With the arrival of Whispers of the Old Gods and game formats, the wiki has switched over to Standard format.
The preferred format for new and advanced players alike, most card lists will from now on only show cards valid in Standard format, making it easier for readers to find the information they're looking for.
For those interested in Wild format, Wild listings can now be found on subpages, such as Deathrattle/Wild format, linked just above main card listings, and Wild strategy and tips are still featured in our articles.
If you hit an Eredar Lord with enough Wisps, it will explode. But why?
- For the other minion of the same name, see Wisp (Wisps of the Old Gods)
How to get[edit | edit source]
Summoned by[edit | edit source]
As well as being collected in decks, this card can also be summoned by the following cards.
Strategy[edit | edit source]
With its zero mana cost, Wisp is primarily valuable for use as part of rogue combos, providing a cheap way to activate Combo effects. It works well with cards like Edwin VanCleef and Questing Adventurer which are improved by playing cards. They can also be useful in combination with Hobgoblin to have two 3/3 minions for free.
Such combinations aside, the Wisp's low stats and lack of useful abilities generally make it less desirable than other low cost minion cards.
Lore[edit | edit source]
- Wisps are fey nature spirits who build night elf structures and gather resources. Wisps have the power to detonate, causing a backlash of mana, and can become Ancients. Several thousand of them, known as the "Ancestral Spirits", gathered at the call of the Horn of Cenarius to Nordrassil to destroy Archimonde.
- Wisps are the form taken by night elves after death, equivalent to other races' ghosts. Wisps are able to move much faster than ghosts, aiding night elf adventures in returning to their bodies. According to legend, all wisps are the disembodied spirits of deceased night elves.