Ongoing effects are minion, weapon, and boss Hero Power abilities which grant special effects on an ongoing basis. Ongoing effects are often referred to as auras, particularly those which grant temporary enchantments to other targets.
Ongoing effects are distinguished from regular minion abilities such as Taunt in that their effects directly affect the state of other game elements, and/or are toggled on and off in response to the state of other game elements. This makes ongoing effects dynamic and synergistic abilities, capable of directly altering the function of the game, or manifesting additional abilities in response to the wider state of the game. Ongoing effects are also distinguished from abilities such as Enrage which are activated solely through personal state changes, and effects which grant one-time enchantments. Ongoing effects are contrasted with triggered effects, which only take effect in response to specific events.
Minions with ongoing effects are indicated on the battlefield by a pool of light periodically welling from beneath them. There are two exceptions - Old Murk-Eye and Prophet Velen - which do not. Any enchantments granted by ongoing effects are listed on affected minions, and not on the generating minion.
Auras[edit | edit source]
Ongoing effects which grant temporary enchantments or buffs to other minions are referred to as auras. Some notable examples of cards which provide persistent auras are Stormwind Champion and Murloc Warleader. Auras may affect all friendly minions, or all minions of a specific type. Auras usually take effect on the player's entire side of the board, but some auras only affect adjacent minions, such as Dire Wolf Alpha and Flametongue Totem. The key distinction between aura buffs and minion-specific buffs is that auras grant their effects only for as long as the aura-generating card remains in play. For example, Defender of Argus and Shattered Sun Cleric are examples of minions that give minion-specific buffs, but not auras. In Hearthstone, auras can be defined as continuously ongoing effects that are provided only by the presence of another card in play.
Auras, unlike permanent enchantments, cannot be removed by silencing the minion being affected by the aura, but only by neutralizing the minion generating the aura. Silencing or removing an aura-generating minion will remove its aura generation, and remove its aura effect from all affected minions. However, silencing the same minion will not prevent it from being affected by the auras of other minions.
If an aura minion meets the requirements for its own aura, it will benefit from it. For example, Tundra Rhino will gain Charge due to its own aura, and Warsong Commander will grant itself +1 Attack if you cast Potion of Madness on it.
Notes[edit | edit source]
While enchantments are normally applied to minions in the order in which they were granted, enchantments from auras and ongoing effects appear to be granted after all other enchantments have been applied, even if the aura was in place prior to the other buffs being gained. For the most part this prevents auras from being included in the calculations of other enchantments, but still allows them to be included in effect calculations such as Reversing Switch. For more details, see Advanced rulebook#Enchantments.
Cards[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Your other Murlocs have +1 Attack. These are the brainy murlocs. It turns out that doesn’t mean much.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Adjacent minions have +2 Attack. Totemsmiths like to use the rarest woods for their totems. There are even rumors of totems made of Ironbark Protectors.
Your other minions have +1 Attack. "That's a 50 DKP minus!"
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Your other minions have +1/+1. When Deathwing assaulted the capital, this soldier was the only member of his squad to survive. Now he's all bitter and stuff.
Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
|Dire Wolf Alpha||Common||Minion||Beast||Any||2||2||2|
Adjacent minions have +1 Attack. We are pretty excited about the upcoming release of Dire Wolf Beta, just repost this sign for a chance at a key.
Has +4 Attack while damaged. It's the sleeper of the set.
Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Has Spell Damage +2 while damaged. But don’t ask her to use it in a sentence.
Your other minions have +1 Attack.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
This minion's Attack is always equal to its Health. Spawn of the Light? Or Pawn of the Lights?
Has +2 Attack while you have no other minions. It'll take a humble offender to defeat him.
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Double the damage and healing of your Hero Power. Most mechs are pretty chill, but this one is all wound up.
Can't attack while damaged. These elementals, along with feldspar and mica, are often taken for granite.
|Venture Co. Mercenary||Common||Minion||General||Any||5||7||6|
Your minions cost (3) more. No Job is too big. No fee is too big.
Costs (1) less for each enemy minion. "Shirt? Shoes!? No service!"
Your other Elementals have +2 Attack. Decorating tip: Unused cauldrons can make a lovely elemental display.
Your minions can't be reduced below 1 Health this turn. Draw a card. "Shout! Shout! Let it all out!" - Advice to warriors-in-training
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Can only attack if you cast a spell this turn. After a stressful work day it really needs an outlet.
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
|Kirin Tor Tricaster||Rare||Minion||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
|Spirit of the Shark||Rare||Minion||General||Rogue||4||0||3|
Stealth for 1 turn.
Your minions' Battlecries and Combos trigger twice. It has Stealth, but its ominous theme music keeps giving it away.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Rush. Costs (1) less for each friendly Treant that died this game. The latest advancement in hippo-botany.
Costs (1) less for each spell you've cast this game. Trolls can regenerate lost limbs, but this is what they do with the leftovers.
Battlecry: This turn, your healing effects deal damage instead. “Okay kids did everyone remember to heal before we left?”
Your other Murlocs have +2 Attack. Do Murlocs ever get tired of making the same old sound? Nope! Mrglglrglglglglglglgl!
Your other Pirates have +1/+1. When he saves enough plunder, he's going to commission an enormous captain's hat. He has hat envy.
Your Deathrattles trigger twice. If at first you don't succeed, die, die again.
Deathrattle minions you play cost (3) less, but die at the end of the turn. (Cost can't be reduced below 1.) It's hard to call her reckless when it's clear she knows what she's doing.
Your minions with Windfury have Mega-Windfury. And your minions with mega-windfury get... dizzy.
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
Costs (1) less for each other minion on the battlefield. See? Giant.
Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Divine Shield, Lifesteal
Your healing is doubled. He wants to tank, but Boom always makes him play support.
Your other minions have Rush. They’re good dogs, Tess.
Your Murlocs cost (1). Wanna know how he got those scars? So does he.
The first card each player plays each turn costs (0). Someone called her "Tweety". She didn't take it well.
Minions in your hand have Echo. Summon an unlimited* number of minions!** *Six **Wisps
|Dr. Boom, Mad Genius||Legendary||Hero card||Warrior||7|
Battlecry: For the rest of the game, your Mechs have Rush. "Of course I've gone mad with power. Ever try going mad without it?"
Double the damage and healing of your spells and Hero Power. He's been exiled from his home, and all his brothers turned evil, but otherwise he doesn't have a lot to complain about.
Players only have 15 seconds to take their turns. Time to write some flavor text.
Your first spell each turn costs (0).
Battlecry: Discover a spell. He was once the Aspect of Magic but gave it up to focus on cheap tricks.
|Shirvallah, the Tiger||Legendary||Minion||Beast||Paladin||25||7||5|
Divine Shield, Rush, Lifesteal
Costs (1) less for each Mana you've spent on spells. On bended knee Thekal placed his weapon upon Shirvallah’s altar, whereupon she slowly knocked it off with her paw.
|Showing all 52 cards|
Patch changes[edit | edit source]
Patch 126.96.36.19944 (2014-03-11): The visual effect for ongoing effects has been adjusted and now occurs more frequently.
|By minion type|
|By effect type|
|By card set||Standard|