|Tags:||Dragon-generating, Random, Spell-generating, Triggered effect|
At the end of your turn, add a Dream Card to your hand.
Ysera rules the Emerald Dream. Which is some kind of green-mirror-version of the real world, or something?
How to get[edit | edit source]
Notes[edit | edit source]
- Ysera Awakens will not deal damage to any Ysera on the battlefield, including enemy and Silenced ones (of course, any Ysera that has been transformed to something else does not count as "Ysera" anymore, and will therefore suffer the damage).
Strategy[edit | edit source]
Ysera is used for both its stats and its utility. The fact that it has 12 health makes it very hard to kill, and having exactly 4 attack allows it to avoid Shadow Word: Pain and Shadow Word: Death, as well as Big Game Hunter. At the end of your turn, it gives you one of 5 powerful and mana-efficient Dream Cards. This ability to create above curve cards can make Ysera a game finisher, as if she lives more than two turns you will gain an almost insurmountable advantage. Against aggro match ups Ysera might be too slow to save you, however control decks hate seeing this card, especially if they don't have an answer to it.
The downsides of Ysera are her high cost, which usually prevents you from playing her until later turns (druids with cards like Innervate and Wild Growth can sometimes get around this), and the unpredictability of her Dream Card generation, which will sometimes see the player repeatedly gaining cards they do not wish to use, while the one/s they are seeking elude them.
Dream Cards[edit | edit source]
There are 5 possible Dream Cards. As long as Ysera is alive and not silenced, the controlling player will receive one of the following cards at the end of each of their turns. This gives each card a 20% chance of being drawn each time. Aside from possible interruptions by Secrets, this should also guarantee that Ysera provides at least one Dream Card even if destroyed the turn after she is summoned. Notes and strategy for each Dream Card are given below.
Dream[edit | edit source]
A 0 mana minion return effect which can be used either defensively or offensively. It can be used to remove a high damage minion from your opponents board, pushing that creature's damage back a turn (unless it has Charge) or removing a creature with taunt to be able to attack your opponent directly during that turn. Alternately, it can be used to remove one of your own minions, such as one that is heavily damaged so that it can be reintroduced into the game at full health (eg. to keep a Taunt creature alive longer, or nullify a player's attempt to whittle Ysera down).
Offensively, if you have a Charge minion already in play, you can use Dream to remove it from the board after it has been used to attack, allowing you to place it back down and attack immediately for a second time. It could also be used to reuse a Battlecry minion that is already in play to get its effects for a second time.
Emerald Drake[edit | edit source]
Emerald Drake is the second most powerful minion available for 4 mana, having 2 more Attack than the epic Pit Lord (and with no drawbacks on its use) and one less Health than Flamewreathed Faceless (but without 2 Overload). It is useful for getting another high Attack minion into play to assist in quickly burning your opponent down. Its status as a "Dragon" also synergizes with many powerful cards in dragon-themed decks.
Laughing Sister[edit | edit source]
The advantage of the Laughing Sister is the "elusive" ability - shared with the Faerie Dragon, Spectral Knight, Soggoth the Slitherer and Arcane Nullifier X-21 - meaning it cannot be targeted by spells or Hero Powers. This usually leads the opponent to attack using their hero or minions, thus weakening themselves or their own defenses by reducing a minion to low health or sacrificing one completely. Additionally, it is one of the sturdiest minions that can be summoned for 3 mana, with its health matched only by Blackwing Technician while holding a Dragon, the rare Felguard/Injured Blademaster/Deathlord and legendary King Mukla, but without any drawbacks.
Nightmare[edit | edit source]
Nightmare can be used either offensively or defensively. Seeing as the minion it gets used on will be destroyed at the start of your next turn, it could either be used to buff up a defensive minion (such as one with Taunt) to help you survive for another round or it could be used in an offensive manner, buffing up the damage of a creature to turn the game around or as the extra points of damage to give you a win. Comboing with a minion with Windfury, such as an enraged Raging Worgen, can be devastating. Due to the destroy effect, it can also be combined with Freeze effects such as Ice Lance or Frost Elemental to safely remove large threats from the board. Combining it with a return character card such as Dream will also save the minion from destruction after attacking with it.
Nightmare can be used in powerful combo with Kel'Thuzad. The minion buffed with +5/+5 dies at the start of your next turn, which often leads the enemy player to ignore it completely (even skipping attack entirely if the buffed minion has Taunt), while it leaves you with enough time to summon Kel'Thuzad the following turn, so that the buffed minion is resurrected at the end of that turn. Note that if Nightmare was used on Ysera itself or other minions with effects that activate at the end of your turn (such as Ragnaros the Firelord), such effects will not trigger the turn that they are resurrected by Kel'Thuzad.
Note that if a minion affected by Nightmare is stolen, they will still trigger to die at the start of the caster of Nightmare's turn. (Before Patch 220.127.116.1174 (WotOG patch), it would trigger at the start of the newest controller's turn regardless of number of steals.) 
Nightmare can be applied to get the most use of a minion that is going to die anyway — for example, if it is under a similar delayed destroy effect such as Corruption, or about to be rammed into an enemy minion that would otherwise destroy it.
Ysera Awakens[edit | edit source]
Ysera Awakens can be comboed with a heal such as Healing Touch, Lay on Hands or Holy Light to wreak havoc on your opponent while leaving your own hero unscathed. You could also combo it with Holy Fire to deal 10 damage and still leave your hero undamaged.
Druids can combo Ysera Awakens with Soul of the Forest. Upon activating Ysera Awakens you will destroy the majority of minions on the board, which will activate your minions' Deathrattle, thus retaining board control while eliminating your opponent's.
Quotes[edit | edit source]
- I dream and the world trembles.
- I shall bring you rest.
Lore[edit | edit source]
- Ysera is green, and her skin glitters with countless emeralds for scales. Her physical form is ghostly, ethereal, like watching a living dream or vision. The Emerald Dream is a place where all living beings dream when sleeping. It is a place of where sentient beings have dreams of hope, and faith for a better tomorrow. From the Emerald Dream, Ysera can observe all lesser races. Her eyes are always closed, although you can see her pupils move constantly below her eyelids as if watching many dreams at once.
Trivia[edit | edit source]
- Ysera's Dream Cards are an example of vanilla Hearthstone cards which do not use the standard card frames for their class, in this case using the frames for hunter spells and minions instead.
Artist[edit | edit source]
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 18.104.22.16811 (2015-03-31): Text now reads "At the end of your turn, add a Dream Card to your hand." instead of "At the end of your turn, draw a Dream Card." No change to the card's effect.
- Patch 22.214.171.12417 (2013-12-10): Visual effect: Ysera now summons her Dream cards directly from the Emerald Dream!
- Previously: At the end of your turn, draw a Dream Card. [4 attack, 12 health, 9 mana, Legendary]