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
Bane of Doom can be obtained through Classic card packs, through crafting, or as an Arena reward. Regular Bane of Doom can also be obtained through the Highest Rank Bonus chest at the end of a Ranked season, or as a first-time reward for first time reaching Platinum 10 or Diamond 10 in Ranked mode.
|Bane of Doom||400||100|
|Golden Bane of Doom||1600||400|
- 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 22.214.171.12474 (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.
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 demon like Blood Imp or Shadowhoof Slayer or a harmful one like Unlicensed Apothecary or Howlfiend can incur a huge tempo loss or put you at a disadvantage, or a temporary one if it summons a Dormant demon like Imprisoned Observer, while a powerful demon like Doomguard, Voidlord, Hulking Overfiend, and Priestess of Fury 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 or Wrathspike Brute.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Shadowhoof Slayer||Free||Minion||Demon||Demon Hunter||1||2||1|
Battlecry: Give your hero +1 Attack this turn. Was a humble Elven Archer before Sargeras got to him.
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Battlecry: Discard a random card. This puppy chews up cards instead of shoes.
|Sightless Watcher||Free||Minion||Demon||Demon Hunter||2||3||2|
Battlecry: Look at 3 cards in your deck. Choose one to put on top. What he lacks in sight, he makes up for in sleight-of-tentacle tricks.
|Satyr Overseer||Free||Minion||Demon||Demon Hunter||3||4||2|
After your hero attacks, summon a 2/2 Satyr. What he lacks in communication skills, he makes up for with highly responsive staffing allocations.
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
"I feel inky!"
After your hero attacks, gain +1 Attack. Say what you like about my hatchet-headed hooligan, he’s my battle-friend.
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Deathrattle: Give this minion's Attack to a random friendly minion. Putting the "r" in fiend.
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Dormant for 2 turns. When this awakens, equip a 3/2 Axe. Factory Direct Fiery War Axe. Please allow two turns for delivery.
Dormant for 2 turns.
Taunt He got a time out for excessive vulgarity.
Battlecry: Shuffle 2 Soul Fragments into your deck. "Sure, they're in your deck, but the mind is like, the REAL prison."
|Ur'zul Horror||Common||Minion||Demon||Demon Hunter||1||2||1|
Deathrattle: Add a 2/1 Lost Soul to your hand. You face face face face face Jaraxxus!
Dormant for 2 turns. When this awakens, attack a random enemy. It doesn't care who woke it up, someone's getting bitten.
Dormant for 2 turns.
Rush If you do the time, you gotta make up the time.
Lifesteal Dreamed of becoming a Stylefiend, but fel was never in season.
Dormant for 2 turns. When this awakens, reduce the Cost of a random minion in your hand by (5). "C'mon down to Illhoof's bargain bin! When the satyr's free, he'll lower your fee!"
Battlecry: Summon three 1/1 Huntresses for your opponent. Poor guy is terrified, look at his faces.
Deathrattle: Summon a 9/1 Inquisitor. He wanders east... always into the east.
Battlecry: Discard your highest Cost card. Throws shade at those "high-cost" minions.
When you draw this, restore 4 Health to your hero. She's got a big brood and a big mood.
Battlecry: Deal 6 damage randomly split among all other minions. Say what you want but finding a matching set of six swords takes commitment.
Can't attack heroes. Yet, you still feel attacked.
|Imprisoned Scrap Imp||Rare||Minion||Demon||Warlock||2||3||3|
Dormant for 2 turns. When this awakens, give all minions in your hand +2/+1. His impish imports imply impressively impetuous impropriety.
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Dormant for 2 turns. When this awakens, deal 2 damage to all enemy minions. Currently serving two turns on charges of aggravated minion slaughter.
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.
Costs (1) less for each damage dealt to your opponent this turn. Not to be confused with the "friendsy” felwing.
Battlecry: Shuffle 3 Portals into your deck. When drawn, summon a 2/2 Demon with Rush. No longer allowed to be "it" when playing demon tag.
|Imprisoned Antaen||Rare||Minion||Demon||Demon Hunter||6||10||6|
Dormant for 2 turns. When this awakens, deal 10 damage randomly split among all enemies. Can I get a pair of size XXXXXL manacles?
Battlecry: Fill each player's board with 1/1 Imps. Does he summon because of his madness, or is he mad from all the summoning?
|Priestess of Fury||Rare||Minion||Demon||Demon Hunter||7||6||5|
At the end of your turn, deal 6 damage randomly split among all enemies. Furious that she only has six warglaives. The Sightless Watcher has eight! The fel is always greener on the other side.
Your other Demons have +1 Attack. Has a side hustle as a siegebroker.
Deathrattle: Summon a 5/5 Dreadlord with Lifesteal. Photo actually taken across the street in the reflection of a doorknob.
|Hulking Overfiend||Rare||Minion||Demon||Demon Hunter||8||5||10|
Rush. After this attacks and kills a minion, it may attack again. To hulk, perhaps, to fiend: ay, there's the rub.
After your hero takes damage, refresh a Mana Crystal. He's got a dark glare, but he sees crystal clear!
All minions take double damage from spells. Double-damage. You know the drill.
Battlecry: Corrupt a playable card in your opponent's hand. They have 1 turn to play it! No matter the game rules, it's always playing Go Fish.
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.
Taunt. Battlecry: Destroy a Soul Fragment in your deck to gain +3/+3. It has no taste.
|Wrathspike Brute||Epic||Minion||Demon||Demon Hunter||5||2||6|
After this is attacked, deal 1 damage to all enemies. You scratch her back, her back scratches back.
Battlecry: Shuffle 3 Portals into your deck. When drawn, summon a 2/2 Demon with Rush. It's like an interdimensional game of demon tag.
Battlecry: Destroy a minion. Your hero takes damage equal to its Health. Brings you face to face with your destructive impulses.
|Ancient Void Hound||Epic||Minion||Demon||Demon Hunter||9||10||10|
At the end of your turn, steal 1 Attack and Health from all enemy minions. What happened to my 1/1 Void Pup? And the glee club?!
|Pit Commander||Epic||Minion||Demon||Demon Hunter||9||7||9|
At the end of your turn, summon a Demon from your deck. "Pit! Do as I say!"
Costs (1) less whenever a friendly Demon dies while this is in your hand. Jumbo in size! Huge in E.V.I.L.!
Dormant. Battlecry: Summon three 1/3 enemy Warders. When they die, destroy all minions and awaken. Came from another world to invade Outland and bend it to his will… only to be overthrown by an elf from another world who invaded Outland and bent it to his will.
After you play a card, summon a 2/1 Satyr. Xavius has grand nightmares of summoning Sargeras into this world, but a few Satyr will have to do for now.
|Fel Lord Betrug||Legendary||Minion||Demon||Warlock||8||5||7|
Whenever you draw a minion, summon a copy with Rush that dies at end of turn. Nobody else likes rush hour.
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Choose a friendly minion. Add a copy of it to your hand, deck and battlefield. Just wait until you also find a copy in your pocket. And your desk! And your FRIDGE!!
|Showing all 53 cards|
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 126.96.36.19911 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."
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 188.8.131.5211, this was somewhat ironic, since Doomguard was not one of the demons that could be summoned by the Hearthstone incarnation of Bane of Doom.
- The artwork for this card comes from the World of Warcraft Trading Card Game "Scourgewar" series, for the card Detonate Soul.
- Patch 184.108.40.20611 (2015-03-31): can now summon any collectible demons. Doom . . . DOOM! [Previously limited to Blood Imp, Voidwalker, Flame Imp, Dread Infernal, Succubus and Felguard]
- https://www.youtube.com/watch?v=RWPF-DezC3Y Tested in Patch 220.127.116.1157 (2015-09-29)
- Patch 18.104.22.16811
- Tested in Patch 22.214.171.12407 (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).