Mekgineer Thermaplugg or Cult Master. When Sylvanas dies and steals that minion, it does not trigger. The reason is because the Dominant Player's Queue resolves, making the stolen minion now owned by the Dominant Player. It cannot Queue in the Dominant Player's Queue because it has already been populated, and it cannot Queue in the Secondary Player's Queue because it is not under the Secondary Player's Control anymore.[445]
  • The Secondary Player owns a Sylvanas Windrunner and the Dominant Player owns a Cult Master. When Sylvanas dies and steals that minion, it does not trigger, for a similar reason - the Cult Master is now controlled by the Secondary Player, and it is eligible to Queue, but the Queue has already been populated, so it is too late.[446]
  • If the Dominant Player plays Redemption and the Secondary Player plays a Flesheating Ghoul, regardless of order of play, when one of the Dominant Player's minion dies while it's not his turn, the Redemption triggers before the Flesheating Ghoul triggers.[447]
  • If your Nat Pagle draws a Shifter Zerus, it will immediately transform. However, if one player has a Nat, the Darkfisher drawing a Shifter Zerus for the other person, it will only immediately transform if the Nat belongs to the Dominant Player.[448]

Notes:

  • Before Patch 5.0.0.12574 (WotOG patch), Shadow Madness + Power Overwhelming would allow the minion to survive for one more turn if done by the Secondary Player. This was because when the minion changed controllers, the attached Enchantment also changed controllers.[449][450] As of Patch 5.0, attached Enchantments no longer change controllers. This means it is not removed from the queue, and triggers as normal. As a result, Shadow Madness + Power Overwhelming now always causes the minion to die.[451]
  • Before Patch 2.7.0.9166 (Tavern Brawl patch) the challenger in a friendly match was the Dominant Player always. This seems to no longer be the case, and now seems to be random.
  • Before Naxxramas, the Dominant Player Bug affected the order of Deathrattles resolving. For example, if Sylvanas Windrunner traded into a second Sylvanas, the Dominant Player's Sylvanas's Deathrattle triggered first, instead of using order of play.[452]

The Quad Queue Model[edit | edit source]

Related link for this section: https://github.com/HearthSim/hs-bugs/issues/495

Rule DP4: A clarification of Rule DP1: There are actually four Queues, not two, in the following order: Dominant Player Play, Dominant Player Hand, Secondary Player Play, Secondary Player Hand. Collectively we call this the Quad Queue.

The consequence of the Quad Queue model is that if a particular player's Play triggers put a Hand trigger into play, the Hand trigger can play off of the same Event being resolved, because the Hand Queue is not populated until after the Play Queue resolves.

An additional note on Shifter Zerus and Enchantments:

All Enchantments are considered to be in the Play Zone, even if they are attached to a minion in your Hand, Graveyard, Deck or Setaside. The most notable case of this is Shifter Zerus, who's implementation is as follows:

  • An untransformed Shifter Zerus triggers in the Hand Queue of the Start of Turn Phase to change forms, and attaches the 'Shifting' (OG_123e) Enchantment to himself.
  • The 'Shifting' Enchantment triggers in the Play Queue of the Start of Turn Phase to change the minion it is attached to. Even though it is an Enchantment to a minion in the Hand, it is itself in Play due to the above rule.

Examples:

  • If your Starving Buzzard draws a Knight of the Wild, the Knight of the Wild's cost will reduce by 1 off of the same Summon Event.
  • If you have a Loot Hoarder and Cult Master and your Loot Hoarder dies, regardless of play order, if both minions draw a Bolvar Fordragon, both of them will gain 1 attack off of the same Death Event.
  • If you have an Alarm-o-Bot and a Shifter Zerus in your hand, the Shifter Zerus will trigger first if it is already transformed, but the Alarm-o-Bot will trigger first if it is not yet transformed.[453]
  • If you have a untransformed Shifter Zerus and it becomes Nerubian Prophet, it will not reduce its Mana Cost by 1. But if a transformed Shifter Zerus becomes Nerubian Prophet, it will reduce its Mana Cost by 1.[454]
  • If you play Curse of Rafaam then your opponent plays Competitive Spirit, despite the play order, Competitive Spirit will trigger first since it exists in the Play Zone.[455]

Mid-Phase removal and triggers[edit | edit source]

TODO: I think this section is slightly over-specific. (Can also consider things like how changing controllers invalidates triggers in the current queue, but may allow them to queue in later queues, like Flesheating Ghoul/Sylvanas vs Dominant Player Bug.) It's actually a pretty fundamental rule and not a bug or likely to change, so maybe it should be integrated into the main Advanced rulebook somehow!

Rule MPR1: If a minion is removed from play in the middle of a Phase (such as through being returned to the hand, shuffled into the deck or due to Full Zone Instant Removal), all additional triggers attached to it are immediately removed from play and ineligible to trigger.
Rule MPR2: Deathrattles are an exception to rule MPR1 - despite being triggers, they can resolve in any zone, including Play, Hand, Graveyard and Deck.


Examples:

  • You play Malorne and cast Ancestral Spirit and Soul of the Forest on it. When Malorne dies, first Malorne is shuffled into your deck, then the additional Deathrattles resolve in play order.[457]
  • You play Anub'arak and Soul of the Forest on Anub'arak. When Anub'arak dies, both Deathrattles will resolve in that order - even though Anub'arak is in the Hand, Deathrattles are eligible to trigger in the Hand zone, so a 2/2 Treant will be summoned onto the board.[458]
  • You play Blessing of Wisdom on a minion and send it to attack into a Freezing Trap. The Freezing Trap triggers first and removes your minion from play before Blessing of Wisdom can draw you a card.
  • You play a Mech, Alarm-o-Bot then Mimiron's Head with only non-Mech minions in your hand. Both players pass. During the Start of Turn Phase, first Alarm-o-Bot goes off and replaces itself with a non-Mech. Mimiron's Head was queued, but since it is no longer eligible it aborts.[459] (Conversely, if Mimiron's Head is played before Alarm-o-Bot, Alarm-o-Bot is removed from play before it can trigger due to the Forced Death Phase.[460]) Similarly, Poultryizer played before Mimiron's Head may Transform a Mech into a Chicken, and Mimiron's Head will abort as it lacks 3 Mechs now.[461][462]
  • You play Anub'ar Ambusher then Cult Master. The Anub'ar Ambusher dies. The triggers queued for its death are Anub'ar Deathrattle, Cult Master Trigger. The Deathrattle goes off first and removes the Cult Master from play, so it does not trigger and give you a card.[463]
  • You play Alarm-o-Bot then play Nightmare on it. On your next Start of Turn Phase, the triggers go off in order of play - thus, Alarm-o-Bot enters your hand, then the removed Nightmare does nothing. If you play it again, it is not instantly destroyed.[464]

Notes:

  • Until Patch 5.0.0.12574 (WotOG patch), Deathrattles became immediately ineligible to queue or trigger if the related minion was in the Deck or Setaside Zone. This was fixed to make Malorne + added Deathrattles work as intended.

Avenge, Redemption and Effigy[edit | edit source]

TODO: This (and sub-section) needs to be re-written to be a better, more generic explanation of queuing/trigger conditions and placed in the main Advanced rulebook. Ideally instead of a giant list, we would give a general rule for how you determine what somethings' queuing and trigger conditions will be, and then list only exceptions from that. And we should list things like targeted Battlecries as a totally separate concept, since it's not really related at all. Maybe PattuX will have some good ideas?

Related Video: [Hearthstone Science] BONUS #01: Avenge, Redemption and Effigy - Exceptional Triggers

Most triggers will Queue when an Event starts being resolved, even if their condition is not true at the time, and then check the condition when the trigger starts being resolved. For example, if you play Cult Master followed by Voidcaller and your opponent kills the Voidcaller, even if you had no Demons in your hand, the Cult Master can draw a Demon and the Voidcaller Deathrattle can put it into play.[465] However, three Triggers - all Secrets - Avenge, Redemption and Effigy all check their Condition twice - both when Queuing and when triggering.

  • Avenge's condition is that the board must be non-empty. For example, if you play Sludge Belcher and Avenge, then your opponent kills the Sludge Belcher, Avenge will not Queue, as at the time of Queuing, there is nothing on the board to buff, even though if it Queued it would have been able to trigger and buff the Slime. Conversely, if you play Anub'ar Ambusher and another minion then Avenge and then your opponent kills the Anub'ar Ambusher, Avenge will Queue because it sees a friendly minion to buff, but at the time of triggering, said friendly minion has been removed from play, and it will not trigger.
  • Redemption and Effigy's condition is that the board must be non-full. For example, if you play Haunted Creeper followed by Anub'ar Ambusher and then either Redemption or Effigy, then your opponent kills both those minions simultaneously, during the Haunted Creeper's Death, Redemption/Effigy will Queue because the board will be non-full, then it will decide not to trigger because the board fills up. Conversely, during the Anub'ar Ambusher's death, Redemption/Effigy will not Queue because the board is full, even though if it did Queue, it could have triggered after the Anub'ar Ambusher's Deathrattle freed up a space.

Additionally, Duplicate has a trigger condition of 'your hand is not full'.[466] It may also have a queuing condition of 'your hand is not full', but this has not been tested yet.

Trigger conditions and Queuing conditions[edit | edit source]

Besides the Secrets Avenge, Redemption, Effigy and Duplicate, many other triggers in Hearthstone that have a condition may have the condition as a trigger condition, a queuing condition or both. Sometimes it is difficult to tell which of these three it is without crafting a specific test.

Many of these are listed in the Combat section of the Advanced rulebook. Here are some other examples:

  • Hobgoblin has a queuing condition of 'minion is 1-Attack'. (As a consequence, this means that multiple Hobgoblins stack, rather than the first Hobgoblin preventing the rest from triggering.)
  • Voidcaller's Deathrattle does not have any condition - it tries to force play a Demon from your hand, and if you lack one it simply does nothing.[467]
  • Chillmaw's Deathrattle has a queuing condition of 'controller is holding a Dragon'. This means if Duplicate triggers before Chillmaw's Deathrattle and adds a Dragon to your hand, the Deathrattle did not queue so nothing happens. Conversely, if a Dancing Swords dies before Chillmaw and draws a Dragon, this is early enough for Chillmaw's Deathrattle to queue and resolve on Chillmaw's Death Event.[468]
  • Alarm-o-Bot's trigger has a queuing and trigger condition of 'controller is holding a minion'. For example, if you have 0 minions and your Nat Pagle (played first) draws a minion at the start of your turn, your Alarm-o-Bot (played second) will not trigger since it never queued.[469]
  • Iron Sensei's trigger has a queuing and trigger condition of 'another friendly Mech exists'. For example, if you have 0 mechs and your Kel'Thuzad (played first) summons one at the end of your turn, your Iron Sensei (played second) will not trigger since it never queued.[470]
  • It seems that friendly on-death triggers require the minion to still be friendly when they resolve. For example, if you play Weasel Tunneler then Redemption and your opponent kills the Weasel Tunneler, Redemption will not trigger since by the time it resolves, the dead minion is not friendly, and thus the condition fails.[471]

(Currently, a comprehensive list of all queuing and trigger conditions in the game does not exist.)

In addition, most Battlecries just have a targeting condition - the condition must be satisfied when you play the minion from your hand and select a target, but it doesn't have to be satisfied again when the Battlecry resolves. This is true for almost every Battlecry in the game - including Gormok the Impaler. (If you play Gormok onto a board of 4 minions and choose a target, but lose one or more of the other minions before the Battlecry resolves, it still deals 4 damage to the target.)[472]

However, two Battlecries work differently - Rend Blackhand and Blackwing Corruptor require you to be holding a Dragon both when you target the Battlecry and it resolves. (Tested by stealing the Battlecry minion before the Battlecry resolves, and the new controller is not holding a Dragon - the Battlecry does nothing.)[473]

(Note that this has not been retested on a recent patch.)

In addition, Combo Battlecries - even targeted ones - if stolen before their Battlecry resolves, check the new controller's Combo status. If the new controller played a card on their last turn, Combo will be active. (This is also true for Combo spells played by a stolen Yogg-Saron, Hope's End.[474]

Finally, it should be noted that spells with conditional effects - such as Ice Lance and Demonfire - that do not restrict what they can target, but change the effect based on a property of the target, do not check their conditional effects when targeted, but when resolving. So if the spell is redirected by Spellbender or copied by Djinni of Zephyrs, the condition will be checked at the time of resolution.

When does Overload occur?[edit | edit source]

Related video: [Hearthstone Laboratory] When Does Overload Occur? (Patch 4.1 post-hotfix)

Because it adds complexity to the Sequences for little predictive benefit (Overload already works rather intuitively), I've split this out into its own section.

The On Play Phase is slightly more complicated than the Sequences suggest. In particular, it looks like this:

(Imperial Favor is the buff from Emperor Thaurissan.)

(Also, note that even though there is an Aura Update, there is no Death Creation Step at this timing. There is likely no Summon Resolution Step either, but it is untested.)

This leads to the following consequences:

  • Counterspell prevents Overload, which prevents Tunnel Troggs from triggering, but does not prevent Unbound Elementals from triggering. (After all, you Played an Overload card, you just didn't get Overloaded!)
  • Brann Bronzebeard does not double Overload.
  • Stealing a Battlecry minion pre-Battlecry does not give Overload to the final controller of the minion.
  • During the Servant of Yogg-Saron Tryouts Tavern Brawl, if you play an Overload minion and the spell rolled is Lava Shock, you incur Overload after Lava Shock resolves.

There is also one unusual, seemingly contradictory observation - if you silence an Overload minion in the hand and play it, normally the minion is unsilenced before it enters play (giving it its Battlecry back, its Deathrattle back, etc). However, Overload is not incurred.[475]

Where do Minions summoned by Deathrattles spawn?[edit | edit source]

When only one minion dies, the position of its summoned minions is intuitive. However, as soon as multiple minions die at once, the results may defy expectations, like a Nerubian appearing between two Spectral Spiders. Here are the rules Hearthstone uses:

  1. During the Death Creation Step, all minions that are mortally wounded or 'pending destroy' have their Death Events created in play order.
  2. When a Death Event is created, the minion is removed from play and moved to the Graveyard, and it remembers its board position, counted from left to right. (Note that that the n-th played minion ignores the first to (n-1)-th played minions when counting it's new position, because they already left play.)
  3. During the subsequent Death Phase, their Death Events are resolved in play order. Any minions summoned by Deathrattles triggering on the Death Event are summoned in the board position the Death Event remembered from when it was created. (Note that previous triggers changing the board state is not taken into account - the remembered board position is used without modification.)

Examples of these rules in action can be observed by studying the video Hearthstone - Dreadsteed vs Knife Juggler.

Example: 3:05

  1. The 2nd and 7th Dreadsteed die. The 7th was just spawned, so the 2nd was played first.
  2. The 2nd dies and calculates its Death Event position: 2.
  3. The previously 7th minion dies, but as the 2nd Dreadsteed already died, it calculates the new board position, ignoring the 2nd one which already died, as 6.
  4. Now they spawn in the same order: 2nd first, then 6th.

Another example is in this video Hearthstone Deathrattle Chevron Puzzle Solution which is the solution to this puzzle Flamestrike Deathrattle Chevron.

  1. The Savannah Highmane is played first, followed by the Haunted Creeper and finally the Harvest Golem.
  2. Two additional minions are played afterwards to control the board position during death events of the Savannah Highmane, Haunted Creeper and Harvest Golem.
  3. A Flamestrike is played, killing all minions.
  4. The Savannah Highmane dies at position 0 (0-indexed) and is removed.
  5. The Haunted Creeper dies at position 1. This is because after the Savannah Highmane has been removed, the left-most Elven Archer occupies position 0 and the Haunted Creeper occupies position 1. The Haunted Creeper is then removed.
  6. The Harvest Golem dies at position 2 as positions 0 and 1 are occupied by Elven Archers.
  7. The two Elven Archers die and are removed.
  8. The Savannah Highmane's deathrattle triggers first as it was the earliest played minion. The two Hyenas spawn at position 0.
  9. The Haunted Creeper's deathrattle triggers next and the two Spectral Spiders spawn at position 1. This happens to be between the two Hyenas. Resulting in the configuration Hyena, Spectral Spider, Spectral Spider, Hyena.
  10. Finally, the Harvest Golem's deathrattle triggers and a Damaged Golem spawns at position 2, which is in between the two Spectral Spiders.

Delayed Discoveries[edit | edit source]

Related Video: [Hearthstone Laboratory] Delayed Discoveries (Discover vs Knife Juggler, Brann Bronzebeard, etc)

  1. The card chosen during a Discover spell or Battlecry is not added to your hand until the current Sequence fully resolves. If we fill our hand before then (such as by using Knife Juggler or Wild Pyromancer), it cannot be added anymore. (In the log, it goes from SETASIDE to GRAVEYARD, and your opponent can see it in the sidebar.)
  2. Brann Bronzebeard normally gives your minion a second Battlecry if you control him during the Battlecry Phase. However, for Discover minions, you must control Brann Bronzebeard when the Sequence ends to get your second Discover effect at this timing. (The played minion, however, does not have to remain alive.)

(Also, Tracking is equivalent to Discover here.)

Notes

  • Tracking works the same way as Discover for both of these rules.
  • Kazakus works the same way as Discover (presumably for both of these rules).[476]
  • Sir Finley Mrrgglton works the same way as Discover effects that add cards to your hand for both of these rules. For example, if you play Sir Finley Mrrgglton and a friendly Majordomo Executus dies and turns your Hero into Ragnaros before the Sequence resolves, you will end up with the Hero Power chosen from Finley, NOT DIE, INSECT!. Similarly, if you play Sir Finley Mrrgglton and your friendly Brann Bronzebeard leaves your control before the Sequence resolves, you will not get to Discover a second Hero Power.[477]

Controllers of Enchantments and Minions[edit | edit source]

Rule CEM1: Enchantments have a CONTROLLER tag equal to the player who put them into play (such as with a Battlecry, Spell or trigger). This can be different from the CONTROLLER tag of the Entity (usually Minion) they are attached to. Its current CONTROLLER value is used whenever an Enchantent needs to know one of the following things:
Rule CEM1b: Which player's Start of Turn Phase to trigger in (Conceal, Finicky Cloakfield, Master of Disguise, Corruption, Nightmare)
Rule CEM1c: Whether to queue in the Dominant Player's queue or the Secondary Player's queue (all Enchantments with triggers).
Rule CEM1d: Which player's battlefield to look for an Auchenai Soulpriest/Embrace the Shadow effect in (Power Word: Glory).
Rule CEM2: However, the Enchantment's CONTROLLER tag is NOT used for the following:
Rule CEM2a: Which Hero to heal/which player to draw a card for (Blessing of Wisdom, Power Word: Glory)
Rule CEM2b: For Enchantments that add Deathrattles, who gets the effect and whether to queue (and also whether it can resolve at resolution time) in the Dominant Player's queue or the Secondary Player's queue. For both of these things, the minion's CONTROLLER is always used instead. (Ancestral Spirit, Explorer's Hat, Soul of the Forest)
Rule CEM2c: For Enchantments that add Spell Damage +1 (like Velen's Chosen, Ancient Mage and Dalaran Aspirant, the minion they are attached to always gives the effect to the minion's controller, regardless of who originally cast it.
Rule CEM3: Whenever a minion changes CONTROLLERs, all attached enchantments do not change CONTROLLERs - they are still considered to be controlled by the original caster.

Examples:

  • If Player A plays Nightmare on a minion, no matter how many times it changes controllers, the Enchantment it creates will trigger to destroy the minion in Player A's next Start of Turn Phase.
  • If Player A plays Velen's Chosen on a minion, it will always give Spell Damage +1 to the minion's current controller, not the original caster.
  • If Player A plays Power Word: Glory on a minion belonging to either player, when the Enchantment it creates triggers, it checks if Player A has an Auchenai Soulpriest effect, no matter how many times the attached minion changes controllers.[478]
  • If the Secondary Player owns a Webspinner and the Dominant Player casts Explorer's Hat on it, regardless of whether it dies or Feign Death is casted, the Webspinner Deathrattle will resolve before the Explorer's Hat, because the Explorer's Hat uses the minion's controller, not its own controller, to decide what to do.[479]
  • You play a Weasel Tunneler and Soul of the Forest. When the Weasel Tunneler dies, if you are the Dominant Player, the Soul of the Forest will fail to resolve in the Dominant Player Queue because at time of resolution, the added Deathrattle uses the CONTROLLER of the related minion, which has now changed. It will then queue in the Secondary Player Queue, meaning your opponent gets the Treant. However, if you are the Secondary Player, there is no later Queue for the added Deathrattle to trigger in, so it lingers around, and will trigger the next time the Weasel Tunneler is replayed and dies.[480]
    • Similarly, if you stack multiple Weasel Tunneler Deathrattles on an Unearthed Raptor and the Unearthed Raptor dies, if you are the Dominant Player, two Weasel Tunneler Deathrattles will resolve and the Unearthed Raptor will be in your deck, but if you are the Secondary Player, one Weasel Tunneler Deathrattle will resolve and the Unearthed Raptor will be in your opponent's deck. Either way, it will have all the remaining untriggered Deathrattles will lingering around, allowing you to mix Weasel Tunneler Deathrattles with other Deathrattles.
    • However, if you have Baron Rivendare in play when your Unearthed Raptor's Death Event resolves, each Deathrattle triggers twice before the next one checks trigger conditions, allowing all Weasel Tunneler Deathrattles to resolve.

Notes:

  • Prior to Patch 5.0.0.12574 (WotOG patch), whenever a minion changed CONTROLLERs, attached Enchantments also changed CONTROLLERs. This causes some unusual interactions with Nightmare and Power Word: Glory.[481][482][483]

Huge Enchantment Rounding Bug[edit | edit source]

Some Enchantments, when applied to a minion, have to remember a value to directly set Health/Attack to, or a value to increment Health by. They do this by assigning values to two tags: TAG_SCRIPT_DATA_NUM_1 and TAG_SCRIPT_DATA_NUM_2. Such Enchantments all have a rounding bug, because they calculate the value of these tags erroneously using float precision, rather than 32 bit integer (or better) precision. Due to this, they only have ~24 bits of precision available, and rounding errors will start to appear after dealing with Health/Attack values higher than about 16777216. Integers that require more bits of precision than this will be rounded (up or down, but ties broken by rounding down) to the nearest valid float, destroying information contained in the lowest bits.

C++ sample code that simulates the rounding bug is available here: http://pastebin.com/E7r8mQtX

Examples:

  • Divine Spirit is coded to create a Health increase Enchantment equal to the minion's current Health. Due to the rounding bug, if you apply it to a minion with slightly more than a power of 2 current Health, the amount of Health added will be rounded down.[484]
  • Crazed Alchemist and other swap effects remember the values of current Health and Attack at the time of application, and create Direct Set effects that set Attack and Health to those values. Due to the rounding bug, applying this to a minion with slightly less than 2^31-1 current Health will attempt to directly set its Attack to 2^31 (which is clamped to 0 by Hearthstone).[485]
  • Inner Fire Direct Sets a minion's Attack equal to its current Health. Due to the rounding bug, applying this to a minion with slightly more than a power of 2 current Health will round its Attack down.[486]

Notes:

  • Attack doubling Enchantments like Gahz'rilla and Blessed Champion do not memorize at the time of application an amount of Attack to add, but dynamically double the attack whenever it is recalculated. Due to this, they do not suffer the rounding bug.[487]

Unusual Aura Update (Health/Attack) timings[edit | edit source]

TODO: This section is a WIP. Refer to https://github.com/HearthSim/hs-bugs/issues/325 . No one has re-tested any of this in Patch 5.0 BTW.

1) Aura Update (Health/Attack) sometimes doesn't run.

  • The rule seems to be that if no Entity was created, moved or silenced since the last time Aura Update (Health/Attack) ran, it is skipped. (On the other hand, sometimes it seems to run anyway - perhaps there is one guaranteed AU(H/A) near the start and end of each Sequence, for example?) More information is here: https://www.youtube.com/watch?v=Yh3yvKPZ-G8

Yet, for example:

[10:19] <PattuX> no on-play/srs/pre summon triggers result in 2 updates before battlecry

Why is this, and what are their timings?

2) There are many places where Aura Update (Health/Attack) runs, that are unexpected:

3) It's possible to look for Aura Update (Health/Attack) timings by attaching a Health/Attack buffing Enchantment to a minion outside of play.

Every Aura Update (Health/Attack), the Enchantment is considered to be in play and thus buffs the minion's Health/Attack, but the minion wasn't in play to reduce its own Health/Attack to base stats before the recalculation occurred, meaning that every Aura Update (Health/Attack) the minion's Health/Attack will rise without bound.

Ways to do this include Faceless + Brann on an Enchanted minion, minion leaving play before Battlecry/Spell applies an Enchantment, etc.

What actually ignores Mortally Wounded?[edit | edit source]

TODO 1: We tested only random damage, random destroy, Freezing Trap and Grim Patron. Everything else on 'ignores mortally wounded' should be tested with pending destroy minions. https://www.youtube.com/watch?v=jcniWFdCBKY

TODO 2: Ragnaros, Lightlord heals mortally wounded. https://www.reddit.com/r/hearthstone/comments/4gkyva/ragnaros_lightlord_play_is_it_a_glitch/ and pending destroy http://us.battle.net/hearthstone/en/forum/topic/20744094286 So we need to re-test Lightwell, which hasn't been re-tested since Patch 4.1: https://www.youtube.com/watch?v=v2b_O48kSKA

Rule 5 talks about what effects ignore mortally wounded (0 or less Health)/pending destroy (hit by a Destroy effect this Phase) Characters, and what effects include them. (Note that they are in play, take up space, and can still trigger - so it's a matter of what effects are coded to ignore them, and what effects are coded to include them.) But it is an informal oversimplification. Here is the real list:

  • Includes mortally wounded/pending destroy and dead minions (probably a bug): Mirror Entity[508]
  • Note: Noble Sacrifice triggers even if the attacker is mortally wounded or removed from play because it has a side-effect it can still do.

As you can see, it's not especially clear! If I can think of a way to condense this down into something catchy, it will become the new Rule 5.

Trigger Re-entrancy Exploration[edit | edit source]

TODO: This hasn't been tested in Patch 5.0 and thus may be outdated.

We know in general that Hearthstone does a greedy, depth-first search with regards to resolving events and triggers. But it seems that if a trigger occurs inside of itself, the tree is re-written in some way that post-pones the new firing of the trigger until the old firing of the trigger resolves, but all the correct number of triggers still eventually occur.

This can be seen in two videos:

But this only seems to be true for triggers like Acolyte of Pain and Floating Watcher/Mistress of Pain. For Knife Juggler, something completely different happens: If a Knife Juggler would trigger while it is in the middle of triggering, the new trigger is lost.

This can be seen in Hunter of the North's video: https://www.youtube.com/watch?v=oNaN4w_TjHc&t=1m50s Explanation of the missing juggle: https://gist.github.com/Patashu/ac7ec3e030e1254c904e

Currently we do not know what rule distinguishes triggers like Knife Juggler from triggers like Acolyte of Pain.

---

Hunter of the North gets a more complicated version of Flame Leviathans + Acolytes of Pain in Patch 3.1. Notice how all of the Acolytes of Pain trigger once, then the last one triggers many times - and backwards in order of play, they each trigger many times before letting those older than them trigger once each. https://www.youtube.com/watch?v=DowBB0GhGnA

In total, 16 flame leviathans run their on-draw effect, the Rogue has four Acolytes and the Priest has six Acolytes.

Rogue: draws 6 flame leviathans then takes fatigue 3-61 for a total of 16*4+1 draws

Priest: draws 10 flame leviathans, mills 2 flame leviathans then takes fatigue 6-89 for a total of 16*6 draws

So the correct amount of Acolyte triggers happen, but the order is unusual.

For example:

Acolyte #1 triggers once at the start, then 15 times just before Acolytes #2-10 trigger once each.

Acolyte #2 triggers once after Acolyte #1's first trigger, then at the end 14 times just before Acolytes #3-10 trigger once each, then one time after Acolyte #1 triggers 15 times.

Acolyte #3 triggers once after Acolyte #2's first trigger, then at the end 13 times just before Acolytes #4-10 trigger once each, then one time after Acolyte #2 triggers 14 times, then one time after Acolyte #2 triggers after Acolyte #1 triggers 15 times

...

Acolyte #10 triggers once then 6 times after Acolyte #9's first trigger, then once after Acolyte #9 triggers 7 times, then once after Acolyte #8 triggers 8 times -> Acolyte #9 triggers 1 time, then... etc.

So in total the triggers are ordered like the following (1 is Acolyte #1, 0 is Acolyte #10):

1234567890
000000
99999990
8888888890
777777777890
66666666667890
5555555555567890
444444444444567890
33333333333334567890
2222222222222234567890
111111111111111234567890

For a total of 16*10 = 160 triggers.

Lord Jaraxxus vs Secrets[edit | edit source]

The interactions between Lord Jaraxxus and Secrets that trigger when your opponent plays a minion (Repentance, Snipe, Sacred Trial) are hard-coded to trigger on Lord Jaraxxus the Hero, even though the played minion (Lord Jaraxxus the Minion) is no longer in play to be triggered on, and these Secrets do not (understandably) state they can trigger on Heroes. (Note that Mirror Entity is NOT hard-coded in this way, because it currently has a bug that allows it to trigger even when the played minion has left play - so it does not follow the rules listed below.) The fact that it's hard-coded has two side-effects:

  1. Rather than triggering in the After Play Phase like normal, the hard-coded secret triggers fire after the Weapon Update Step following the Battlecry Phase, and before the Death Creation Step following the Battlecry Phase. (tested with Death's Bite and Majordomo Executus)[509]
  2. Normally triggers related to playing a minion require the controllers to currently be correct (for example, if your played minion is stolen before the After Summon Phase, enemy Knife Jugglers will trigger, allied Knife Jugglers won't trigger, and enemy Secrets won't trigger).[510] However, Lord Jaraxxus can be stolen before Battlecry, and enemy Repentance/Snipe/Sacred Trial will still trigger.[511]

Rule Summary[edit | edit source]

Definitions[edit | edit source]

Definition: Player Actions are actions a player chooses to take on their turn while nothing is happening, such as attacking, playing a card, using your Hero Power and ending your turn.
Definition: A Sequence is what begins when a Player Action is taken. A Sequence consists of one or more Phases, that are resolved in order.
Definition: Phases are surrounding blocks created whenever one or more triggers/Events are raised. When the outermost Phase resolves, Hearthstone will run several Steps, including processing Deaths and updating Auras.
Definition: An Event is any change in the game state. For example: Damage Event, Heal Event, Death Event, etc. (Additionally, all Phases have an associated Event(s).)
Definition: A Trigger is something that reacts to an Event, i.e. triggered effects, Secrets and Deathrattles.
Definition: Resolving means playing out all related consequences, one at a time.
Definition: A Queue is a sequential container where multiple simultaneous triggers or Events are held.
Definition: The Dominant player is the player having PLAYER_ID value = 1. This is decided before, and is unrelated to who goes first/who has the coin.

Sequences, Phases, Queues, Resolution[edit | edit source]

Rule 1a: A Phase, trigger or Event is only resolved when all of its consequences are resolved.
Rule 1b: When resolving simultaneous events, Hearthstone must resolve one event before it begins resolving the next.
Rule 1c: Death and Auras are not checked during the standard resolution of Events.
Rule 2a: When we start to resolve a Phase or Event, A Queue is created and filled with all triggers that can respond, in order of play.
Rule 2b: If multiple events are considered simultaneously (such as damage, healing, Deaths or 'return to hand' effects) they are Queued by order of play, then for each, triggers are Queued by order of play (as per Rule 2a).
Rule 2c: A Queue becomes immutable once Hearthstone starts to resolve the first entry in it. No new entries can be added to the Queue after this point.
Rule 3: Once a Phase begins, nested Phases with their own Queues may start and end inside of it, but only the outermost Phase ending initiates the Death Creation Step.
Rule 4a: After the outermost Phase ends, Hearthstone does an Aura Update (Health/Attack), then does the Death Creation Step (Looks for all mortally wounded (0 or less Health)/pending destroy (hit with a destroy effect) Entities and kills them, removing them from play simultaneously), then does an Aura Update (Other). Entities that have been removed from play cannot trigger, be triggered, or emit auras, and do not take up space.
Rule 4b: As a result of the timing of the two different Aura Updates, Health from lost auras are not recalculated following the Death Creation Step, but all other effects of Auras stop immediately.
Rule 4c: The full list of Auras that are known to update in Aura Update (Other) (excluding Solo Adventure-only content) is as follows: Baron Rivendare, Auchenai Soulpriest, Brann Bronzebeard, Mal'Ganis's Immune effect, Prophet Velen.
Rule 4d: Enchantments apply and modify Health/Attack/Mana costs the moment they are attached. However, during Aura Update (Health/Attack), the Enchantment List is re-processed and Health/Attack Auras, having a priority later than Health/Attack Enchantments, will be moved to the end of the Enchantment List during this timing. (However, Mana Cost Auras have no special priority compared to Mana Cost Enchantments.)
Rule 5: While characters cannot be killed in the middle of a Phase, 'negative' (damaging/destroying/hindering/misdirecting) triggers ignore mortally wounded and pending destroy characters. Also, Secrets abort if their specific target is mortally wounded, pending destroy or they otherwise cannot meaningfully trigger. However, 'beneficial' (healing/buffing) triggers count mortally wounded, and AoE effects count mortally wounded.
Rule 5b: For the purposes of 'if it survives'/'if that kills it' effects, mortally wounded and pending destroy Characters are considered to not have survived/to have been killed, even though they are (for now) still in play.
Rule 6: Subsequent Phases of a Sequence will not run if a subject is required but is no longer in play. However, this is the only requirement - If the target of the action has some requirements beyond that, the requirements are not re-checked.
Rule 7: If one or more Deaths happened after the outermost Phase ended, a new Phase (called a “Death Phase”) begins, where Deaths are Queued in order of play. For each Death, all Death Event triggers (Deathrattles, on-Death Secrets and on-Death triggered effects) are Queued and resolved in order of play. When this is complete, the Death has been resolved.
Rule 8: A Death Phase can have yet another Death Phase after it. This process repeats forever until no new Deaths occur, and we can finally move on to the next intended Phase in the Sequence.
Rule 9: Finally when the Sequence ends and the player gets control again, Hearthstone checks if the game has ended in a Win, Loss or Draw.
Rule 10: Minions and effects have no memory of earlier board state. The moment an event takes place the board state is updated. Whenever a Queue is populated or an effect resolved (or continued), the most up to date board state is used.
Rule 10b: Triggered effects with a condition do not check their condition until the moment they queue or the moment they trigger (or sometimes both). Again, they have no memory of prior game states, and their condition succeeds or fails based on the current game state.

Health[edit | edit source]

Rule H1: Any time a minion's maximum Health is increased, its current Health is increased by the same amount.
Rule H2: However, when a minion's maximum Health is reduced, its current Health is only reduced if it exceeds the new maximum.

Enchantments[edit | edit source]

Rule E1: If a minion has multiple enchantments, they are applied to the minion in order of play.
Rule E2: When a temporary enchantment is removed from the middle of the enchantment list, the minion's state is recalculated from scratch.[512]
Rule E3: When a minion is Enraged, it creates an enchantment with that effect. If it later becomes un-Enraged (losing the enchantment) and then re-Enraged, it creates a new enchantment, rather than re-creating the old one with its old order of play.

Zones[edit | edit source]

Rule Z0: If Hearthstone would generate a new Entity in a Zone but the limit has been reached, instead nothing happens.
Rule Z1: When an Entity tries to move from one Zone to another, it first checks if the destination is full. If it is, it instead dies and moves to the Graveyard Zone.
Rule Z1b: If an Entity tries to move from a Zone to the Zone it's already in, do not apply Rule Z1 (such as steal effects on a minion you already control, or bounce effects on a minion already in your hand). However, other effects of the zone change still happen (such as gaining summoning sickness).
Rule Z2: If multiple Entities are moved from one Zone to another simultaneously, they check and move themselves in order of play, and thus newest minions are the ones that get Destroyed if there is insufficient room.
Rule Z3: If Kezan Mystic tries to steal a Secret but none can be stolen (because your Secret Zone is full or you already have a copy of all enemy Secrets), a random Secret is destroyed and revealed.[513][514]
Rule Z4: If you would draw a card but have no room for it, its side-effects of drawing (such as Flame Leviathan's or Burrowing Mine's) do not trigger, because it never entered your hand.
Rule Z5: When an Entity moves from one zone to another, the minion's tags (such as Damage, Divine Shield and pending destroy) are reset to a default state.[515] In addition, attached Enchantments may be detached. The rules are as follows:
Rule Z5a: Play Zone to any other Zone: All Enchantments detached.
Rule Z5b: Hand Zone to Play Zone: Enchantments are NOT detached.[516] (However, Mana cost related Enchantments will trigger to detach in the On Play Phase.)[517]
Rule Z5c: Deck Zone to any other Zone: Enchantments are NOT detached.[518]

Mana Crystals and mana costs[edit | edit source]

Rule M1: Your current mana is capped at 10 but has no lower limit. Negative current mana is displayed as 0.
Rule M2: Your maximum mana (number of Mana Crystals) is always at most 10 and at least 0.
Rule M3: Your current/pending Overloaded Mana Crystals has no upper limit.
Rule M4: Gaining or losing maximum mana has no effect on your pending/current Overload.
Rule M5: The mana cost of a card has no lower limit. Negative mana costs are displayed as, and use, 0, but help to counteract mana cost increases.[519][520]
Rule M6: When multiple effects change the cost of a card or your Hero Power, they are applied in order of play (Auras and Enchantments having no special priority): the only exception is Summoning Portal's aura, which has a very early Priority that makes it considered before ALL other effects.
Rule M7: When an effect refers to the cost of casting a spell (such as Summoning Stone or Gazlowe), it means the amount of mana you paid to cast it, not the base mana cost.

Drawing a Card[edit | edit source]

Rule DC1: When you draw a card, if you have room, it enters your hand and is immediately resolved (according to the below rules). When multiple cards would be drawn simultaneously, the number of cards that would be drawn is calculated, then each one is drawn and resolved in some sequential order. (For example, Coldlight Oracle always draws two cards for its controller first.)
Rule DC2: Some effects (Chromaggus, Shadowfiend) trigger when a card is drawn. They trigger in order of play. Then, the card may have an effect when drawn (Sea Reaver, Flame Leviathan, Ambush!, Burrowing Mine, Fatigue, etc). This effect resolves now. When this is complete, the card draw has been resolved.
Rule DC3: Some effects (Gnomish Experimenter, Holy Wrath, Far Sight, Call Pet) draw a card, then do something with that card. These effects wait for the card draw to resolve before continuing. Holy Wrath in particular does not require the card to successfully enter your hand.[521]
Rule DC4: A card is only considered drawn if it moves from the top of your deck to your hand. If your hand is full, the card is not drawn, nor is it discarded (such as for Tiny Knight of Evil or Fist of Jaraxxus), it just goes to the Graveyard. Additionally, non-standard drawing mechanisms like Tracking and King's Elekk do not draw cards, despite what the card text says. (This is a bug.)
Rule DC5: An effect is not considered to have drawn a card if it was drawn indirectly (for example, if Varian Wrynn draws Ambush! which itself draws a minion, the minion is not put in play).

Damage and Healing[edit | edit source]

Rule DH1: When an area of effect Damage or Healing effect happens, all of the Damage/Healing Events are created in play order, then all of the Damage/Healing Events are resolved (queuing and resolving triggers) in play order.
Rule DH2a: When a Damage/Healing Event is created: Apply Auchenai Soulpriest. Then apply Spell Damage/Fallen Heros. Then apply Prophet Velens. If the target is Immune or the Damage Event's proposed damage is 0, the Damage Event is prevented. Then if the target has Divine Shield, the Divine Shield is removed and the Damage Event's proposed damage is reduced to 0. Then queue and resolve Predamage triggers (see Rule DH7). Then the Character's current Health+Armor is reduced by the Damage Event's proposed damage. (If the target is affected by Commanding Shout, its current Health is prevented from dropping below 1.)
Rule DH2b: When a Damage/Healing Event is resolved: If it was prevented, or if it did not change the Character's current Health+Armor total (including due to Divine Shield and Commanding Shout), it will not run any triggers. Otherwise, they queue and resolve in play order.[522]
Rule DH3: Some Damage effects sound like they should be area of effect (and therefore create all Damage Events before any of them resolve), but actually resolve each Damage Event as soon as it is created in play order. These are: Lightning Storm, Elemental Destruction, Dark Iron Skulker[523], Lightbomb[524]. However, these effects still figure out the set of minions they will damage before beginning to damage anything.
Rule DH4: Two-step spells (such as Light of the Naaru, Mortal Coil, Bane of Doom, Slam, Bash, Bouncing Blade) that create one or more Damage/Healing Events before then querying the target's condition, must resolve the Damage Event BEFORE they query the target's condition.
Rule DH4b: Some other Two-step spells exist: Holy Nova creates and Resolves all Damage Events, then creates and resolves all Healing Events (even if the Healing Events are turned into Damage Events by Auchenai Soulpriest).[525][526] Blizzard creates and resolves all Damage events, then freezes all enemy minions (even undamaged ones). Cone of Cold creates and resolves all Damage events, then freezes the minions it damaged.
Rule DH4c: One spell, Imp-losion, deals damage then queries how much damage was dealt. Divine Shield sets the damage dealt to 0 and Immune prevents the damage, however Commanding Shout does not modify how much damage was considered to be dealt - therefore the normal number of Imps will be summoned.[527]
Rule DH5: Some effects create Damage Events out of order of play, likely due to a bug - and therefore they also resolve out of order of play. Swipe damages the target Character, then all other enemy Characters in reverse play order, then resolves all Damage Events. Explosive Shot, Cone of Cold and Powershot damages minions in the order center, right, left.[528]
Rule DH6: When a minion is the source of a Damage Event, even if the Damage Event's proposed damage is 0, it loses Stealth. (If the Damage Event is prevented, it does not lose Stealth.)[529][530]

Predamage Triggers[edit | edit source]

Rule DH7: Just before a Damage Event is created, Predamage triggers will queue and resolve in play order. They will stop triggering if the Damage Event is prevented, as there is nothing to do. The full list of Predamage triggers is Bolf Ramshield, Ice Block, Animated Armor.[531][532] Additionally, Animated Armor has an early priority.[533]
Rule DH7b: Bolf Ramshield's effect is to prevent the Damage Event, then create a Damage Event who's source and target is Bolf Ramshield, and who's proposed damage is the same as the original Damage Event's.
Rule DH7c: Animated Armor's effect is to lower the Damage Event's proposed damage to 1.
Rule DH7d: Ice Block's effect is, if the Damage Event's proposed damage is currently greater than or equal to your Hero's current Health, to prevent the Damage Event and create an Enchantment attached to your Hero which says "Become Immune until the turn ends."

Cursed Blade[edit | edit source]

Rule DH8: Cursed Blade's effect is to double the proposed damage of Damage Events targeting your Hero (whenever queried by a Predamage trigger or when your Hero takes the damage).

Death Event Cache[edit | edit source]

Rule DEC1: Hearthstone keeps track of every Death Event that has been created this game in the Death Event Cache. It remembers the Entity ID that died, its controller when it died, and what turn it died on.
Rule DEC2: If the same minion dies more than once (for example if it's the same Malorne), each Death Event is added to the Death Event Cache separately.
Rule DEC3: Cards that check if a minion has died this turn/this game (Feugen, Stalagg) and cards that resurrect minions that died this turn/this game (Resurrect, Kel'Thuzad, N'Zoth, the Corruptor, Anyfin Can Happen, Doomcaller) do not check the Graveyard Zone. They check the Death Event Cache.
Rule DEC4: Resurrect effects summon new, fresh copies of minions based on the Death Event(s) they select, and do not remove the Death Event from the Death Event Cache. Except for Kel'Thuzad who uses order of play, Death Events are selected in random order.

Dominant Player Bug[edit | edit source]

Rule DP1: When triggers (NOT Events) from both players Queue for a common Event, there are actually two Queues - First, the Dominant Player's Queue is populated and resolved in order of play, then the Secondary Player's Queue is populated and resolved in order of play. This is as opposed to all triggers from both players Queuing and resolving in global order of play. Collectively we call this the Split Queue.
Rule DP2: When a trigger would resolve, if its controller is not correct for the queue its in (probably because it changed between queuing and resolving), it does not resolve. However, it can now be added to Queues belonging to the new player. This is true even if the trigger does not care who its controller is (such as Flesheating Ghoul). (Note that Enchantments do not change controllers when the minion they are attached to changes controllers as of Patch 5.0.0.12574 (WotOG patch), but added Deathrattles use the controller of the related minion, which CAN change).
Rule DP3: If a trigger has priority, the priority only acts within the Queue it's in. For example, Redemption owned by the Dominant Player still Queues and Resolves before the Secondary Player's Queue begins for a given Death Event.

The Quad Queue Model[edit | edit source]

Rule DP4: A clarification of Rule DP1: There are actually four Queues, not two, in the following order: Dominant Player Play, Dominant Player Hand, Secondary Player Play, Secondary Player Hand. Collectively we call this the Quad Queue.

Mid-Phase removal and triggers[edit | edit source]

Rule MPR1: If a minion is removed from play in the middle of a Phase (such as through being returned to the hand, shuffled into the deck or due to Full Zone Instant Removal), all additional triggers attached to it are immediately removed from play and ineligible to trigger.
Rule MPR2: Deathrattles are an exception to rule MPR1 - despite being triggers, they can resolve in any zone, including Play, Hand, Graveyard and Deck.

Controllers of Enchantments and Minions[edit | edit source]

Rule CEM1: Enchantments have a CONTROLLER tag equal to the player who put them into play (such as with a Battlecry, Spell or trigger). This can be different from the CONTROLLER tag of the Entity (usually Minion) they are attached to. Its current CONTROLLER value is used whenever an Enchantent needs to know one of the following things:
Rule CEM1b: Which player's Start of Turn Phase to trigger in (Conceal, Finicky Cloakfield, Master of Disguise, Corruption, Nightmare)
Rule CEM1c: Whether to queue in the Dominant Player's queue or the Secondary Player's queue (all Enchantments with triggers).
Rule CEM1d: Which player's battlefield to look for an Auchenai Soulpriest/Embrace the Shadow effect in (Power Word: Glory).
Rule CEM2: However, the Enchantment's CONTROLLER tag is NOT used for the following:
Rule CEM2a: Which Hero to heal/which player to draw a card for (Blessing of Wisdom, Power Word: Glory)
Rule CEM2b: For Enchantments that add Deathrattles, who gets the effect and whether to queue (and also whether it can resolve at resolution time) in the Dominant Player's queue or the Secondary Player's queue. For both of these things, the minion's CONTROLLER is always used instead. (Ancestral Spirit, Explorer's Hat, Soul of the Forest)
Rule CEM2c: For Enchantments that add Spell Damage +1 (like Velen's Chosen, Ancient Mage and Dalaran Aspirant, the minion they are attached to always gives the effect to the minion's controller, regardless of who originally cast it.
Rule CEM3: Whenever a minion changes CONTROLLERs, all attached enchantments do not change CONTROLLERs - they are still considered to be controlled by the original caster.

Rule changes[edit | edit source]

  • The Grand Tournament logo.png Patch 3.1.0.10357 (2015-09-29): AoE damage that hits all minions now ignores mortally wounded minions, becoming inconsistent with AoE damage that hits all characters hitting mortally wounded minions.
  • The Grand Tournament logo.png Patch 3.0.0.9786 (2015-08-18): AoE damage that hits all characters now hits mortally wounded minions, consistent with AoE damage that hits all minions.
  • Goblins vs Gnomes logo.png Patch 2.0.0.7234 (2014-12-04): Area of effect healing effects now affect all targets simultaneously, rather than one at a time. Related triggers will still activate one at a time.[534]
  • Patch 1.0.0.4944 (2014-03-11): Secrets can now only activate on your opponent's turn.
  • Unknown alpha patch: Turn time reduced from 90 to 75 seconds.[535]

Discussion[edit | edit source]

Why isn't there an official rulebook?[edit | edit source]

From the start, Hearthstone was designed to be quick and easy to learn, with new players able to have grasped the basics by the end of the tutorial. The game is often compared with card games such as Magic: The Gathering, featuring highly complex and "extremely detailed" rulesets, with official comprehensive rulebooks which are regularly updated and consulted during tournaments.[536] In contrast, Hearthstone's simple rules allow new players to pick up the game in minutes, with a minimally challenging learning curve. This makes the game far more accessible, increasing the appeal of the game and allowing it reach many players who might not wish to invest the time and effort in learning a more complex ruleset.

However, while the basic operations of the game are usually without uncertainty, there are still times when the precise results of actions can be unclear in advance, especially when several advanced effects are in play. For this reason, some players have called for an official rulebook to be included in the game.

The main reason developers have given for the lack of an official rulebook is the desire to keep the game's rules essentially simple, and the game itself accessible. Hearthstone is intended to be playable without consulting a list of rules, and the addition of a rulebook would be contrary to this design goal, as well as potentially encouraging the game to develop in increasingly complex ways. Game designers such as Ben Brode have stated a desire to keep the game simple and accessible enough to be understood without such resources.

Critically, the lack of a rulebook is made viable by the digital nature of the game, with the system itself instructing players of many of the basic rules of the game, such as highlighting all permitted moves in a turn, and preventing players from taking illegal actions. Tooltips for keywords further assist players in learning and remembering the basic rules. In most intermediate Hearthstone play, there is also relatively little uncertainty over the operation of the basic rules, obviating most of the need for a rulebook. This approach helps to ease new players into the game; Basic cards are designed to be simpler than cards of other sets for this reason.[537]

Changes to game rules[edit | edit source]

The designers have expressed a desire to make the rules of the game more consistent.[538] However, the process appears to be a very gradual one, with changes made due more to necessity than as part of any more comprehensive effort to adjust the rules - at least, thus far. One way rules can change over time is through the addition of new cards which highlight inconsistencies, or otherwise require game mechanics to be altered in order to allow the desired functionality.

Prior to Naxxramas, there was not a concept of 'order of play' - it was much more difficult to predict the outcome of simultaneous deaths and simultaneous deathrattles, further complicated by a concept of 'minion tiers' which gave special priority.[539]

Shadowboxer is an excellent example of the invention of a new card causing the game's underlying mechanics to be revised. Prior to the introduction of Shadowboxer, AoE healing effects healed targets one at a time, with any triggered effects activating after each healing occurred. For example, with a Northshire Cleric on the board, a spell like Circle of Healing would heal one minion at a time, with each followed immediately by a card being drawn, before moving on to the next minion. However, this design presented a problem for Shadowboxer's design. The current mechanic at the time of the card's invention meant that with Shadowboxer's triggered effect activated after each healing, and therefore before all healing had taken place, a Circle of Healing would potentially heal the very target the Shadowboxer had just damaged, thus undoing its effects. Likely as a result of the invention of this card, the game mechanic was altered prior to the card's addition, with the result that all single-effect healing now takes place at once, before any related triggers are activated.

The introduction of Grim Patron saw a similar adjustment, with a long-standing bug in the behaviour of Warsong Commander fixed in time for the card's release, while another several month-old bug with Warsong Commander which was not related to Grim Patron was left unfixed.

While these changes are relatively minor, they illustrate how the design of future cards might cause standardisation and change to the game's mechanics. Cards which place importance on the results of behaviours which are currently inconsistent or buggy, or vary depending on cryptic factors, may cause those mechanics to be adjusted or standardised in order to avoid contradictory results, or in order to facilitate player comprehension and prediction.

References[edit | edit source]

  1. https://twitter.com/bdbrode/status/532326185305243649
  2. https://www.youtube.com/watch?v=Bd9A4RyGXW4
  3. https://www.youtube.com/watch?v=F5BTonvvCuk&t=0m23s
  4. https://www.youtube.com/watch?v=FumaYEDwKkQ
  5. https://www.youtube.com/watch?v=egYlDWWhsb4
  6. https://www.youtube.com/watch?v=AOI6AiRbs9Y
  7. https://www.youtube.com/watch?v=oew91YkG7iU
  8. https://www.youtube.com/watch?v=7TEQlw4av5s&t=563 Tested in Patch 2.8.0.9554 (TTGT pre-purchase patch)
  9. Baron Rivendare pops out of a Sneed's Old Shredder with Ancestral Spirit on it. Both Ancestral Spirits activate once, indicating that Baron Rivendare works by editing the Queue, and since the Queue was already determined he did nothing. https://www.youtube.com/watch?v=LMjrxzNw5N8
  10. https://www.youtube.com/watch?v=TC2CXd5AmFM
  11. Similar situation to https://www.youtube.com/watch?v=QCk4CBuVnsM Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  12. https://www.youtube.com/watch?v=ivWEIZgAJcQ&t=0m38s
  13. https://www.youtube.com/watch?v=IsdVDq9aF7A&t=0m07s
  14. https://www.youtube.com/watch?v=UlQ6Zyz8nmA - If the aura's Health buff was removed before the Explosive Sheep went off, we'd see the Mana Wyrm go to x/3 then to x/1. Instead we see it go to x/2, indicating the Health buff was not removed yet.
  15. Tested by User:Taohinton, 2015-02-22. Played Mal'Ganis then Abomination. Weakened Mal'Ganis to 2 Health. Used Hellfire. Both minions were destroyed (hero was Immune and thus protected from damage). Hero then lost Immune effect. Abomination's Deathrattle then triggered, damaging all characters, including the hero.
  16. Tested by User:Taohinton, 2015-02-22. Played Abomination then Mal'Ganis. Weakened Mal'Ganis to 3 Health. Opponent played Flamestrike. Abomination and Mal'Ganis were destroyed. Hero then lost Immune effect. Abomination's Deathrattle then triggered, damaging all characters, including the hero.
  17. https://www.youtube.com/watch?v=lm1t1FU-ftc
  18. https://www.youtube.com/watch?v=2QfTAevpOPs
  19. https://www.youtube.com/watch?v=IsdVDq9aF7A&t=0m07s
  20. https://www.youtube.com/watch?v=AHyhgtsqjGs&t=11m28s link Tested in Patch 2.8.0.9554 (TTGT pre-purchase patch)
  21. https://www.youtube.com/watch?v=h-jBoHAvW2w link Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  22. https://www.youtube.com/watch?v=UlQ6Zyz8nmA
  23. Thoroughly tested by User:Taohinton, 2015-02-07. Using both Cult Master and Flesheating Ghoul, neither minion triggers from the simultaneous Death of other minions, regardless of order of play. Death of minions which cause the Death of the Cult Master/Ghoul (e.g., Explosive Sheep Death) will however trigger the effect.
  24. http://www.reddit.com/r/Hearthstone/comments/2kw20p/til_heroes_cannot_be_brought_back_from_the_dead/
  25. https://www.youtube.com/watch?v=4CkBjUuW_qI&t=3m16s
  26. Tested by User:Taohinton, 2015-02-22
  27. http://us.battle.net/hearthstone/en/forum/topic/18122146045
  28. http://us.battle.net/hearthstone/en/forum/topic/18300623113 Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  29. https://www.youtube.com/watch?v=u3Y_sbAHdPw&t=1m55s Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  30. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  31. https://www.youtube.com/watch?v=E4wYoUKMi_Q Tested in Patch 3.0.0.9786 (TGT patch)
  32. https://www.youtube.com/watch?v=l7wDU3IpGFQ Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  33. http://us.battle.net/forums/en/hearthstone/topic/20752208622
  34. https://www.youtube.com/watch?v=jcniWFdCBKY Tested in Patch 5.0.0.12574 (WotOG patch)
  35. https://www.reddit.com/r/hearthstone/comments/4imesc/til_that_mortal_coil_will_draw_a_card_when_a/ Tested in Patch 5.0.0.12574 (WotOG patch)
  36. http://www.reddit.com/r/hearthstone/comments/384q3p/til_snipe_mirror_entity_copy_minion_with_dmg/
  37. https://www.youtube.com/watch?v=H1758zVywbg
  38. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  39. https://www.youtube.com/watch?v=X1MkS7_jj0U
  40. https://www.youtube.com/watch?v=czLt9OFvF1w
  41. https://www.youtube.com/watch?v=bnMJpUSw7pA&feature=youtu.be&t=11m53s
  42. https://www.youtube.com/watch?v=H1758zVywbg
  43. https://www.youtube.com/watch?v=wCKhbmHNLAs&t=6m38s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  44. Tested by User:Taohinton, 2015-02-07. Tested thoroughly in several single-Death scenarios. For example: Played Redemption, Unstable Ghoul, Cult Master. Opponent then destroyed Unstable Ghoul. Deathrattle triggered first, then Cult Master, then Redemption. Another example: Played Redemption, Cult Master, Sludge Belcher. Opponent then destroyed Sludge Belcher. Cult Master triggered first, then Sludge Belcher Deathrattle, then Redemption. Another example: Played Redemption, Loot Hoarder, Abomination. Opponent then destroyed Abomination. Abomination's Deathrattle triggered, killing Loot Hoarded; however it was remained on the board at -1 Health while Redemption was then activated.
  45. Tested by User:Taohinton and User:Adys, 2015-02-07. Regardless of order of play, with several Deathrattle minions on the board, the Redemption will trigger from the Death of the first minion (the oldest), following its Deathrattle, but before the Deathrattles of the other minions.
  46. https://www.youtube.com/watch?v=ckU78-6Hr0c Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  47. https://www.youtube.com/watch?v=rc7oejbhdUA
  48. https://www.youtube.com/watch?v=q5CxFCDAomU Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  49. https://www.youtube.com/watch?v=Ykjevh4AAMc Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  50. https://www.reddit.com/r/hearthstone/comments/39if5x/mirror_entity_bug/
  51. https://www.youtube.com/watch?v=QWU43SkHcF8&t=0m19s
  52. https://www.reddit.com/r/hearthstone/comments/3dkbg6/til_that_conceal_gives_minons_stealth_until_the/ Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  53. https://www.youtube.com/watch?v=TjTFRA-TiA4
  54. https://www.youtube.com/watch?v=SXfhHSlxKAY Tested in Patch 3.0.0.9786 (TGT patch)
  55. https://www.youtube.com/watch?v=gRWmVzANWD0 Tested in Patch 4.0.0.10833 (LoE patch)
  56. https://www.youtube.com/watch?v=XCFkf9CPnls Tested in Patch 4.0.0.10833 (LoE patch)
  57. http://us.battle.net/hearthstone/en/forum/topic/19974088017 Tested in Patch 4.0.0.10833 (LoE patch)
  58. https://www.reddit.com/r/hearthstone/comments/3skp21/til_sacred_trial_kills_dr_boom_if_one_minion_is/ Tested in Patch 4.0.0.10833 (LoE patch)
  59. https://www.youtube.com/watch?v=neprWHi2D2M Tested in Patch 4.0.0.10833 (LoE patch)
  60. Baron Rivendare pops out of a Sneed's Old Shredder with Ancestral Spirit casted on it. Both Ancestral Spirits activate once, indicating that Baron Rivendare works by editing the Queue, and since the Queue was already determined he did nothing. https://www.youtube.com/watch?v=LMjrxzNw5N8
  61. https://www.youtube.com/watch?v=oHdveuZXoHg&t=2m07s Tested in Patch 3.0.0.9786 (TGT patch)
  62. https://www.youtube.com/watch?v=u_kn7SteBZg&t=1m41s
  63. https://www.youtube.com/watch?v=pP2mxbN56Ck&t=0m54s
  64. https://www.youtube.com/watch?v=hXvdgWDTjg0&t=1m04s
  65. https://www.youtube.com/watch?v=qBWHyvZv8nQ
  66. https://www.youtube.com/watch?v=Cu6zPbgpXEA
  67. http://us.battle.net/hearthstone/en/forum/topic/13681168024
  68. https://www.youtube.com/watch?v=gi9zEzytj0g&t=1m25s
  69. There is a visual inconsistency in that when you have start of turn triggers, your mana/weapon unsheathing/hero power unflipping happens after them, but when your opponent has start of turn triggers, their mana/weapon unsheathing/hero power unflipping happens before them. However, the debug logs show that it actually all happens prior to start of turn triggers.
  70. https://www.youtube.com/watch?v=zYNWKSr-jqM
  71. https://www.youtube.com/watch?v=GQ6pHiKgiA0 Tested in Patch 3.0.0.9786 (TGT patch)
  72. https://github.com/HearthSim/hs-bugs/issues/495
  73. https://www.youtube.com/watch?v=Ak1V6HRnpOA
  74. https://www.youtube.com/watch?v=U0oWMP7n1kI&t=0m15s
  75. https://www.youtube.com/watch?v=hXvdgWDTjg0&t=1m04s
  76. https://www.youtube.com/watch?v=hXvdgWDTjg0&t=1m04s
  77. https://www.youtube.com/watch?v=AhbxhOKw9v4&t=0m53s
  78. https://www.youtube.com/watch?v=GLjtTtWzIig&t=1m29s
  79. [Patashu] edk: violet teacher, floating watcher, violet teacher, play cho'gall and a spell [Patashu] edk: and see what order stuff triggers in [edk] both floating watchers yes!'d before the teacher teached
  80. https://www.youtube.com/watch?v=qdzhgYS5GmI Tested in Patch 3.1.0.10357 (2015-09-29)
  81. Tested by User:Taohinton, 2015-02-03. Played Stonesplinter Trogg, then Counterspell, then Burly Rockjaw Trogg. Opponent played Polymorph; all 3 cards activated in order of play.
  82. https://github.com/HearthSim/hs-bugs/issues/273 tested in Patch 4.0.0.10833 (LoE patch)
  83. https://www.youtube.com/watch?v=Zxjo1IddHl8 Tested in Patch 4.2.0.12051 (2016-03-14)
  84. https://www.youtube.com/watch?v=kuxYV0qupu0 Tested in Patch 4.2.0.12051 (2016-03-14)
  85. https://www.youtube.com/watch?v=Z8tlK-2P2SI&feature=youtu.be Tested in Patch 4.3.0.12266 (2016-04-14)
  86. https://www.youtube.com/watch?v=87BuWLxXKJQ Tested in Patch 5.0.1.13030 (2016-06-01)
  87. https://www.youtube.com/watch?v=hBtYp0tQa6I Tested in Patch 4.2.0.12051 (2016-03-14)
  88. https://www.reddit.com/r/hearthstone/comments/42z4fz/psa_spellbender_in_the_new_brawl_doesnt_work_as/ Tested in Patch 4.1.0.10956 (2015-12-04)
  89. https://youtu.be/IjU_KzLmv7s Tested in Patch 4.3.0.12266 (2016-04-14)
  90. https://www.youtube.com/watch?v=CwIOJTfgeGI
  91. https://www.youtube.com/watch?v=hVegUWWZ0xs
  92. https://www.youtube.com/watch?v=nEJQfMIHaPo Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  93. http://www.reddit.com/r/hearthstone/comments/24d6q7/spellbender_mechanics/
  94. https://www.youtube.com/watch?v=14UnlGudOks&t=0m46s
  95. https://www.youtube.com/watch?v=2an9dBLK6g8&t=0m32s
  96. http://www.reddit.com/r/hearthstone/comments/37rwvi/light_of_the_naaru_1_0_shadowboxer/
  97. https://www.youtube.com/watch?v=rm8dXYc3q0U Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  98. https://gist.github.com/culinko/a8025fb44af12b987a00 Tested in Patch 4.1.0.10956 (2015-12-04)
  99. https://www.youtube.com/watch?v=DR4rEQe_lUo Tested in Patch 5.0.1.13030 (2016-06-01)
  100. https://www.youtube.com/watch?v=eGCYMKer604
  101. https://www.youtube.com/watch?v=9ddDOwhGgVI
  102. https://www.youtube.com/watch?v=4tlQakNvRls
  103. https://www.youtube.com/watch?v=pqFXFc3tpOw
  104. Tested by User:Taohinton 2015-02-03.
  105. https://www.youtube.com/watch?v=eoEEeCYg0j4&t=2m25s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  106. https://www.youtube.com/watch?v=InL28ObtRU8
  107. https://www.youtube.com/watch?v=hSIrCsOc_dA
  108. https://www.youtube.com/watch?v=hDI09-LmBzs&t=4m19s
  109. https://www.youtube.com/watch?v=azszjTRONw4
  110. Tested repeatedly by User:Taohinton, 2015-02-22. Hobgoblin triggers alongside Questing Adventurer and Illidan Stormrage (order determined by order of play).
  111. https://www.youtube.com/watch?v=Z8-1HTW1IC0 Tested in Patch 4.0.0.10833 (LoE patch)
  112. https://www.youtube.com/watch?v=2oQl_xFV7t8
  113. https://www.youtube.com/watch?v=3WP0U32-_F0 Tested in Patch 3.0.0.9786 (TGT patch)
  114. Tested by User:Taohinton 2015-02-02, summoned Timber Wolf with a Starving Buzzard on board, the Buzzard clearly gained the Wolf's Attack buff prior to triggering its card draw effect
  115. https://www.youtube.com/watch?v=NG3SSvd4azY
  116. https://www.youtube.com/watch?v=aZJMTaWsgfw
  117. https://www.youtube.com/watch?v=bs4BncUyOFo
  118. https://www.youtube.com/watch?v=szLtQ-IUGew&t=1m12s
  119. https://www.youtube.com/watch?v=TC2CXd5AmFM
  120. https://www.youtube.com/watch?v=czLt9OFvF1w
  121. https://www.youtube.com/watch?v=Gudo33QI1Us&t=1m26s
  122. https://www.reddit.com/r/hearthstone/comments/3tgx1s/brann_bronzebeard_still_triggers_if/ Tested in Patch 4.0.0.10833 (LoE patch)
  123. https://www.youtube.com/watch?v=Fr9QENrxCgw Tested in Patch 4.0.0.10833 (LoE patch)
  124. https://www.youtube.com/watch?v=U3Pv4jhJ9dk (LoE patch)
  125. https://www.youtube.com/watch?v=c_xpCPxAAaQ Tested in Patch 4.1.0.10956 (2015-12-04)
  126. Tested by PattuX on 16th Jan 2016 - if you Cabal Shadow Priest an enemy Brann Bronzebeard, making your board full, the Cabal does not get a second Battlecry (which would kill Brann during that patch).
  127. http://www.reddit.com/r/hearthstone/comments/384q3p/til_snipe_mirror_entity_copy_minion_with_dmg/
  128. https://www.youtube.com/watch?v=n8u2Senk_XU
  129. https://www.reddit.com/r/hearthstone/comments/3hs4x1/now_i_know_what_happens_when_you_play_snipe_and/
  130. https://www.reddit.com/r/hearthstone/comments/3skp21/til_sacred_trial_kills_dr_boom_if_one_minion_is/ Tested in Patch 4.0.0.10833 (LoE patch)
  131. https://www.youtube.com/watch?v=GE8xQJDuodA Tested in Patch 4.0.0.10833 (LoE patch)
  132. https://www.youtube.com/watch?v=KpwrQkFoPx0 Tested in Patch 4.0.0.10833 (LoE patch)
  133. https://www.youtube.com/watch?v=KpwrQkFoPx0 Tested in Patch 4.0.0.10833 (LoE patch)
  134. https://www.youtube.com/watch?v=0MxRsOcJlGg&t=3m34s Tested in Patch 4.0.0.10833 (LoE patch)
  135. https://www.youtube.com/watch?v=9WA2chxDNro&t=2m20s Tested in Patch 4.2.0.12051 (2016-03-14)
  136. https://www.youtube.com/watch?v=lKZrumnEJfk
  137. https://www.youtube.com/watch?v=SR1cEGn_zWU Tested in Patch 3.0.0.9786 (TGT patch)
  138. https://www.youtube.com/watch?v=QSGH40jokoE&t=9m23s Tested in Patch 3.2.0.10604 (2015-10-20)
  139. https://www.youtube.com/watch?v=fZqKaQ87un4
  140. https://www.youtube.com/watch?v=VlyppZ9Oko4
  141. https://www.youtube.com/watch?v=Z-G8menJ9sM
  142. https://www.youtube.com/watch?v=bnMJpUSw7pA&feature=youtu.be&t=11m53s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  143. https://www.youtube.com/watch?v=H1758zVywbg
  144. https://www.youtube.com/watch?v=CLVmkKw1oCU Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  145. https://twitter.com/bdbrode/status/532326185305243649
  146. https://www.reddit.com/r/hearthstone/comments/39if5x/mirror_entity_bug/
  147. https://youtu.be/2Hj7rzi0BV0 Tested in Patch 4.3.0.12266 (2016-04-14)
  148. https://www.youtube.com/watch?v=TC2CXd5AmFM
  149. https://www.youtube.com/watch?v=czLt9OFvF1w
  150. https://www.youtube.com/watch?v=VlyppZ9Oko4
  151. https://www.youtube.com/watch?v=1VWyxqolpgg
  152. http://www.reddit.com/r/Hearthstone/comments/2pothj/til_if_recombobulator_creates_a_knife_juggler_he/
  153. https://www.youtube.com/watch?v=ZKf8WId7N0Q
  154. https://www.youtube.com/watch?v=TI4hwVe7Z1s
  155. http://bbs.ngacn.cc/read.php?tid=7837918&page=e
  156. https://www.youtube.com/watch?v=YthDmzNagU0&t=0m22s
  157. https://www.youtube.com/watch?v=H1758zVywbg&t=1m22s
  158. https://www.youtube.com/watch?v=2oQl_xFV7t8
  159. https://www.youtube.com/watch?v=xEMjUX4Db48 Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  160. http://www.reddit.com/r/hearthstone/comments/3770ol/how_to_make_an_11_health_twilight_drake/crk876m
  161. http://www.youtube.com/watch?v=z9XS4mlVEcU
  162. https://www.youtube.com/watch?v=0dSa0MiKEZU&index=153&list=PLx2kRadCTuYYrck0V0soHYjBvas9dGDYI
  163. https://youtu.be/dhy9CTYuUnM Tested in Patch 4.3.0.12266 (2016-04-14)
  164. https://www.youtube.com/watch?v=YlaP_kF823k Tested in Patch 3.0.0.9786 (TGT patch)
  165. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  166. https://www.youtube.com/watch?v=6-7qfkTmKZc Tested in Patch 5.0.0.12574 (WotOG patch)
  167. https://www.youtube.com/watch?v=TFw31Ffss48 Tested in Patch 4.1.0.10956 (2015-12-04)
  168. https://youtu.be/4jQfTxe7UY4 Tested in Patch 4.3.0.12266 (2016-04-14)
  169. https://www.youtube.com/watch?v=XyL-vES6vjI Tested in Patch 4.2.0.12051
  170. https://www.youtube.com/watch?v=QDX6iL6t3UM Tested in Patch 4.1.0.10956 (2015-12-04)
  171. https://www.youtube.com/watch?v=454wq9Q2tgA
  172. https://www.youtube.com/watch?v=lmKuR0ufIjM Tested in Patch 4.1.0.10956 (2015-12-04)
  173. https://www.youtube.com/watch?v=yajUIxiJQOo
  174. https://www.youtube.com/watch?v=LCisCNSDQp0 Tested in Patch 4.1.0.10956 (2015-12-04)
  175. https://www.youtube.com/watch?v=7gBaN2dsM3o Tested in Patch 4.0.0.10833 (LoE patch)
  176. https://www.youtube.com/watch?v=LCisCNSDQp0 Tested in Patch 4.1.0.10956 (2015-12-04)
  177. https://www.youtube.com/watch?v=KnnCIg_62KI Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  178. https://www.youtube.com/watch?v=wV7cNCDUAyA Tested in Patch 4.1.0.10956 (2015-12-04)
  179. https://www.youtube.com/watch?v=DOJs5MGAqVo&t=3m25s
  180. https://www.youtube.com/watch?v=ZqHM5H3VW8Y Tested in Patch 5.2.0.13714 (2016-07-14)
  181. https://www.youtube.com/watch?v=PFo6ZfbNnZI
  182. Compare https://www.reddit.com/r/hearthstone/comments/5lgmgo/shouldnt_shaku_attacking_into_freezing_trap/ and https://www.reddit.com/r/hearthstone/comments/5lgmgo/shouldnt_shaku_attacking_into_freezing_trap/dbvw4xb/ . The only way it could trigger both before and after Freezing Trap is if it's a Proposed Attack Event trigger.
  183. https://github.com/HearthSim/hs-bugs/issues/281
  184. https://www.reddit.com/r/hearthstone/comments/5ly71e/genzo_the_shark_and_mayor_noggenfogger_fatigue/
  185. https://www.youtube.com/watch?v=Tp-fvE8ODcE Tested in Patch 5.0.0.12574 (WotOG patch)
  186. https://www.youtube.com/watch?v=YBPXRol0ELw
  187. https://www.youtube.com/watch?v=-kA_ieXZZgc
  188. https://www.youtube.com/watch?v=TSFvE3Ao24A
  189. https://www.youtube.com/watch?v=wJ35sbzkRXg Tested in Patch 4.1.0.10956 (2015-12-04)
  190. https://imgur.com/WUn0MTe https://gist.github.com/culinko/b7559f2938017be684de Tested in Patch 4.1.0.10956 (2015-12-04)
  191. https://www.youtube.com/watch?v=mDaw4ujGw0Y Tested in Patch 4.0.0.10833 (LoE patch)
  192. https://www.youtube.com/watch?v=ph99F_xqs4Q Tested in Patch 4.1.0.10956 (2015-12-04)
  193. https://www.youtube.com/watch?v=ph99F_xqs4Q Tested in Patch 4.1.0.10956 (2015-12-04)
  194. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  195. https://www.youtube.com/watch?v=dhwC4pX2Y4g&t=1m56s
  196. https://www.youtube.com/watch?v=wJ35sbzkRXg Tested in Patch 4.1.0.10956 (2015-12-04)
  197. https://www.youtube.com/watch?v=m-0XM4jvP60 Tested in Patch 4.1.0.10956 (2015-12-04)
  198. https://github.com/HearthSim/hs-bugs/issues/139#issuecomment-155783065 Tested in Patch 4.0.0.10833 (LoE patch)
  199. https://www.reddit.com/r/hearthstone/comments/47eua1/magnataur_alpha_vs_imp_gang_boss_glitch/ Tested in Patch 4.1.0.10956 (2015-12-04)
  200. https://www.youtube.com/watch?v=74KpCWn9ePI
  201. https://www.youtube.com/watch?v=eOl8Bqk7Vck
  202. https://www.youtube.com/watch?v=lJ0xtvynBVo
  203. https://www.youtube.com/watch?v=d91L4Wka6b4 Tested in Patch 4.0.0.10833 (LoE patch)
  204. https://www.youtube.com/watch?v=QPnGu1yh17M&t=4m06s
  205. https://www.youtube.com/watch?v=YoafHKc2ZJI
  206. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  207. https://www.youtube.com/watch?v=n7C4I4hd0zI Tested in Patch 3.0.0.9786 (TGT patch)
  208. https://www.youtube.com/watch?v=mHgCZZV5hY8
  209. https://www.youtube.com/watch?v=h7y1hppYYgo Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  210. Observed by User:Taohinton, 2014-12-25
  211. https://www.youtube.com/watch?v=YlaP_kF823k Tested in Patch 3.0.0.9786 (TGT patch)
  212. Observed in-game by User:Taohinton, 2014-01-06
  213. https://www.reddit.com/r/hearthstone/comments/3j2ww9/bear_trap_saving_with_the_draw/ Tested in Patch 3.0.0.9786 (TGT patch)
  214. http://us.battle.net/hearthstone/en/forum/topic/17084749110
  215. https://www.youtube.com/watch?v=sMPYoOC8t_k
  216. https://www.youtube.com/watch?v=wOO-YAG1xYY
  217. https://www.youtube.com/watch?v=F5BTonvvCuk&t=1m43s
  218. https://www.youtube.com/watch?v=X1MkS7_jj0U Tested in Patch 3.0.0.9786 (TGT patch)
  219. https://www.reddit.com/r/hearthstone/comments/3mp26p/best_rng_ive_ever_had_shadowboxer_truesilver/
  220. Funny and Lucky Moments - Hearthstone - Ep. 87. (2015-02-03). 
  221. https://www.reddit.com/r/hearthstone/comments/3iftcy/interesting_interaction_between_tirion_weaponry/ Tested in Patch 3.0.0.9786 (TGT patch)
  222. https://www.youtube.com/watch?v=Rb21sGuSw4I
  223. http://www.reddit.com/r/hearthstone/comments/2krwg2/til_a_minion_with_0_attack_can_still_attack/
  224. https://www.youtube.com/watch?v=BLkWspcXn9Y Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  225. https://www.youtube.com/watch?v=yMhdzgRgATA Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  226. https://www.youtube.com/watch?v=JVCX1zt0E4E Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  227. https://github.com/HearthSim/hs-bugs/issues/16
  228. https://www.youtube.com/watch?v=wJ35sbzkRXg Tested in Patch 4.1.0.10956 (2015-12-04)
  229. https://imgur.com/WUn0MTe https://gist.github.com/culinko/b7559f2938017be684de Tested in Patch 4.1.0.10956 (2015-12-04)
  230. https://www.youtube.com/watch?v=LtzqvfpzlXs Tested in Patch 4.2.0.12051 (2016-03-14)
  231. https://www.youtube.com/watch?v=9OAKcNd_dro
  232. https://www.youtube.com/watch?v=QPnGu1yh17M&t=4m06s
  233. Tested by PattuX in Patch 4.2.0.12051 (2016-03-14): Played Freezing Trap then Ice Barrier and attacked into it. Ice Barrier still triggered.
  234. https://www.youtube.com/watch?v=DBzIQxCa_ew Tested in Patch 4.1.0.10956 (2015-12-04)
  235. https://www.youtube.com/watch?v=Ak1V6HRnpOA&t=1m18s
  236. Crypt (2015-05-10). Majordomo OTK Combo
  237. https://gist.github.com/Patashu/e2c6f17183c5f07270141d68149506df
  238. https://www.youtube.com/watch?v=oBfd2TRwVeY
  239. https://gist.github.com/Patashu/bff54988f876710987c5#file-replacing-your-hero-power-resets-heropower_activations_this_turn-log
  240. https://www.youtube.com/watch?v=DlUWzrouoCo&t=1m07s
  241. http://www.reddit.com/r/Hearthstone/comments/2v4z9d/til_when_you_play_jaraxxus_while_your_hero_is/
  242. https://www.youtube.com/watch?v=eX8Hmp8r1Q4&t=1m21s
  243. https://www.youtube.com/watch?v=rjvCfuoR-XI
  244. https://www.youtube.com/watch?v=o6A3jO8xbX4 Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  245. https://www.youtube.com/watch?v=1IaojGf4kZc
  246. https://www.youtube.com/watch?v=2bI3aX2TWcg
  247. https://gist.github.com/culinko/d5ca1bebed362517a82b
  248. https://www.youtube.com/watch?v=d9HGtyS5UzE
  249. https://www.youtube.com/watch?v=pfduurrE1R8
  250. https://www.youtube.com/watch?v=AaOUCjXsvm4&t=1m53s
  251. https://www.youtube.com/watch?v=1Q6byGuNYJU Tested in Patch 4.0.0.10833 (LoE patch)
  252. http://www.reddit.com/r/Hearthstone/comments/1z7sar/til_you_can_heal_minions_using_equality_and/ 2014-02-28
  253. Ben Brode on Twitter. (2014-12-07). 
  254. https://www.youtube.com/watch?v=tEG3Z7y41E4
  255. https://www.youtube.com/watch?v=2an9dBLK6g8&t=1m31s
  256. Ben Brode on Twitter. (2014-12-06). 
  257. https://www.youtube.com/watch?v=StimopyMMsA
  258. Playing Shrinkmeister than Crazed Alchemist on a 3/3 results in a 3/1. After you end your turn, it is still a 3/1, and not a 1/1. https://www.youtube.com/watch?v=aH_o_czbC4w
  259. https://www.youtube.com/watch?v=n2jRHsoao_4
  260. https://www.youtube.com/watch?v=pPRDlcet68Y Tested in Patch 5.0.1.13030 (2016-06-01)
  261. https://www.youtube.com/watch?v=Fmfa9NFThsM&t=2m51s Tested in Patch 2.7.0.9166 (Tavern Brawl patch)
  262. https://www.youtube.com/watch?v=IsdVDq9aF7A&t=0m07s
  263. https://www.youtube.com/watch?v=UlQ6Zyz8nmA - If the aura's Health buff was removed before the Explosive Sheep went off, we'd see the Mana Wyrm go to x/3 then to x/1. Instead we see it go to x/2, indicating the Health buff was not removed yet.
  264. Tested by User:Taohinton, 2015-02-22. Played Mal'Ganis then Abomination. Weakened Mal'Ganis to 2 Health. Used Hellfire. Both minions were destroyed (hero was Immune and thus protected from damage). Hero then lost Immune effect. Abomination's Deathrattle then triggered, damaging all characters, including the hero.
  265. Tested by User:Taohinton, 2015-02-22. Played Abomination then Mal'Ganis. Weakened Mal'Ganis to 3 Health. Opponent played Flamestrike. Abomination and Mal'Ganis were destroyed. Hero then lost Immune effect. Abomination's Deathrattle then triggered, damaging all characters, including the hero.
  266. https://www.youtube.com/watch?v=lm1t1FU-ftc
  267. https://www.youtube.com/watch?v=2QfTAevpOPs
  268. https://www.youtube.com/watch?v=IsdVDq9aF7A&t=0m07s
  269. https://www.youtube.com/watch?v=AHyhgtsqjGs&t=11m28s link Tested in Patch 2.8.0.9554 (TTGT pre-purchase patch)
  270. https://www.youtube.com/watch?v=h-jBoHAvW2w link Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  271. If you have two Summoning Portals and Shadowstep a Loatheb, it costs 0 mana, not 1. If auras ALWAYS came after enchantments, it would cost 1 instead. Clearly this means Summoning Portal is applied before Shadowstep's enchantment. https://www.youtube.com/watch?v=LYu5BjiVV_w
  272. https://www.youtube.com/watch?v=xuK4W6kiMlY&t=4m31s Here if auras were always last, the Deathwing would be discounted 3 mana by thaurissan then discounted down to 1 THEN stop by the summoning portals. But since summoning portals go first, it reaches 0 (really -1).
  273. https://www.reddit.com/r/hearthstone/comments/4w8un0/with_the_new_adventure_i_think_its_possible_to/ no screenshot or video, tested in Patch 5.2.2.13807 (2016-07-26)
  274. https://www.youtube.com/watch?v=UlQ6Zyz8nmA
  275. Tested by User:Taohinton, 2015-02-22
  276. https://www.youtube.com/watch?v=DuCbDXPCIeQ Tested in Patch 4.1.0.10956 (2015-12-04)
  277. https://www.youtube.com/watch?v=qR3QSriH3pU&t=4m38s
  278. 278.0 278.1 https://twitter.com/bdbrode/status/580838031243898880
  279. https://gist.github.com/Patashu/3493e70a3144b493833b#file-recycle-the-skeleton-knight-in-hand-4-0-log Tested in Patch 4.0.0.10833 (LoE patch)
  280. https://gist.github.com/Patashu/3493e70a3144b493833b#file-malorne-dies-and-goes-to-deck-4-0-log Tested in Patch 4.0.0.10833 (LoE patch)
  281. https://gist.github.com/Patashu/59f9e63790b9d7938498 Tested in Patch 4.0.0.10833 (LoE patch)
  282. https://www.youtube.com/watch?v=_Z2ZU-cIoG8&t=145
  283. https://twitter.com/bdbrode/status/678264477666557952
  284. https://www.youtube.com/watch?v=vMDSsWxVLn4
  285. Doesn't show specifically Mad Scientist but you should get the idea: https://www.youtube.com/watch?v=m-GqGNEdOiQ Tested in Patch 3.0.0.9786 (TGT patch)
  286. https://www.youtube.com/watch?v=VUHr3HE-DJ8 Tested in Patch 4.3.0.12266 (2016-04-14)
  287. https://github.com/HearthSim/hs-bugs/issues/259 Tested in Patch 4.2.0.12051 (2016-03-14)
  288. https://www.youtube.com/watch?v=XcD2cYfSXlo Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  289. https://www.youtube.com/watch?v=zzH0jVLQY4k Tested in Patch 4.1.0.10956 (2015-12-04)
  290. https://www.youtube.com/watch?v=P295P-Zb3tw Tested in Patch 4.1.0.10956 (2015-12-04)
  291. https://www.youtube.com/watch?v=7nuxCrffW2k Tested in Patch 4.1.0.10956 (2015-12-04)
  292. https://github.com/HearthSim/hs-bugs/issues/174
  293. https://www.youtube.com/watch?v=02lvZj53RkM&t=1m55s
  294. https://www.youtube.com/watch?v=AhbxhOKw9v4&t=0m33s
  295. http://us.battle.net/hearthstone/en/forum/topic/18000259937
  296. https://www.youtube.com/watch?v=cJCAoIMT6Bk
  297. https://www.youtube.com/watch?v=oew91YkG7iU
  298. https://www.youtube.com/watch?v=DQG_4V4CkvE
  299. https://www.youtube.com/watch?v=3rTjWcErDNI
  300. http://www.reddit.com/r/Hearthstone/comments/2obuo2/psa_imp_master_no_longer_spawns_an_imp_if_shes_11/
  301. https://www.youtube.com/watch?v=MYGSoWbaIAM
  302. https://gist.github.com/Patashu/537c5d243d5037f407350edaa0989a03
  303. https://www.youtube.com/watch?v=z9XS4mlVEcU
  304. https://www.youtube.com/watch?v=wCKhbmHNLAs
  305. https://www.youtube.com/watch?v=ceQGYDdzdUA
  306. https://github.com/HearthSim/hs-bugs/issues/110#issuecomment-265112619
  307. https://www.youtube.com/watch?v=ceQGYDdzdUA
  308. https://www.youtube.com/watch?v=RB85s2S0-lM
  309. https://www.youtube.com/watch?v=nuzvKVL2Vlg&t=5m12s Tested in Patch 4.1.0.10956 (2015-12-04)
  310. https://www.youtube.com/watch?v=c7J4-7kEDsg Tested in Patch 3.2.0.10604 (2015-10-20)
  311. https://gist.github.com/Patashu/a9102c0dcdb5d199cee7#file-full-zone-instant-removal-but-soul-of-the-forest-is-later-log (notice DAMAGE is set to 0) Tested in Patch 3.0.0.9786 (TGT patch)
  312. https://www.youtube.com/watch?v=WbKoID3Iy3A Tested in Patch 4.1.0.10956 (2015-12-04)
  313. https://www.youtube.com/watch?v=mi5g7qHMklY Tested in Patch 4.1.0.10956 (2015-12-04)
  314. https://www.youtube.com/watch?v=H3d_qlm4Xws&t=18m04s
  315. https://www.youtube.com/watch?v=DlUWzrouoCo&t=1m27s
  316. https://www.youtube.com/watch?v=8sCcRCgoo34&t=0m37s
  317. https://i.imgur.com/nrTzQqC.jpg
  318. https://www.youtube.com/watch?v=GfkGUybFchE
  319. https://www.youtube.com/watch?v=LYu5BjiVV_w
  320. https://www.youtube.com/watch?v=tzsy2xwlzdU
  321. https://www.youtube.com/watch?v=1wdaoBvpX7A
  322. https://www.youtube.com/watch?v=jNuKBjtlkhk Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  323. https://www.youtube.com/watch?v=RNrXJGFETXw Tested in Patch 4.1.0.10956 (2015-12-04)
  324. https://www.youtube.com/watch?v=E9DFVeo_KRY&t=0m20s Tested in Patch 5.0.1.13030 (2016-06-01)
  325. Tested by WillyK in Patch_2.7.0.9166 (Tavern Brawl patch). Re-tested by \u\steamgears92 in Patch 3.0.0.9786 (TGT patch)
  326. https://www.youtube.com/watch?v=uinaRSHI-rQ Tested in Patch 3.1.0.10357 (2015-09-29)
  327. https://www.youtube.com/watch?v=kyZuw46vjAY Tested in Patch 3.1.0.10357 (2015-09-29)
  328. https://www.reddit.com/r/hearthstone/comments/3i8jhc/varian_bug/
  329. https://www.youtube.com/watch?v=aWJfdwzf9GU&t=1m10s
  330. https://www.youtube.com/watch?v=aWJfdwzf9GU&t=2m51s
  331. https://www.youtube.com/watch?v=aWJfdwzf9GU&t=4m48s
  332. https://www.youtube.com/watch?v=iloAZS7LmMI&t=2m06s Tested in Patch 3.0.0.9786 (TGT patch)
  333. https://www.youtube.com/watch?v=SZNbVSMRTQA Tested in Patch 3.1.0.10357 (2015-09-29)
  334. https://www.youtube.com/watch?v=_rR99Z3sFAU Tested in Patch 3.1.0.10357 (2015-09-29)
  335. https://gist.github.com/culinko/596363b09f1ae1e78db7 Tested in Patch 4.1.0.10956 (2015-12-04)
  336. https://www.youtube.com/watch?v=-8IAqCAVSng Tested in Patch 4.1.0.10956 (2015-12-04)
  337. https://www.youtube.com/watch?v=ZFTOWbOvCso Tested in Patch 4.0.0.10833 (LoE patch)
  338. https://github.com/HearthSim/hs-bugs/issues/133
  339. https://www.youtube.com/watch?v=VzyMDfrlw4M
  340. https://www.youtube.com/watch?v=rm8dXYc3q0U
  341. https://github.com/jleclanche/fireplace/issues/15
  342. https://github.com/HearthSim/hs-bugs/issues/65
  343. https://www.youtube.com/watch?v=0dSa0MiKEZU Tested in Patch 3.0.0.9786 (TGT patch)
  344. https://www.youtube.com/watch?v=tDojzLsRn4k Tested in Patch 3.2.0.10604 (2015-10-20)
  345. https://www.reddit.com/r/hearthstone/comments/3l7rl6/interesting_light_of_the_naru_interaction/ Tested in Patch 3.0.0.9786 (TGT patch)
  346. https://www.youtube.com/watch?v=FTa3vC9ZDpU Tested in Patch 3.2.0.10604 (2015-10-20)
  347. https://www.youtube.com/watch?v=iXepIR0sw5Y Tested in Patch 3.0.0.9786 (TGT patch)
  348. https://youtu.be/mSS1fI32J60 https://youtu.be/yhrw56me9Zo Tested in Patch 5.0.1.13030 (2016-06-01)
  349. https://www.youtube.com/watch?v=XtAZ2EV9LXM Tested in Patch 3.0.0.9786 (TGT patch)
  350. https://www.youtube.com/watch?v=f5iYanAshlI Tested in Patch 3.0.0.9786 (TGT patch)
  351. http://us.battle.net/hearthstone/en/forum/topic/18706418189 Tested in Patch 3.0.0.9786 (TGT patch)
  352. https://www.youtube.com/watch?v=0dSa0MiKEZU Tested in Patch 3.0.0.9786 (TGT patch)
  353. https://www.youtube.com/watch?v=cqiZAHscZCA Tested in Patch 4.1.0.10956 (2015-12-04)
  354. https://www.youtube.com/watch?v=tpI9nS7C3Vo Tested in Patch 4.1.0.10956 (2015-12-04)
  355. https://www.youtube.com/watch?v=-0wDEellWXE Tested in Patch 4.1.0.10956 (2015-12-04)
  356. https://youtu.be/5Pn7NM0Uz7U Tested in Patch 5.0.0.12574 (WotOG patch)
  357. https://www.youtube.com/watch?v=Cc0xYeqVvrE Tested in Patch 5.0.0.12574 (WotOG patch)
  358. https://www.youtube.com/watch?v=MObXMLTN23Y Tested in Patch 5.0.0.12574 (WotOG patch)
  359. https://github.com/HearthSim/hs-bugs/issues/532#issuecomment-219356258 Tested in Patch 5.0.0.12574 (WotOG patch)
  360. https://github.com/HearthSim/hs-bugs/issues/628
  361. https://www.reddit.com/r/hearthstone/comments/3r62nq/gaara_creative_lethal/cwlanb0
  362. http://us.battle.net/hearthstone/en/forum/topic/20420603988
  363. https://www.youtube.com/watch?v=lUL5tQ_el7E Tested in Patch 4.2.0.12051 (2016-03-14)
  364. Tested by User:Taohinton, 2015-02-24. Attacking into a 5 Attack enemy minion using my 2 Health character. Despite having several playable cards in hand and sufficient mana to play them, as soon as the combat was initiated, all other options became de-highlighted.
  365. This isn't a Mechwarper, but a similar idea - at 0 mana, playing a 0 mana arcane missiles immediately lets you play the '1 mana Dragon's Breath' even before you see the minion die. https://www.youtube.com/watch?v=59OUp2E4F3E&t=1m55s
  366. https://www.youtube.com/watch?v=vyTckUS46YI&t=33m00s Tested in Patch 4.0.0.10833 (LoE patch)
  367. https://www.youtube.com/watch?v=U82pMcaNFo4 Tested in Patch 4.2.0.12051 (2016-03-14)
  368. Ben Brode on Twitter. (2015-09-05). 
  369. https://www.reddit.com/r/hearthstone/comments/3agk6v/turn_time_has_been_reduced_from_90_to_70_seconds/
  370. For about a week after Curse of Naxxramas came out, Knife Jugglers were bugged and could throw knives at 0 Health characters.
  371. https://www.youtube.com/watch?v=oVT21ZDmTuI Tested in Patch 2.7.0.9166 (Tavern Brawl patch)
  372. https://www.reddit.com/r/hearthstone/comments/424o8u/a_friend_and_i_broke_hearthstone_during_tavern/
  373. https://www.youtube.com/watch?v=Zggg-TzP040 Tested in Patch 4.1.0.10956 (2015-12-04)
  374. https://www.youtube.com/watch?v=kmBFyROolHw
  375. https://www.youtube.com/watch?v=Whg_WWCXH0Y
  376. https://www.youtube.com/watch?v=AahEuM0ArxQ Tested in Patch 5.0.1.13030 (2016-06-01)
  377. https://www.youtube.com/watch?v=NNS20tL2Yvk
  378. https://www.youtube.com/watch?v=7204_eNcfDk Tested in Patch 4.1.0.10956 (2015-12-04)
  379. https://www.youtube.com/watch?v=DgKHd-051DU Tested in Patch 4.0.0.10833 (LoE patch)
  380. https://www.youtube.com/watch?v=gI6hu7Mp1u4
  381. https://www.youtube.com/watch?v=5-TxcyUcplU
  382. https://www.reddit.com/r/hearthstone/comments/48qmot/a_roller_coaster_of_emotions/ Tested in Patch 4.1.0.10956 (2015-12-04)
  383. https://www.youtube.com/watch?v=DgKHd-051DU Tested in Patch 4.0.0.10833 (LoE patch)
  384. https://www.youtube.com/watch?v=DgKHd-051DU Tested in Patch 4.0.0.10833 (LoE patch)
  385. https://www.youtube.com/watch?v=PicYnNrMdkw
  386. https://www.reddit.com/r/hearthstone/comments/3dq7e5/hearthstone_science_the_dominant_player_bug/ctbgz5j?context=3
  387. https://www.youtube.com/watch?v=A0ZDuqp6EOo Tested in Patch 4.2.0.12051 (2016-03-14)
  388. https://www.youtube.com/watch?v=SKtwI467Z1g Tested in Patch 4.3.0.12266 (2016-04-14)
  389. https://www.youtube.com/watch?v=eoEEeCYg0j4&t=1m01s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  390. http://imgur.com/a/KAeLr https://gist.github.com/culinko/9c5b584b365f7c934d72 Tested in Patch 4.1.0.10956 (2015-12-04)
  391. https://www.youtube.com/watch?v=NNS20tL2Yvk Tested in Patch 4.1.0.10956 (2015-12-04)
  392. https://www.youtube.com/watch?v=bPPVVr3Ohdc Tested in Patch 4.1.0.10956 (2015-12-04)
  393. https://www.youtube.com/watch?v=J7ASx_PKNFE Tested in Patch 4.1.0.10956 (2015-12-04)
  394. https://www.youtube.com/watch?v=bPPVVr3Ohdc Tested in Patch 4.1.0.10956 (2015-12-04)
  395. https://github.com/HearthSim/hs-bugs/issues/303
  396. https://www.youtube.com/watch?v=AwBdx1qC8Kw&feature=youtu.be&t=960 Tested in Patch 4.1.0.10956 (2015-12-04)
  397. https://www.youtube.com/watch?v=kCiQ2lb1TSM Tested in Patch 4.1.0.10956 (2015-12-04)
  398. https://gist.github.com/culinko/5820aec340daa9a0383d Tested in Patch 4.1.0.10956 (2015-12-04)
  399. https://gist.github.com/culinko/5bfc95a5efef9563aa38f434607340f2 Tested in Patch 6.0.0.13921 (ONiK patch)
  400. https://www.youtube.com/watch?v=NhL-lFd3DJk Tested in Patch 5.0.0.12574 (WotOG patch)
  401. https://gist.github.com/culinko/d5ca1bebed362517a82b
  402. https://www.youtube.com/watch?v=ceQGYDdzdUA&t=1m14s Tested in Patch 4.1.0.10956 (2015-12-04)
  403. https://www.youtube.com/watch?v=4kwDjeU9jSs Tested in Patch 4.1.0.10956 (2015-12-04)
  404. https://www.youtube.com/watch?v=NhL-lFd3DJk
  405. https://gist.github.com/culinko/a9b72b75454ac78e637b#file-gistfile2-txt
  406. https://www.youtube.com/watch?v=x0xQL2CrWeg&t=4m50s
  407. https://www.youtube.com/watch?v=QydqRtk7zhA Tested in Patch 5.0.0.12574 (WotOG patch)
  408. https://www.youtube.com/watch?v=TDKGrm089u0 Tested in Patch 3.0.0.9786 (TGT patch)
  409. https://www.youtube.com/watch?v=Z6LM5GjqeTE Tested in Patch 4.1.0.10956 (2015-12-04)
  410. https://github.com/HearthSim/hs-bugs/issues/145 Tested in Patch 4.1.0.10956 (2015-12-04)
  411. https://www.youtube.com/watch?v=GeGVO_n2yA4
  412. https://www.youtube.com/watch?v=aZJMTaWsgfw
  413. https://www.youtube.com/watch?v=s-y_4Bu0muE
  414. Tested by User:Taohinton, 2015-02-21. Played Wild Pyromancer then Starving Buzzard then Unleash the Hounds. All Hounds were summoned; then Starving Buzzard activated for each; then Wild Pyromancer activated. Also tested in the other order: Played Buzzard, then Pyromancer, then Unleash - exact same result.
  415. Tested by User:Taohinton, 2015-02-07. Played Starving Buzzard then Knife Juggler; opponent then activated Snake Trap. Knife Juggler triggered from each Snake, then Buzzard drew three times once all had been summoned.
  416. https://www.youtube.com/watch?v=KIKvpPcKI9c&t=1m45s
  417. https://www.youtube.com/watch?v=gizioWc_yx8
  418. https://www.youtube.com/watch?v=x0xQL2CrWeg&t=11m28s
  419. http://www.reddit.com/r/Hearthstone/comments/36aedy/pretty_cool_piloted_shredder_combo/
  420. https://www.youtube.com/watch?v=rLvmCli9tkg Tested in Patch 4.1.0.10956 (2015-12-04)
  421. https://www.youtube.com/watch?v=EDc2-PlTmGQ
  422. https://www.youtube.com/watch?v=oBfd2TRwVeY
  423. https://github.com/HearthSim/hs-bugs/issues/2
  424. https://www.youtube.com/watch?v=RfnKJq7MZqM
  425. https://www.youtube.com/watch?v=Wl6QyeeMEgs
  426. https://www.youtube.com/watch?v=Wl6QyeeMEgs
  427. https://github.com/HearthSim/hs-bugs/issues/35#issuecomment-267130486
  428. https://www.youtube.com/watch?v=iqiIjdrUAXo
  429. http://us.battle.net/Hearthstone/en/forum/topic/17261257275
  430. https://www.youtube.com/watch?v=SrHVKYAyxig Tested in Patch 3.0.0.9786 (TGT patch)
  431. https://www.youtube.com/watch?v=hfoxyv5uLbw Tested in Patch 3.0.0.9786 (TGT patch)
  432. https://www.youtube.com/watch?v=Fh44iz3-PGs Tested in Patch 3.0.0.9786 (TGT patch)
  433. Contains logs: https://www.youtube.com/watch?v=zYNWKSr-jqM
  434. https://www.youtube.com/watch?v=hDI09-LmBzs&t=4m19s
  435. https://www.youtube.com/watch?v=QNpUgSTEWFI&t=6m20s
  436. https://www.youtube.com/watch?v=x0xQL2CrWeg&t=8m30s
  437. Observed by Patashu, May 22 2014. Opponent played a Lorewalker Cho and I got a copy from Mirror Entity. My copy always triggered first despite being summoned second.
  438. https://www.youtube.com/watch?v=Q5BMYBhnJWQ https://www.youtube.com/watch?v=SdIl13FK3V4 (read the description!)
  439. https://www.youtube.com/watch?v=UauIhg8qX08&t=3m22s
  440. https://www.youtube.com/watch?v=0LzJc_aLPr0
  441. https://www.youtube.com/watch?v=iWftn94D1Sc&t=6m29s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  442. https://github.com/HearthSim/hs-bugs/issues/636
  443. https://www.youtube.com/watch?v=HhZr5Sa7Bms&t=0m52s
  444. https://www.youtube.com/watch?v=PFo6ZfbNnZI&t=0m25s Note the sidebar, which indicates that Mogors were being made in an interleaved fashion , and they did the attack as soon as they were done - yet we see all of one side's go off first!
  445. https://www.youtube.com/watch?v=4BEPttjTTRA
  446. https://www.youtube.com/watch?v=4BEPttjTTRA Tested in Patch 4.0.0.10833 (LoE patch)
  447. https://www.youtube.com/watch?v=pZvyhb3GzVI Tested in Patch 4.0.0.10833 (LoE patch)
  448. https://www.youtube.com/watch?v=60f-OuRPOQg&feature=youtu.be
  449. http://ls.duowan.com/1507/300812448963.html Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  450. https://www.youtube.com/watch?v=iWftn94D1Sc&t=3m53s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  451. https://www.youtube.com/watch?v=5WQQSCauLcE Tested in Patch 5.0.0.12574 (WotOG patch)
  452. http://www.liquidhearth.com/forum/general-strategy/458084-interesting-sylvanas-test-results?page=2#26
  453. https://www.youtube.com/watch?v=7Tpw3Iy9EIw
  454. https://github.com/HearthSim/hs-bugs/issues/495#issuecomment-230085199
  455. https://www.youtube.com/watch?v=veg98eft6VI Tested in Patch 5.0.0.12574 (WotOG patch)
  456. https://www.youtube.com/watch?v=H3d_qlm4Xws&t=18m32s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  457. https://github.com/HearthSim/hs-bugs/issues/313#issuecomment-219225956
  458. https://github.com/HearthSim/hs-bugs/issues/56#issuecomment-161122606
  459. https://www.youtube.com/watch?v=uBU0GCnkUlg
  460. https://www.youtube.com/watch?v=NTqhUQpxdVw
  461. https://www.youtube.com/watch?v=Pr2d5-371xA Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  462. https://www.youtube.com/watch?v=8bqZS9MiLxE Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  463. https://www.youtube.com/watch?v=4sHHQQbPJIM&t=8m55s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  464. https://www.youtube.com/watch?v=u73RAEmRPLk&t=6m1s Tested in Patch_2.7.0.9166 (Tavern Brawl patch)
  465. Tested by ZeroRin aka WillyK in Patch_2.7.0.9166 (Tavern Brawl patch). No screenshot/video.
  466. https://www.youtube.com/watch?v=fmOuO5GOD9c in Patch 4.1.0.10956 (2015-12-04)
  467. Tested by ZeroRin: [ZeroRin] hmm, the void caller's deathrattle don't check if you have demon in hand when queueing... why avenge do check [ZeroRin] with no demon in hand, cult master and void caller played in this order, then cast sacrificial pact
  468. https://www.youtube.com/watch?v=m321X1h0UtM https://www.youtube.com/watch?v=zyTIN5mvjhs Tested in Patch 3.0.0.9786 (TGT patch)
  469. http://imgur.com/ov58pCN Tested in Patch 4.2.0.12051 (2016-03-14)
  470. https://youtu.be/GMegAEZHYG8 Tested in Patch 4.2.0.12051 (2016-03-14)
  471. https://www.reddit.com/r/hearthstone/comments/5gp8c5/hearthstone_experiments_weasel_tunneler_strange/dau8k8w/
  472. https://www.youtube.com/watch?v=afqdiQbt-cQ Tested in Patch 3.0.0.9786 (TGT patch)
  473. https://www.youtube.com/watch?v=wCKhbmHNLAs&t=6m39s Tested in Patch 2.7.0.9166 (Tavern Brawl patch)
  474. https://github.com/HearthSim/hs-bugs/issues/515
  475. https://www.youtube.com/watch?v=tDfBHGq4mvk
  476. https://www.reddit.com/r/hearthstone/comments/5hlnph/potion_of_polymorph_transforms_kazakus_in_the/
  477. https://www.youtube.com/watch?v=NJfmmBH_uJs Tested in Patch 4.1.0.10956 (2015-12-04)
  478. https://youtu.be/XdA_xw_Ei1M Tested in Patch 5.0.0.12574 (WotOG patch)
  479. https://www.youtube.com/watch?v=W52xmRRgvdU Tested in Patch 4.1.0.10956 (2015-12-04)
  480. https://github.com/HearthSim/hs-bugs/issues/636
  481. https://www.youtube.com/watch?v=TjTFRA-TiA4
  482. https://www.youtube.com/watch?v=ckU78-6Hr0c Tested in Patch 4.1.0.10956 (2015-12-04)
  483. https://www.youtube.com/watch?v=Rr3nfMnoCRk Tested in Patch 4.1.0.10956 (2015-12-04)
  484. https://www.youtube.com/watch?v=VwwtzER5ewc Tested in Patch 2.7.0.9166 (Tavern Brawl patch)
  485. https://www.youtube.com/watch?v=VwwtzER5ewc&t=1m46s Tested in Patch 2.7.0.9166 (Tavern Brawl patch)
  486. http://pastebin.com/ikVAVWYx Tested in Patch 4.1.0.10956 (2015-12-04)
  487. https://www.youtube.com/watch?v=Zggg-TzP040 Tested in Patch 4.1.0.10956 (2015-12-04)
  488. https://www.youtube.com/watch?v=grtcOf-g2Zc Tested in Patch 4.2.0.12051 (2016-03-14)
  489. https://www.youtube.com/watch?v=CQ3f3oRNzJ0
  490. https://www.youtube.com/watch?v=6-7qfkTmKZc Tested in Patch 5.0.0.12574 (WotOG patch)
  491. https://www.youtube.com/watch?v=gLU5_TSo_20 Tested in Patch 4.2.0.12051 (2016-03-14)
  492. https://www.youtube.com/watch?v=F5BTonvvCuk&t=1m43s
  493. https://www.youtube.com/watch?v=jcniWFdCBKY Tested in Patch 5.0.0.12574 (WotOG patch)
  494. https://www.youtube.com/watch?v=454wq9Q2tgA
  495. https://www.youtube.com/watch?v=lmKuR0ufIjM Tested in Patch 4.1.0.10956 (2015-12-04)
  496. https://www.youtube.com/watch?v=A0ZDuqp6EOo Tested in Patch 4.2.0.12051 (2016-03-14)
  497. https://www.youtube.com/watch?v=l7wDU3IpGFQ Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  498. https://www.youtube.com/watch?v=FUzKLfsm13s&t=9m05s Tested in Patch 6.0.0.13921 (ONiK patch)
  499. https://www.reddit.com/r/hearthstone/comments/4gkyva/ragnaros_lightlord_play_is_it_a_glitch/ Tested in Patch 5.0.0.12574 (WotOG patch)
  500. http://us.battle.net/hearthstone/en/forum/topic/20744094286 Tested in Patch 5.0.0.12574 (WotOG patch)
  501. http://us.battle.net/hearthstone/en/forum/topic/18704976830
  502. https://www.reddit.com/r/hearthstone/comments/3skyme/anubisath_sentinel_bug/ Tested in Patch 4.0.0.10833 (LoE patch)
  503. https://www.youtube.com/watch?v=n8u2Senk_XU (Read the description)
  504. http://us.battle.net/hearthstone/en/forum/topic/20743006151 Tested in Patch 4.2.0.12051 (2016-03-14)
  505. https://github.com/HearthSim/hs-bugs/issues/61#issuecomment-204999699 Tested in Patch 4.2.0.12051 (2016-03-14)
  506. https://www.youtube.com/watch?v=gMJ3EK6n2UI Tested in Patch 5.0.0.12574 (WotOG patch)
  507. https://www.youtube.com/watch?v=Bh8t3DDteGs Tested in Patch 4.0.0.10833 (LoE patch)
  508. https://github.com/HearthSim/hs-bugs/issues/58
  509. https://www.youtube.com/watch?v=OhQtnzzf7Zk Tested in Patch 5.0.1.13030 (2016-06-01)
  510. http://www.reddit.com/r/hearthstone/comments/39if5x/mirror_entity_bug/
  511. https://www.youtube.com/watch?v=RBtjsTOlz3w
  512. https://www.youtube.com/watch?v=2an9dBLK6g8&t=1m31s
  513. https://www.youtube.com/watch?v=02lvZj53RkM&t=1m55s
  514. https://www.youtube.com/watch?v=AhbxhOKw9v4&t=0m33s
  515. https://www.youtube.com/watch?v=MYGSoWbaIAM
  516. https://www.youtube.com/watch?v=wCKhbmHNLAs
  517. https://www.youtube.com/watch?v=ceQGYDdzdUA
  518. https://github.com/HearthSim/hs-bugs/issues/110#issuecomment-265112619
  519. https://www.youtube.com/watch?v=DlUWzrouoCo&t=1m27s
  520. https://www.youtube.com/watch?v=8sCcRCgoo34&t=0m37s
  521. Tested by WillyK in Patch_2.7.0.9166 (Tavern Brawl patch). Re-tested by \u\steamgears92 in Patch 3.0.0.9786 (TGT patch)
  522. https://www.youtube.com/watch?v=-8IAqCAVSng Tested in Patch 4.1.0.10956 (2015-12-04)
  523. https://www.youtube.com/watch?v=ZFTOWbOvCso Tested in Patch 4.0.0.10833 (LoE patch)
  524. https://github.com/HearthSim/hs-bugs/issues/133
  525. https://www.youtube.com/watch?v=VzyMDfrlw4M
  526. https://www.youtube.com/watch?v=rm8dXYc3q0U
  527. https://github.com/jleclanche/fireplace/issues/15
  528. https://github.com/HearthSim/hs-bugs/issues/65
  529. https://www.youtube.com/watch?v=0dSa0MiKEZU Tested in Patch 3.0.0.9786 (TGT patch)
  530. https://www.youtube.com/watch?v=tDojzLsRn4k Tested in Patch 3.2.0.10604 (2015-10-20)
  531. https://www.youtube.com/watch?v=FTa3vC9ZDpU Tested in Patch 3.2.0.10604 (2015-10-20)
  532. https://www.youtube.com/watch?v=iXepIR0sw5Y Tested in Patch 3.0.0.9786 (TGT patch)
  533. https://youtu.be/mSS1fI32J60 https://youtu.be/yhrw56me9Zo Tested in Patch 5.0.1.13030 (2016-06-01)
  534. Ben Brode on Twitter. (2014-12-02). 
  535. https://www.reddit.com/r/hearthstone/comments/3agk6v/turn_time_has_been_reduced_from_90_to_70_seconds/
  536. http://mtgsalvation.gamepedia.com/Comprehensive_Rules
  537. Ben Brode on Twitter. (2014-09-14). 
  538. Ben Brode on Twitter. (2014-09-30). 
  539. https://www.reddit.com/r/hearthstone/comments/1s4gdw/myth_busted_redemption_revive_minion_randomly/