|Set:||Goblins vs Gnomes|
Battlecry: Equip a random weapon for each player.
PREPARE PARTY SERVOS FOR IMMEDIATE DEPLOYMENT.
How to get[edit | edit source]
|Golden Blingtron 3000||3200||1600|
Notes[edit | edit source]
- Blingtron's Battlecry selects and equips each hero with a random weapon. Any collectible weapon may be selected, and weapon selection is not class-restricted. However uncollectible weapons will not be selected. For example, Blingtron may equip Jaina with a Gorehowl, but not with a Blood Fury.
- Any weapons already equipped when Blingtron is played will be destroyed in order to equip the new one. This can make Blingtron a great play for countering an Ashbringer or Gorehowl, as he is unlikely to provide as powerful a weapon in exchange.
- Since the weapons are not played from the hand, any Battlecries will not be triggered.
- If Blingtron equips the summoning player with Sword of Justice, the Blingtron will trigger the weapon's effect, and immediately become a 4/5.
- As of Descent of Dragons, there are 73 possible weapons, giving each a 1.35% chance of being equipped.
Strategy[edit | edit source]
Blingtron is extremely powerful, but equally for both players - at least, potentially. This makes him a good play when the player has much more to gain from the equipping of a weapon than the opponent. Needing a few extra points of damage to end the game, or to clear a critical minion, is one example. Taunts aside, Blingtron is an effective if unreliable source of burst damage.
Blingtron combos very well with a Harrison Jones or Acidic Swamp Ooze. This allows the player to use Blingtron to equip themselves with a weapon, without granting one to their opponent. Harrison Jones can also make this a very efficient play, potentially drawing several cards, in addition to equipping a weapon and summoning two substantial minions - all from just 2 cards.
One key benefit of using Blingtron is to destroy any weapon currently equipped by the opponent. This can be used to destroy powerful weapons like Doomhammer and Gorehowl, although it always has a chance of upgrading or simply refreshing the player's current weapon. Beware of weapon Deathrattles such as Death's Bite and Powermace, which will be triggered by the destruction of the current weapon.
Blingtron makes an excellent combination with Freeze effects, especially from ongoing sources like Snowchugger and Water Elemental. By freezing the opponent the same turn as playing Blingtron, the opponent is prevented from using their weapon, denying them strategic options as well as the chance of immediate retaliation. If the player can keep the opponent frozen for the rest of the match, this effectively removes Blingtron's downside entirely.
With the release of The League of Explorers, Blingtron carries the risk of directly increasing damage taken by a player, in the form of Cursed Blade. This can lead to a substantial and potentially fatal increase in damage taken, especially given the weapon's 3 Durability, as a player cannot destroy their own weapon without depleting its Durability or equipping a replacement, often making the weapon very hard to get rid of. This can prove very useful when given to the opponent, but is equally likely to be granted to the summoning player. A replacement weapon in hand is a good counter to this possibility, which can easily bring lethal within reach for either player.
Blingtron has strong synergy with Twig of the World Tree. He is one of the only ways for Druids to destroy or replace a weapon (besides Medivh, the Guardian, who costs much more), and lets them able to use it to ramp to 10 mana at turn 5.
For Warriors, Weapons Project is a largely more competetive choice, being more mana efficient and avoiding the possibility of giving a powerful weapon to the opponent, though at the cost of giving the opponent some extra Armor.
Possible weapons[edit | edit source]
|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||2|
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.
After your hero attacks, gain Spell Damage +1 this turn. Turns out being stabbed makes you more vulnerable to magic.
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.
|Dreadlord's Bite||Common||Demon Hunter||3||3||2|
Outcast: Deal 1 damage to all enemies. When it gets too dull, it's more of a nibble.
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
Battlecry: Shuffle 2 Soul Fragments into your deck. Perfect for killing the first boss in Icecrown Citadel.
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.
After your hero attacks, gain +1 Attack. You no longer have to bring a stack of 2 swords to a test!
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.
After your hero attacks, give a random friendly minion +1/+1.
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!”
Spellburst: Also damages adjacent minions this turn. Die. Die. Die.
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!
After your Hero attacks a minion, your minions attack it too. You could have just pointed.
Has Attack equal to your Armor. Can't attack heroes. CAUTION: DO NOT SCRATCH NOSE.
After your hero attacks, give a Mech, Dragon, and Pirate in your hand +1/+1. A mech, a dragon, and a pirate walk into an Old God's gaping maw. The mech was too crunchy, the dragon was too hot, but the pirate was just right.
Spellburst: Summon a Student with Taunt and stats equal to the spell's Cost. For the most discerning of hall monitors.
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.
|Hammer of the Naaru||Epic||Paladin||6||3||3|
Battlecry: Summon a 6/6 Holy Elemental with Taunt. The naaru wasn't using it. It doesn't have arms.
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."
|Warglaives of Azzinoth||Epic||Demon Hunter||6||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.
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.
|Sphere of Sapience||Legendary||Any||1||0||4|
At the start of your turn, look at your top card. You can put it on the bottom and lose 1 Durability. This is what it sounds like when spheres scry.
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.
After your hero attacks, Discover a Secret and cast it. This rifle needs a muzzle for its muzzle.
|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 92 cards|
Quotes[edit | edit source]
- Who wants presents?
- Oh enjoy!
Lore[edit | edit source]
The Blingtrons are a series of robots resembling mechagnomes. They are best known for the Blingtron 4000, Blingtron 5000, Blingtron 6000, and Blingtron 7000 models, which can be crafted in World of Warcraft by engineers, and then summoned to reward each player with a special gift, once per day. The Blingtron 3000 is apparently an older model which, following the release of its successor, was sent to the Brawler's Guild where it features as an optional boss.
- Blingtron is the name of a series of freshly constructed mechagnomes. Plated in gold and chrome with a variety of impressive inlaid jewels, these mechanical constructs are known for their endless generosity and gift-giving.
- The Blingtron line didn't really pick up until the 4000 series hit the vendor shelves. Few remember the Blingtron 3000, but it was an engineering marvel in its own right. When a new series of Blingtron units are released, the older series is apparently considered obsolete and sent to their deaths in bloody gladiatorial arenas. While ostensibly a series of mechagnomes created to serve their masters, various cryptic sources of information hint at a far more complex and troubling origin for the constructs.
Trivia[edit | edit source]
- While the developers were still not wanting to introduce weapons for the non-melee classes, Blingtron was intended to provide limited access to weapons for all decks.
- Blingtron was the first card to directly grant weapons for non-weapon classes. Prior to its introduction, the only means for non-weapon classes to obtain weapons was to steal the cards of a weapon-class opponent using card-copying, return and/or mind control effects. Until the introduction of Medivh, the Guardian with One Night in Karazhan Blingtron was the only directly available and collectible means for mages, priests, and druids to wield weapons.
Gallery[edit | edit source]
Patch changes[edit | edit source]
Patch 18.104.22.16834 (2014-12-04): Added.
References[edit | edit source]
- Ben Brode on Twitter. (2014-11-08).
- Ben Brode on Twitter. (2014-11-19).
- Hearthstone Fireside Chat: Goblins vs Gnomes. (2014-11-08).
- Hearthstone Fireside Chat Goblins vs Gnomes. (2014-11-07).