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 exceptions, such as Old Murk-Eye and Prophet Velen, which do not have such pulsing pools of light. 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|
|Ossirian Tear||None||Hero Power||Druid|
Passive Hero Power
Your Choose One cards have both effects combined.
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.
Your Hero Power can target minions. Scissors, knives, needles, you name it! He'll shoot it.
Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
Has +1 Attack while you have Overloaded Mana Crystals. "Overloaded? Should've gotten a surge protector."
|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.
Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Your Hero Power deals 2 extra damage. Not on good terms with warlocks.
Your other minions have +1 Attack.
Your minions can't be Frozen. If you want that muscular physique, you've really gotta feel the burn.
While at full Health, this has +2 Attack. "I am da powerful! You are da poop!"
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!
Has +2 Attack for each Dragon in your hand. "Flap! Flap! FLAP!"
Your Taunt minions have +2 Attack. Turns out he's really good at herding cats.
|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.
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
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.
Your opponent's cards cost (1) less. Yeah, she's mummified, but her money hasn’t dried up!
Your other Mechs have +1 Attack.
Battlecry: Summon two 1/1 Microcopters. Carefully engineered to never grab the Mimiron plush toy.
Costs (1) less for each damage dealt to your opponent this turn. Not to be confused with the "friendsy” felwing.
|Kirin Tor Tricaster||Rare||Minion||General||Mage||4||3||3|
Spell Damage +3
Your spells cost (1) more. The math checks out!
Draw 2 cards. Costs (2) less for each Treant you control. Good seeds can go far.
Costs (1) less for each damaged minion. Call Gurtogg a brute if you like, but no one else cares about the wounded like he does.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Rush. Costs (1) less for each minion on the battlefield. He's here to shape *clap* you up!
All minions take double damage from spells. Double-damage. You know the drill.
Has +3 Attack for each other Dread Raven you control. Fun Fact: A group of three Dread Ravens is an unkindness. Four is lethal!
|Eye Beam||Epic||Spell||Demon Hunter||3|
Lifesteal. Deal 3 damage to a minion.
Outcast: This costs (1). Sometimes looks CAN kill.
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.
Taunt. Costs (0) if you've cast a spell that costs (5) or more this turn. Also comes running when he hears a can opener.
Costs (1) less for each card you've played this game that didn't start in your deck. Spell more and save more with a GIANT discount!
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.
Your Demons cost (1) less.
Deathrattle: Shuffle 'Kanrethad Prime' into your deck. After Illidan's downfall, Kanrethad formed the Council of the Black Harvest to study Illidan's fel magic. Some say he was... green with envy.
|Kayn Sunfury||Legendary||Minion||General||Demon Hunter||4||3||5|
All friendly attacks ignore Taunt. "Armor and heals may slow my zeal, but fel and glaives excite me!"
Your Murlocs cost (1). Wanna know how he got those scars? So does he.
While you're Overloaded, your other minions have +2 Attack. She wasn't happy when Hagatha sent her back to Uldum. But her "angry" hiss sounds like her "happy" hiss, so no one knew the difference.
|Dark Pharaoh Tekahn||Legendary||Minion||General||Warlock||5||4||4|
Battlecry: For the rest of the game, your Lackeys are 4/4. He'll get that League of Explorers and their little murloc too!
|Goru the Mightree||Legendary||Minion||General||Druid||7||5||10|
Battlecry: For the rest of the game, your Treants have +1/+1. He's untreefeated.
Players only have 15 seconds to take their turns. Time to write some flavor text.
Your spells cost (1). Reach down into your lungs. The wind that resides there is your greatest treasure. It provides the gift of song, which is free.
*But not less than (1)
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.
|Showing all 55 cards|
Patch changes[edit | edit source]
- Patch 188.8.131.5244 (2014-03-11): The visual effect for ongoing effects has been adjusted and now occurs more frequently.
|By minion type|
|By ability||Evergreen keywords|
|By effect type|
|By card set||Standard|