Bane of Doom
|Abilities:||Deal damage, Summon|
|Tags:||Death-related, Demon-generating, Health-related, Random, Targeted|
Deal 2 damage to a character. If that kills it, summon a random Demon.
My advice to you is to avoid Doom, if possible.
How to get[edit | edit source]
Bane of Doom can be obtained through Classic card packs, through crafting, or as an Arena reward. Golden Bane of Doom can also be obtained through the Highest Rank Bonus chest at the end of each Ranked season.
|Bane of Doom||400||100|
|Golden Bane of Doom||1600||400|
Notes[edit | edit source]
- This spell has two steps:
- First it deals damage, queuing and resolving all on-damage triggers;
- Then, if its condition is satisfied, it summons a random demon, queuing and resolving triggers. Notice that as of Patch 220.127.116.1174 (WotOG patch), minions that have been set pending destroy, such as by Acidmaw, are considered to be dying, and the condition will thus be satisfied.
- Unlike Sense Demons, the Demon is not drawn from your deck, and the contents of your deck will not affect this spell.
- Battlecry effects are only activated when a minion is played from the hand, and will not be activated through Bane of Doom. This is usually good since demons tend to have battlecries with negative effects, for example Flame Imp, Doomguard or Pit Lord.
- If a hero is killed by Bane of Doom, a Demon will be summoned just as when a minion is killed. This is, of course, irrelevant to the outcome of the match.
- As with all golden card effects, if either the Bane of Doom or the minion killed is golden, the demon summoned will also be golden.
- If Bane of Doom reduces its target to 0 Health, the target is also destroyed. This means that if the target is a friendly Demon and Mal'Ganis is summoned, Mal'Ganis' +2 Health aura will not save the target and it will die anyway. A hypothesis for this interaction existing is because in the game's alpha, Blood Imp gave +1 Health to friendly minions, which would cause the spell's target to 'un-die', and testers considered this a bug and hardcoded a fix specifically for Bane of Doom. This used to be why Bane of Doom instantly ended multi-hero adventures, but that bug has since been fixed.
Strategy[edit | edit source]
Bane of Doom should only be played when it kills the target. The alternative, dealing only two damage without summoning a Demon, is a very weak play given the five mana cost.
The spell can be very strong or quite weak depending on the Demon it summons, as demons have a huge variance in strength. A weak or harmful demon like Blood Imp, Unlicensed Apothecary, or Howlfiend can incur a huge tempo loss or put you at a disadvantage, while a powerful demon like Doomguard, Despicable Dreadlord, or Illidan Stormrage can give you a strong lead. Of course, if the player is about to lose the game, using Bane of Doom may be the only option, since it has the potential to summon a Demon that can disrupt the opponent's attack, such as Felguard.
Possible minions[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Battlecry: Discard a random card. Warlocks have it pretty good.
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Battlecry: Summon a copy of this minion. What's worse than finding two imps in your lab? Only finding one of them.
Taunt Everyone expects an inquisition reference.
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Whenever this minion takes damage, discard a random card. The problem is that he carries those cards in his mouth.
Battlecry: Discard two random cards. Guaranteed to track tar all over your carpet.
Your other minions have +1 Attack. The result of a tragic accident involving a Defias Thug, a Wand of Polymorph, and a bundle of Fel Lotus.
Battlecry: Deal 2 damage to your hero. Fortunately he has an even number of fingers.
Deathrattle: Give a random friendly minion +2 Health. THIS wood imp. Stop asking!
At the end of your turn, deal 1 damage to all enemy minions. He's deathspicable.
Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Battlecry: If you have 15 or less Health, gain +3/+3 and Taunt. The hook is just an accessory. He can reave just fine without it.
Battlecry: Gain +1 Attack for each damage your hero has taken this turn. Why did the demon cross the streams? To get to The Other Side.
Deathrattle: Give all Demons in your hand +1/+1. Conclusion: Nothing there.
Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
Battlecry: Draw a minion from your deck with the lowest mana cost. She rids villages of annoying pests, like rats and children.
This is an Elemental, Mech, Demon, Murloc, Dragon, Beast, Pirate and Totem. Be all that you can be.
Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.
Battlecry: Swap the Attack and Health of all other minions. You had to put the portable hole inside the bag of holding, didn't you?!
Deathrattle: Summon three 1/3 Demons with Taunt. Never let it hold your checkbook.
Whenever you play a card, summon a 2/1 Flame of Azzinoth. Illidan's brother, Malfurion, imprisoned him beneath Hyjal for 10,000 years. Stormrages are not good at letting go of grudges.
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
|Showing all 26 cards|
History[edit | edit source]
This set the card apart from a number of other "random minion" cards such as Webspinner and Piloted Shredder, which (as Bane of Doom does now) pick from among all collectible cards of the stated type. This discrepancy was noted by the developers, especially in response to player requests following the release of Goblins vs Gnomes, but the card was only changed with the patch accompanying the release of Blackrock Mountain.
One reason for the original design may have been the power of Demons such as Lord Jaraxxus and Mal'Ganis, which could have resulted in Bane of Doom being too powerful. The restricted range of minions also limited the amount of RNG involved, decreasing the potential to swing matches based on which minion was summoned. It also gave developers more "design space" by allowing them to add more Demons to the game without worrying about their potentially unbalancing effect if summoned by Bane of Doom.
Following 4 months of requests from players, with Patch 18.104.22.16811 the spell was changed to be able to summon any collectible Demon. The change was highly unusual, given the developers' stance on not buffing cards, since it was considered to make the spell far more powerful, and led to a significant rise in its popularity. The developers categorised the change as a 'bug fix' rather than a card change, later explaining their motivation for the change as "when it didn't do what it said it did, you couldn't trust any other cards with the same text to do what they say. That's it."
Lore[edit | edit source]
This spell's first incarnation was as 'Doom' in Warcraft III, where it was the ultimate ability of the pit lord neutral hero. It would curse a target to take damage and when it died it would summon a doomguard. It was later reinvented in World of Warcraft as the infamous warlock spell 'Curse of Doom', later renamed 'Bane of Doom'. It applied a damage over time effect to a character, and each time it dealt damage had a chance to summon a Demon Guardian. While Cataclysm saw the spell deal damage every fifteen seconds, with a chance to summon an Ebon Imp who would automatically assist the warlock, the original spell had a duration of 60 seconds and dealt damage only once, at the completion of the effect, with a chance to summon a Doomguard. Unlike the Ebon Imp, the summoned Doomguard was not under the warlock's control, and would immediately attack the warlock upon spawning. The Doomguard was quite capable of killing the warlock and his allies, and had to be enslaved via the warlock's Enslave Demon spell in order to control him, although he could resist enslavement, or break free later on and begin attacking the warlock again. Prior to Patch 22.214.171.12411, this was somewhat ironic, since Doomguard was not one of the demons that could be summoned by the Hearthstone incarnation of Bane of Doom.
Trivia[edit | edit source]
- The artwork for this card comes from the World of Warcraft Trading Card Game "Scourgewar" series, for the card Detonate Soul.
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 126.96.36.19911 (2015-03-31): can now summon any collectible demons. Doom . . . DOOM! [Previously limited to Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus and Felguard]
References[edit | edit source]
- https://www.youtube.com/watch?v=RWPF-DezC3Y Tested in Patch 188.8.131.5257 (2015-09-29)
- Patch 184.108.40.20611
- Tested in Patch 220.127.116.1107 (2016-07-26) by cuklinko, still works this way.
- Beta Forums: Bane of Doom
- Ben Brode on Twitter. (2015-01-29).
- Ben Brode on Twitter. (2015-06-15).