Blingtron's Beauteous Brawl
- "Blingtron is ready to rumble! He changes your hero power to "Get a random weapon." AND he gives you random weapons!"
History[edit | edit source]
|34||February 4, 2016||February 9, 2016|
Overview[edit | edit source]
This Brawl sees players doing battle with custom decks of any class. Each player starts the Brawl with 10 Armor (in addition to 30 Health), a Foam Sword equipped, and their usual Hero Power replaced by Cash In. The special weapon enchantment "Blingtron's Blade" is applied to the initial Foam Sword and any weapon generated by Cash In. The enchantment causes a new weapon to automatically be equipped when the enchanted weapon is destroyed, as well as granting the enchantment to the new weapon. Both Cash In and "Blingtron's Blade" equip a random collectible weapon.
Special cards[edit | edit source]
Possible weapons[edit | edit source]
As of The League of Explorers, the average collectible weapon has 2.9 Attack and 2.8 Durability. Of the 23 weapons, 18 have card text or abilities, 5 have Battlecries, and 3 have Deathrattles. Each has a 4.3% chance of being equipped by either Cash In or "Blingtron's Blade".
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
Prince Malchezaar was a collector of rare weapons. He'd animate them and have them dance for him.
|Aldrachi Warblades||Free||Demon Hunter||3||2||3|
Lifesteal The ancient Aldrachi were the greatest warriors in the universe. Imagine their power if they'd put the handle at the END of the blade.
|Fiery War Axe||Free||Warrior||3||3||2|
During times of tranquility and harmony, this weapon was called by its less popular name, Chilly Peace Axe.
Whenever your hero attacks, restore 2 Health to it. It Slices, it Dices. You can cut a tin can with it. (But you wouldn't want to.)
No… actually you should fear the Reaper.
Guaranteed to have been owned by a real assassin. Certificate of authenticity included.
Battlecry: Deal 5 damage to your hero. This weapon – ow! Requires a little – OWW! Finesse.
Your hero is Immune while attacking. Once called Cahn'delar, Shortbow of the Ancient Whisker.
Deathrattle: Give your minions Rush. The tooth hurts, don’t it?
Battlecry: Give a random friendly minion +1 Attack. For the times when a regular bazooka just isn't enough.
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Has +2 Attack while you have Spell Damage. They'll be MUCH easier to use once they add the spirit thumb.
Overload: (1) Yo, that's a nice axe.
Battlecry: Summon two 1/1 Felwings. Demon Hunters refer to these glaives as "the ol’ flappy-attackys."
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
After your hero attacks, summon a 1/1 Locust with Rush. Goes on the right, next to the desert spoon.
Combo: Gain +2 Attack. Oooooooooooow. I'm hooked on a scimitar!
50% chance to attack the wrong enemy. Simple, misguided, and incredibly dangerous. You know, like most things ogre.
After you play a minion, deal 1 damage to it. "This merit badge is for cruelty. This one's for whipping. And this one is for embroidery..."
Battlecry and Deathrattle: Deal 1 damage to all minions. For the close shave that you've always wanted. Caution: Very sharp.
Deathrattle: Deal 1 damage to all minions. "Take a bite outta Death." - McScruff the Deathlord
Unlimited attacks each turn. Can't attack heroes. A fool and his bane are soon parted.
Double all damage dealt to your hero. The Curse is that you have to listen to "MMMBop" on repeat.
Each turn this is in your hand, transform it into a new weapon. It’s a sword! It’s a knife! It’s a swizzle-stick!
Battlecry: Reveal a minion in each deck. If yours costs more, +1 Durability. The stripes make it look like a candy cane, but we recommend against licking it.
Battlecry: Summon a Jade Golem. Overload: (1) "Best manicure ever!" - Aya Blackpaw
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
Battlecry: If you control a Secret, gain +1 Attack. It knows every secret you have felt.
Battlecry: Invoke Galakrond. Chop chop, Galakrond!
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Destroy any Frozen minion damaged by this. A great way to end a conversation.
Battlecry: If you have a minion with Taunt, gain +1 Durability. "King's Attacker" is a shield. Funny, huh?
Deathrattle: Trigger the Deathrattle of a random friendly minion. Grab death by the handle.
Battlecry: Deal 1 damage. Combo: Deal 2 instead. Perdition's Blade is Ragnaros's back-up weapon while Sulfuras is in the shop.
Deathrattle: Give a random friendly Mech +2/+2. People assume that shamans control the elements, but really, they have to ask them stuff and the elements are like, "Yeah ok, sure."
Battlecry: Give +1/+1 to your minions with Divine Shield. As far as blades go, this one is pretty great in the motivation department.
Battlecry: Your hero is Immune this turn. It's tacky to call it "Shadeblade."
Gains a bonus effect in your hand. When all you have is an unidentified maul, everything else looks like an unidentified nail.
Costs (1) less for each card you've played from another class. You know you’re a Rogue when a sharp rock makes you go “Ooh! Dagger!”
Overkill: Give a minion in your hand +2/+2. Only two things in life are certain: death and axes.
After your hero attacks, summon two 1/1 Silver Hand Recruits. George and Karl! Thank the Light we found you!
After your hero attacks, give your minions +1/+1. Silver’s malleability limits its utility as an edged weapon. On the other hand... SHINY!
Has Attack equal to your Armor. Can't attack heroes. CAUTION: DO NOT SCRATCH NOSE.
Battlecry: Give a random friendly minion Divine Shield and Taunt. So you ripped this out of a machine, carved some runes on it, stuck it on a handle, and now it's a weapon of great divine power? Seems legit.
Has +2 Attack while you have a Mech. For tightening cogs and smashin' troggs!
After your Hero attacks, add a Lackey to your hand. The lance is heavy but it’s the battery pack that really does a number on the shoulders.
Doesn't lose Durability while you control a Dragon. It brings the storm before the calm.
|Sword of Justice||Epic||Paladin||3||1||5|
After you summon a minion, give it +1/+1 and this loses 1 Durability. I dub you Sir Loin of Beef!
|Underlight Angling Rod||Epic||Paladin||3||3||2|
After your Hero attacks, add a random Murloc to your hand. "I said I wanted the ASHbringer not FISHbringer!"
After your hero attacks, give a random minion in your hand +1/+1. For the goon that wants to make a fashion statement.
Deathrattle: Your Hero Power becomes 'Deal 2 damage.' You can only pick it up if you are worthy.
After a friendly minion loses Divine Shield, gain +1 Attack. These sorrows cut deep.
Your Hero Power gives this weapon +1 Attack instead of replacing it. How much more poisoned can a blade get? The answer is a lot. A lot more poisoned.
Whenever you play a card from another class, gain +1 Durability. So sharp it can cut through a spectral tomato!
Battlecry: Summon copies of your Totems. The ancient shaman chant, "Control Axe, Control Vee."
Deathrattle: Return a random friendly minion to your hand. It costs (2) less. Kobolds informally refer to its effect as a deathwaggle.
After your hero attacks, shuffle a Bomb into your opponent's deck. Whoso pulleth out this wrench from the toolbox is rightwise king of the lab.
After your hero attacks, transform your minions into random ones that cost (1) more. I would NOT want to put my hand in there. It's... SQUISHY.
Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
|Hammer of Twilight||Epic||Shaman||5||4||2|
Deathrattle: Summon a 4/2 Elemental. Stop! It's Twilight Hammer time.
Whenever your hero attacks, summon a 1/1 Piranha. A great improvement over the guppy launcher.
After you attack a minion, force it to attack one of its neighbors. Boom's Second Law of Motion: HIT IT VERY HARD!
|Tentacles for Arms||Epic||Warrior||5||2||2|
Deathrattle: Return this to your hand. That's right. Garrosh just slapped you to death with a tentacle.
|Warglavies of Azzinoth||Epic||Demon Hunter||5||3||4|
After attacking a minion, your hero may attack again. The blades glow green from things unseen, dark dreams whirling in the felfire gleam.
Overkill: You may attack again. “Griftah here with de Sul’chop. One chop, you get four damage. Two chops, eight damage - you gonna change de way you fight."
Also damages the minions next to whomever your hero attacks. Honestly it sows more flame than it reaps.
Your hero is Immune while attacking. The longbow allows shots to be fired from farther away and is useful for firing on particularly odorous targets.
Attacking a minion costs 1 Attack instead of 1 Durability. Grommash Hellscream's famous axe. Somehow this ended up in Prince Malchezaar's possession. Quite the mystery!
Always keeps enchantments. Deathrattle: Shuffle this into your deck. But it has a soft spot for emperors.
After your hero attacks, draw a Pirate from your deck. The problem with anchors is they often end up sinking to the bottom of your deck.
|Bulwark of Azzinoth||Legendary||Warrior||3||1||4|
Whenever your hero would take damage, this loses 1 Durability instead. This plate turned shield you shall wield, praying its powers fel will serve you well.
After you cast 3 spells in a turn, summon a 5/5 Dragon. Crafted by Deathwing's goblin horde, but the dragon added the rainbow sparkles himself.
|The Fist of Ra-den||Legendary||Shaman||4||1||4|
After you cast a spell, summon a Legendary minion of that Cost. Lose 1 Durability. The mighty Ra-den was known as the Keeper of Storms. Unfortunately, he could not keep his fist.
|Twig of the World Tree||Legendary||Druid||4||1||5|
Deathrattle: Gain 10 Mana Crystals. For druids who want to branch out.
|Skull of the Man'ari||Legendary||Warlock||5||0||3|
At the start of your turn, summon a Demon from your hand. Don't trust the skull.
At the end of your turn, draw 3 cards. PHENOMENAL ARCANE POWER…itty bitty living space.
Deathrattle: Give a minion in your hand +4/+2. When it dies, reequip this. Recently unearthed in one of the deepest kobold caves. Traded for a large candle.
Battlecry: If your deck has no minions, fill your hand with Hunter spells. Rhok'delar is ready to Rhok'de'casbah!
After your hero attacks, Discover a spell and cast it with random targets. When asked what the runes do, the tauren smith smiled: "A little of this, a little of that..."
After your hero attacks, Recruit a minion. Turn that frown into TWO frowns!
|Showing all 80 cards|
Related cards[edit | edit source]
Listed below are all cards which have a specific synergy or interaction with weapons. Cards which simply generate new weapons can be found here.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Give your weapon +2 Attack. Rogues guard the secrets to poison-making carefully, lest magi start incorporating poison into their spells. Poisonbolt? Rain of Poison? Poison Elemental? Nobody wants that.
|Acidic Swamp Ooze||Free||Minion||General||Any||2||3||2|
Battlecry: Destroy your opponent's weapon. Oozes love Flamenco. Don't ask.
Whenever you equip a weapon, give it +1 Attack. The best part of buccaneering is the pants.
Give your weapon Lifesteal this turn. No actual leeches were harmed in the creation of this card.
Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
Battlecry: Gain Attack equal to the Attack of your weapon. "I only plunder on days that end in 'y'."
Battlecry: Draw a weapon from your deck. They call her the candled vandal.
|Forge of Souls||Common||Spell||Warrior||2|
Draw 2 weapons from your deck. Powerful weaponry forged by Bronjahm, the Godfather of Souls.
Battlecry: Give your weapon +1 Attack. This guy is excellent at adjusting your haircut and/or height.
Battlecry: Give your weapon +1 Attack. Double-majoring in culinary sciences was definitely a mistake.
Combo: Give your weapon +1 Attack. In life he worked as a sword swallower.
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
|Toxic Sewer Ooze||Common||Minion||General||Any||3||4||3|
Battlecry: Remove 1 Durability from your opponent's weapon. When Sergeant Sally shows up unexpectedly, DO NOT FLUSH YOUR MANA CRYSTALS DOWN THE TOILET.
Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Whenever your weapon is destroyed, gain +1/+1. I think one of the necromancers got a little carried away.
Battlecry: Give your weapon +1 Attack. Hook-tails are nice and all but she keeps getting stuck on things.
Deathrattle: Give your weapon +2 Attack. Quick! Before I drown! Let me sharpen your sword for you.
|Tinker's Sharpsword Oil||Common||Spell||Rogue||4|
Give your weapon +3 Attack. Combo: Give a random friendly minion +3 Attack. "Get ready to strike oil!" - Super-cheesy battle cry
Battlecry: Destroy your opponent's weapon. The result of centuries of terrible sanitation.
Your weapon has +2 Attack while this is damaged. She'll craft you a sword, but you'll need to bring her 5 Steel Ingots, 3 Motes of Earth, and the scalp of her last customer.
Battlecry: Remove 1 Durability from your opponent's weapon. Every pirate uses the same four digits to access Automated Gold Dispensers. It's called the "Pirate's Code".
Each turn this is in your hand, transform it into a new weapon. It’s a sword! It’s a knife! It’s a swizzle-stick!
Has +2 Attack while you have a weapon equipped. "Oh, I'm not serious about it. I only pirate on the weekends."
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Draw a weapon.
Give it +1/+1. Where's a corsair's favorite place to hide treasure? Under their deck!
Battlecry: If you control another Pirate, give your weapon +1/+1. They're really just in it for the Blood Parrot.
Battlecry: If you have a weapon equipped, Discover a spell. “Shoot them in the face” is more of a tactic than a strategy.
Give your weapon Poisonous. Like Deadly Poison, but deadlier.
Battlecry: Give a random weapon in your hand +1/+1. "I don't know a lot about used GvG cards, so I'm going to have to call in an expert."
Draw two Pirates from your deck. Combo: Draw a Weapon. And a bowl of chips. And some of those little cocktail weenies!
Your weapons cost (2) less. "Look, they fell off the back of a ship, do you want them or not? I have a meeting with Y'Shaarj in like ten minutes."
Destroy your weapon and deal its damage to all enemy minions. "Look, it's not just about waving daggers around really fast. It's a lot more complicated than that." - Shan, Rogue Trainer
Battlecry: Reduce the Cost of a random weapon in your hand by (2). Having a furnace-mouth is really handy for a blacksmith.
Battlecry: Equip one of your destroyed weapons. Better to have stabbed and lost. And then found again!
Battlecry: If your deck has no Neutral cards, equip a 4/2 Truesilver Champion. Card-carrying member of the Paladins Only Paladin Club.
Battlecry: Gain stats equal to your weapon's. There's no such thing as a free boot.
During your turn, your weapon doesn't lose Durability. Don't worry, he'll keep an eye on that for you.
|Lesser Mithril Spellstone||Rare||Spell||Warrior||7|
Summon one 5/5 Mithril Golem. (Equip a weapon to upgrade.) To dwarves of stone the demon called
With promises of might, enthralled
In grasping greed they found their doom
Forever bound in mithril tombs.
Summon two 5/5 Mithril Golems. (Equip a weapon to upgrade.)
Throw your weapon at a minion. It deals its damage, then returns to your hand. Guaranteed to return your weapon directly to your hand! (Wear gloves. Thick ones.)
Battlecry: Destroy your opponent's weapon and gain Armor equal to its Attack. Three time winner of the Un'Goro weapon eating contest.
Battlecry: Return one of your destroyed weapons to your hand. "Broken longsword is brand new shortsword." - Kobold Proverb
Destroy a random enemy minion. Combo: And your opponent's weapon. Rogues can't stand it. They know you planned it! They are going to set you straight!
Battlecry: Steal your opponent's weapon. He no take candle. He take sword.
Reveal a weapon from your deck. Deal its Attack to all minions. Oh look. A Gorehowl.
Battlecry: Discard all weapons from your hand and gain their stats. Smelts in his mouth, not in your hand.
Battlecry: If your weapon has at least 3 Attack, gain +4/+4. You can't just leave a Luckydo somewhere. You gotta keep 'em with you! Especially in Gadgetzan!
Battlecry: Give all weapons in your hand and deck +1 Attack. Grapplehammer is the horrible mind behind the Automatic Piranha Launcher (banned in 7 districts)!
Battlecry: Give your weapon +1/+1. He was this close to piloting a massive juggernaut into Stormwind Harbor. If it weren't for those pesky kids!
Battlecry: Destroy your opponent's weapon and draw cards equal to its Durability. “That belongs in the Hall of Explorers!”
|Showing all 50 cards|
Notes[edit | edit source]
- Weapon equipped from any source other than Cash In or "Blingtron's Blade" will not gain a copy of the enchantment, meaning when they will not be automatically replaced when destroyed. However, the cycle can be renewed by using Cash In to generate a new weapon.
- Weapons equipped by Cash In and Blingtron's Blade are not played from the hand, and therefore any Battlecries will not be activated. This affects Argent Lance, Blood Razor, Coghammer, Glaivezooka, Jade Claws, King's Defender, Perdition's Blade, Rallying Blade and Shadowblade.
- Weapon Deathrattles function normally when destroyed by Cash In. This applies to Charged Hammer, Death's Bite and Powermace.
- Since the mana cost for the summoned weapon is not payed, neither is any Overload. This is relevant for Doomhammer and Stormforged Axe.
Specific interactions[edit | edit source]
- Poisoned Blade's ability does not prevent Cash In from destroying it and replacing it with another weapon. However, if Poisoned Blade is generated by Cash In, its effect will activate immediately after being equipped.
- Charged Hammer's Deathrattle functions normally during the Brawl, and will replace Cash In with Lightning Jolt if activated. However, this will not prevent "Blingtron's Blade" from continuing to generate new weapons for the player.
- If you equip Doomhammer after attacking once already that turn, you will immediately be able to attack one more time, due to the Doomhammer's Windfury.
Strategy[edit | edit source]
Rogues have the largest number of weapon-related cards, with Buccaneer, Goblin Auto-Barber, Tinker's Sharpsword Oil, Blade Flurry and Sabotage. The only other weapon-related class cards belong to warriors, with Orgrimmar Aspirant and Upgrade!.
As a rule, almost any card which gains or provides an effect from the opponent having a weapon equipped is more effective during this Brawl. Harrison Jones is a very strong and reliable card, although his Battlecry will usually only draw 1 or 2 cards. Acidic Swamp Ooze is useful for removing especially potent weapons, or for triggering enemy weapon Deathrattles at especially inopportune moments, but otherwise is of no special use. Sabotage is guaranteed double effectiveness, although again the weapon destroy effect is only of situational use. Bloodsail Corsair is likewise of little use.
Bloodsail Raider and Dread Corsair are both strong early cards, although they will likely be destroyed before long. If played early enough, their 3 Health can allow them to require two hits from the opponent's Foam Sword, while in the later game the opponent will usually have a weapon capable of dispatching them with a single blow. The rogue's Goblin Auto-Barber is less sturdy but is still a good early option, especially if increased Attack is required for removal. Orgrimmar Aspirant is the warrior's sturdier and more ongoingly useful version.
Extra care should be taken regarding Cursed Blade. With a 4.3% chance of gaining it each time a new weapon is generated, its damage-doubling effect can easily boost the opponent to lethal. If it is acquired through expending the Durability on your current, it is often wise to immediately Cash In for a new weapon, to prevent the opponent from making the most of your vulnerability during their turn. When grasping for a few extra points of damage, it is possible to destroy the opponent's weapon through effects like Sabotage, Harrison Jones or Acidic Swamp Ooze, on the chance that they may be equipped with a Cursed Blade in its place.
The chance of equipping Sword of Justice may make it worth attacking, in order to consume your weapon's final point of Durability, or using Cash In, prior to summoning minions. The presence of Powermace and Cogmaster's Wrench gives a small but potentially significant tactical advantage to Mech-oriented decks.
Attack-boosting effects like Deadly Poison and Tinker's Sharpsword Oil are especially useful with weapons with long Durability. Doomhammer combines 8 Durability with Windfury, providing not only an excellent multiplier on the benefits of such effects but the ability to make use of the bonus damage twice each turn.
As a counter-strategy, effects that can prevent your opponent's hero or minions from attacking you directly can help you in outlasting your opponent's assaults, such as minions with Taunt. The Mage can be an excellent class to consider for this role with the variety of Freeze spells and minions at her disposal, such as Snowchugger, Water Elemental and Ice Lance. Control decks in general can be effective in this Brawl.
One important strategic decision during this Brawl is when to use Cash In. The table above lists all possible weapons, and can be ordered to show stat ranges, etc. Try to get a good idea of how likely Cash In is to provide a superior or inferior option if used. Both stats and special abilities are worth considering, with a few special synergies available.
Lightning Jolt is generally far superior to Cash In, making it usually a good idea to replace Charged Hammer as quickly as possible if generated. The downside is the potential to get stuck with a 1-Attack weapon (or worse yet, Cursed Blade) with no ready way of replacing it. This drawback aside, the power of Lightning Jolt can provide a good reason to use Cash In as often as possible, in the hopes of gaining Charged Hammer.
Aside from the presence of weapons, the other key strategic element in this Brawl is the lack of each class' regular Hero Power. This affects deck viability as well as class identity to some extent, with warriors unable to Armor up, shamans unable to summon their Totems, and mages unable to 'ping' minions, for example. This especially reduces hunters' reliable damage output, warriors' defensive ability, and warlocks' card draw potential. Decks based around these powers will likely have a harder time in this Brawl, although the weapons provided can compensate in some cases, such by providing the means for ample amounts of direct damage.