|Abilities:||Battlecry, Modify cost, Set attribute|
Battlecry: Enemy spells cost (0) next turn.
"I'm gonna light you up, sweetcheeks!"
- For the tutorial boss of the same name, see Millhouse Manastorm (boss)
How to get[edit | edit source]
|Golden Millhouse Manastorm||3200||1600|
Notes[edit | edit source]
- This card's Battlecry creates a cost-modification enchantment attached to the enemy player: this means that it will not be cancelled if the enemy's hero is replaced by Ragnaros (as a result of Majordomo Executus's Deathrattle) or Lord Jaraxxus. This enchantment sets the mana cost of spell cards in the opponents's hand to 0, and wears off at the end the opponent's turn.
- This card's effect follows the general rule that multiple cost modifications take effect in order of play: for additional details, see Mana cost.
- Example: If Loatheb and Millhouse Manastorm are both played in a turn, their effects will happen in order: if Loatheb is played followed by Millhouse Manastorm, all enemy spells will cost 0 mana; if Millhouse Manastorm is played followed by Loatheb, all enemy spells will cost 5 mana.
Strategy[edit | edit source]
Millhouse Manastorm is meant to give you an early advantage in any game. If you play first he can be a turn 2 4/4, and if you go second he can be a turn 1 4/4. Either way he is extremely good for his cost early game. The only downside is that spells cost 0 for your opponent next turn, so you had better be careful what type of deck you play him against. This can have unforeseen and devastating consequences, such as early-game Pyroblast, Mind Control, Lay on Hands, Sprint, etc. However, it helps to keep in mind that most players will mulligan such expensive cards away if they draw them in their opening hand, since no player will actually anticipate a Millhouse Manastorm, making him a fairly safe bet if played no later than the 2nd turn.
For this reason Millhouse Manastorm is not generally recommended beyond the early game, unless your opponent has only 1 or 2 cards in hand. He is most perilous of all against mages, who may be able to defeat your hero outright using the damage spells they have in hand. Certain mage decks such as Freeze Mage intentionally hoard damage spells over the game, making a Millhouse an invitation to unload 20 or more damage in a single turn. Card draw mechanics such as Gadgetzan Auctioneer can also be very effective for providing the player with an endless supply of spells while Millhouse's effect lasts, making it a bad idea to play him while the opponent has such mechanics in place. In extreme cases Millhouse can allow the opponent to defeat the player as early as turn 1, through allowing the use of multiple direct damage spells. For example, Pyroblast x 2 and Fireball x 2 will allow a mage to deal 32 points of damage for 0 mana if the opponent has just played Millhouse.
If played under the right conditions, Millhouse can be a cheap 4/4, and in the first few turns can create a significant increase in tempo. In the later game his low cost tends to be fairly insignificant, while the potential for backfiring increases as the opponent's hand grows.
Do not ever play Millhouse while Archmage Antonidas is on the board: This will result in an almost definite loss. This is because all the enemy hero needs on their turn is one spell in hand and can keep creating 0-cost Fireballs for free, which can target your hero even if it has Taunts or other usual 'control' threats on the board.
Quotes[edit | edit source]
- Prepare to face the mighty Millhouse Manastorm!
- Here it comes!
Lore[edit | edit source]
- "Aaalllriiiight!! Who ordered up an extra large can of whoop-ass?"
Millhouse Manastorm is a gnome mage who was first encountered imprisoned in the Arcatraz wing of the Burning Crusade instance Tempest Keep. Originally, players had to ensure Millhouse's survival during the Harbinger Skyriss fight, who would then grant them the key to The Eye wing of the Keep. Years later, Millhouse was encountered as a convert to the Twilight's Hammer, and more recently he has been seen as a combatant in the Brawler's Guild.
Trivia[edit | edit source]
- During the game's alpha, Millhouse was a 2/2 with a Battlecry that generated a MEGA-BLAST!!! card for the player; a 10 mana legendary spell which dealt 5 damage to all enemies. This is referenced by the Millhouse Manastorm boss in the tutorial, when he states "Just you wait until I have 10 mana!".
- The final version of Millhouse was designed as "a card that had a lot of possibilities, a lot of open-endedness". It was not until it was released for testing that players began recounting tales of Millhouse's Battlecry leading to catastrophic defeat; Eric Dodds cited an example of a turn-1 Millhouse leading to a turn-2 Ragnaros for the opposing player, which the designers never "had any clue was going to happen".
Artist[edit | edit source]
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 22.214.171.12434 (2014-12-04): Playing Lord Jaraxxus no longer cancels the Kill_Millhouse! effect.
- Patch 126.96.36.19940 (April or May 2013): Card text changed from "Battlecry: Put a 'Mega-Blast' card into your hand." to "Battlecry: Enemy spells cost (0) next turn." Now a 4/4 instead of a 2/2.
References[edit | edit source]
- Screenshot. Tested by User:Xinhuan, 2015-03-08.
- Ben Brode on Twitter. (2014-07-18).
- Hearthstone: 10 Bits of Design Wisdom, Eric Dodds, Game Developer's Conference 2014, 38m10s of the video
- Hearthstone: Heroes of Warcraft - Building the Fire (UK). (2013-03-19).