At the end of your turn, draw a Dream Card.
Ysera rules the Emerald Dream. Which is some kind of green-mirror-version of the real world, or something?
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. At the end of each turn, it gives you one of 5 powerful and mana-efficient dream cards. These cards, such as Dream, can lead you to an easy victory.
There are 5 possible dream cards. As long as Ysera is alive and not silenced, the controlling player will draw one of the following cards at the end of each turn. This gives each card a 20% chance of being drawn each turn. Aside from possible interruptions by secrets, this should also guarantee that she 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.
- Spell, 0 mana. Return a minion to its owner's hand.
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 which summons/buffs other minions in play. 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.
- Minion, 4 mana, 7/6, Dragon.
Emerald Drake is the most powerful minion available for 4 mana, having 2 more damage than the epic Pit Lord (and with no drawbacks on its use). It is useful for getting another high damage minion into play to assist in quickly burning your opponent down.
- Minion, 3 mana, 3/5. Can't be targeted by Spells or Hero Powers.
The advantage of the Laughing Sister is that, similar to the Faerie Dragon and Spectral Knight, 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 the rare Felguard/Injured Blademaster and legendary King Mukla, but without any drawbacks.
- Spell, 0 mana. Give a minion +5/+5. At the start of your next turn, destroy it.
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 high damage creature such as a Core Hound 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.
- Spell, 2 mana. Deal 5 damage to all characters except Ysera.
Ysera Awakens will damage every minion on the board as well as both heroes, making it a druid's best option for clearing out an opponent's board in the late game to eliminate a board advantage. If Ysera Awakens is available, one could combo it with a heal such as Healing Touch to wreak havoc on your opponent while leaving your own hero unscathed.
Another option for druids is to first use Soul of the Forest which gives your minions "Deathrattle: Summon a 2/2 Treant". Upon activating Ysera Awakens you will destroy the majority of minions on the board which will activate your minion's Deathrattle, thus retaining board control while eliminating your opponent's.
Note that Ysera Awakens will not damage any Ysera, including duplicate and enemy Yseras. This is the case even if the Ysera is Silenced, but not if she is transformed. This is only significant when more than one Ysera is in play.
- I dream and the world trembles.
- I shall bring you rest.
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.
- Patch 184.108.40.20617 (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]