Call to Arms
|Set:||Kobolds and Catacombs|
|Abilities:||Put into battlefield, Recruit, Summon|
Recruit 3 minions that cost (2) or less.
More personal than a text to arms.
How to get[edit | edit source]
|Call to Arms||400||100|
|Golden Call to Arms||1600||400|
Notes[edit | edit source]
- While minions visually appear to be summoned all at once, they're actually brought into play from leftmost to rightmost. This is important if it pulls minions with effects that trigger after you summon a minion, as it will trigger off the others Recruited by Call to Arms if it was brought into play first or second.
Example: Knife Juggler is pulled first, and it deals two random damage. If Knife Juggler is pulled second, it deals one. If it's pulled third, it does not trigger.
Strategy[edit | edit source]
Call to Arms allows you to gain board control early in the game by summoning 3 low-cost minions in the battlefield for 5 mana. It also thins your deck by 3, allowing you to draw better cards. Call to Arms is a key card for Aggro Paladin and Murloc Paladin, letting you swarm the board with high-impact cards like Righteous Protector, Murloc Tidecaller, Knife Juggler, and Argent Squire. While this card is compatible with Baku the Mooneater, the deck-building restrictions causes only 1-drops to get Recruited, which lowers this card's immediate impact but still functions as a deck thinner.
Since the recruit effect summons a minion direct from your deck, it will void any Battlecry effects.