- For the game conclusion where neither player wins, see Draw
A card draw effect is an effect which causes the player to draw one or more cards directly from their deck. Cards with card draw effects are sometimes called "cantrips", after similar effects in other games.
Card draw effects are distinguished from generate effects, which place new cards into your hand without removing them from your deck; and from put into hand and put into battlefield effects, which place cards of a specific type into the hand or the battlefield directly from the player's deck, rather than simply drawing the next card in the deck.
A few cards have special effects which trigger based on the drawing of cards.
Details[edit | edit source]
Drawing a card removes the top card from your deck, and places it into your hand. Since the hand can only hold 10 cards at a time, attempting to draw cards with a full hand will result in overdraw (see below), which is not considered card draw for game purposes.
Cards are drawn from the player's deck, and once the player's deck has been exhausted, it will not be possible to draw any more cards. Attempting to draw a card with an empty deck will cause fatigue damage to the player, with the amount increasing each time a draw is attempted.
Card draw takes the top card from the player's remaining deck. Since the deck is randomly ordered, this makes card draw essentially a random process.
Overdraw[edit | edit source]
Attempting to draw a card when you already have 10 cards in your hand will result in the drawn card being removed from play, something referred to as "overdraw". Overdrawn cards are revealed to both players, before the card is visually destroyed.
Overdrawing is similar to discarding, but does not count as a discard for game purposes. While discard effects remove cards from the hand, overdraw removes the card directly from the deck. Overdraw also does not count as card draw for game purposes, since the game never attempts to draw the card into the hand, but rather destroys it since there is no room.
Types[edit | edit source]
Most cards are drawn automatically without the use of specific effects: Each turn, the current player draws a random card from their deck. This occurs at the start of each round, before the player is able to take any actions, but after effects that state "at the start of your turn". The initial hand and mulligan at the start of the game also draws 3-4 randomly selected cards, although this takes place before regular game mechanics become active and do not trigger effects related to card drawing.
Certain spells cause the caster to draw one or more cards when they are cast. Some minions also have card draw effects as part of their card text, and vary in activation method. Many have a one-time Battlecry or Deathrattle that activates the card draw, but some that use triggered effects can be used repeatedly to draw numerous cards.
Card draw effects draw from the top of the randomly ordered deck, unlike "put into battlefield" or "put into hand" effects, resulting in an even chance of getting any card remaining in the deck. However, it is possible to gain more control over drawing using Tracking, which gives the player a choice among the top three random draws.
Strategy[edit | edit source]
Card advantage is a very important part of card games. Having more cards means having more options, and increases the likelihood of having the card you need. While card value and strategy form a part of this, using cards with card draw can also help you to maintain a good range of options each turn, and even attain a card advantage over your opponent.
An example of the value of card draw effects would be the Loot Hoarder, who draws the controlling player a card when he is destroyed. If the player uses their Loot Hoarder to attack their opponent's Knife Juggler, both minions will be destroyed. However, because Loot Hoarder's death draws a new card for its owner, the exchange can be considered to be favourable.
It is very important in gameplay to make profitable trades, such as using a Patient Assassin to attack a Molten Giant, destroying both minions. However, in some situations it will be necessary to sacrifice multiple minions to destroy a single enemy, such as using Murloc Raider to break Sunwalker's Divine Shield, before then attacking with Patient Assassin. Having good card draw can make this more viable, with a larger supply of cards to use.
The benefit of card draw has its limits, however, in the form of fatigue. Once a player has exhausted their deck, fatigue deals increasing damage to them each time they try to draw another card. Using too much card draw in a deck can lead to reaching this point prematurely, inadvertently leading to the player's demise.
Another limit to card draw is the player's hand size. Each player can only have a total of 10 cards in their hand at any time. If you attempt to draw a new card when your hand is full, that card will be destroyed. Cards destroyed in this way will be revealed face up to both players before being incinerated. This can therefore potentially grant additional strategic value by informing you of your opponent's deck style, or showing that they have lost a critical and possibly unique card, knowledge which can be very useful in anticipating what your opponent may or may not be capable of.
Both of these mechanics can be exploited to the other player's benefit. For example, forcing your opponent to draw cards when their hand is full will cause them to waste valuable cards. Even more powerfully, forcing your opponent to draw cards when they have exhausted their deck will cause them to suffer increasing fatigue damage. In such circumstances cards like Northshire Cleric can actually become the direct cause of the controlling player's defeat.
Forcing card draw and controlling the player's ability to empty their hand are key components in milling, a technique that attempts to hasten the opponent's progress toward fatigue damage, and/or cause them to overdraw, destroying and revealing cards. This is usually achieved through using card draw effects such as Naturalize and Coldlight Oracle to cause the opponent to draw a significant amount of additional cards. Unlike with Northshire Cleric, milling generally does not rely on the opponent's cards to initiate card draw, but aggressively pursues the goal through its own means.
Forced overdraw can be an effective way of causing the opponent to reveal cards, which can illustrate their deck type or general strategy. Destroying key cards such as Grommash Hellscream or a second Ice Block can serve to inform the player that their opponent no longer has a chance to draw these cards, providing substantial strategic advantage. However, since card draw is randomised, unless the game reaches fatigue, overdraw will not actually affect which cards the player draws.
Some cards interact with the number of cards in the player's hand, and can offer advantages for having either a full or an empty hand. Mountain Giant and Twilight Drake are cards which reward having a large hand, and players with these cards will often try to make their hand as full as possible before playing them. Cards with discard effects such as Soulfire and Doomguard offer a powerful incentive to empty the hand before playing them, or at least to play any valuable cards first.
The warlock has a particularly interesting relationship with card draw, due to their hero power Life Tap. Warlocks can use Life Tap to quickly fill their hand, doubling the usual rate of card draw each turn. This can be useful for quickly growing a full hand for use with cards like Twilight Drake, or to refill the hand after emptying it with cheap minion cards or discard effects like Doomguard. Warlocks trying to play around discard effects may deliberately empty their hand before then refilling using Life Tap, or even Life Tap before discarding in order to reduce the likelihood of losing specific cards in their hand.
Cards[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Life Tap||None||Hero Power||Warlock||2||Hero Power|
Draw a card and take 2 damage.
|Arcane Intellect||Free||Spell||Mage||3||Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter.|
|Fan of Knives||Free||Spell||Rogue||3||Deal 1 damage to all enemy minions. Draw a card. I wouldn't say I LOVE knives, but I'm definitely a fan.|
|Gnomish Inventor||Free||Minion||General||Any||4||2||4||Battlecry: Draw a card. She's never quite sure what she's making, she just knows it's AWESOME!|
|Hammer of Wrath||Free||Spell||Paladin||4||Deal 3 damage. Draw a card. A good paladin has many tools. Hammer of Wrath, Pliers of Vengeance, Hacksaw of Justice, etc.|
|Mortal Coil||Free||Spell||Warlock||1||Deal 1 damage to a minion. If that kills it, draw a card. If your spells look like horrifying skulls, let's be honest, you should get to draw some cards.|
|Northshire Cleric||Free||Minion||General||Priest||1||1||3||Whenever a minion is healed, draw a card. They help the downtrodden and distressed. Also they sell cookies.|
|Novice Engineer||Free||Minion||General||Any||2||1||1||Battlecry: Draw a card. "Half of this class will not graduate… since they'll have been turned to chickens." - Tinkmaster Overspark, teaching Gizmos 101.|
|Power Word: Shield||Free||Spell||Priest||1||Give a minion +2 Health.|
Draw a card. Sure the extra protection is nice, but the shield really reduces visibility.
|Shield Block||Free||Spell||Warrior||3||Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.|
|Shiv||Free||Spell||Rogue||2||Deal 1 damage. Draw a card. Rogues are experts at SHIV-al-ry.|
|Sprint||Free||Spell||Rogue||7||Draw 4 cards. Rogues are not good joggers.|
|Starfire||Free||Spell||Druid||6||Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.|
|Starving Buzzard||Free||Minion||Beast||Hunter||5||3||2||Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.|
|Tracking||Free||Spell||Hunter||1||Look at the top three cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck!|
|Acolyte of Pain||Common||Minion||General||Any||3||1||3||Whenever this minion takes damage, draw a card. He trained when he was younger to be an acolyte of joy, but things didn’t work out like he thought they would.|
|Battle Rage||Common||Spell||Warrior||2||Draw a card for each damaged friendly character. "You won't like me when I'm angry."|
|Blessing of Wisdom||Common||Spell||Paladin||1||Choose a minion. Whenever it attacks, draw a card. Apparently with wisdom comes the knowledge that you should probably be attacking every turn.|
|Coldwraith||Common||Minion||General||Mage||3||3||4||Battlecry: If an enemy is Frozen, draw a card. He's freezing his bones off!|
|Cult Master||Common||Minion||General||Any||4||4||2||Whenever one of your other minions dies, draw a card. She may be an evil cult master, but she still calls her parents once a week.|
|Loot Hoarder||Common||Minion||General||Any||2||2||1||Deathrattle: Draw a card. Always roll need.|
|Malchezaar's Imp||Common||Minion||Demon||Warlock||1||1||3||Whenever you discard a card, draw a card. Malchezaar used to have an imp named Dobby working for him, but there was a tragic accident.|
|Mark of Y'Shaarj||Common||Spell||Druid||2||Give a minion +2/+2. If it's a Beast, draw a card. Y'shaarj had three sons: Mark, Theodore, and Chris.|
|Naturalize||Common||Spell||Druid||1||Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.|
|Purify||Common||Spell||Priest||2||Silence a friendly minion. Draw a card. Even better than a hot shower with vigorous scrubbing!|
|Runic Egg||Common||Minion||General||Any||1||0||2||Deathrattle: Draw a card. Oh man! Runic omelettes are the best!|
|Slam||Common||Spell||Warrior||2||Deal 2 damage to a minion. If it survives, draw a card. "Dun da dun, dun da dun": if you've heard an ogre sing this, it's too late.|
|Wrath||Common||Spell||Druid||2||Choose One - Deal 3 damage to a minion; or 1 damage and draw a card. The talk around the Ratchet Inn is that this card is too good and should be a Legendary.|
|Coldlight Oracle||Rare||Minion||Murloc||Any||3||2||2||Battlecry: Each player draws 2 cards. They can see the future. In that future both players draw more cards. Spoooky.|
|Commanding Shout||Rare||Spell||Warrior||2||Your minions can't be reduced below 1 Health this turn. Draw a card. "Shout! Shout! Let it all out!" - Advice to warriors-in-training|
|Darkshire Librarian||Rare||Minion||General||Warlock||2||3||2||Battlecry: Discard a random card. Deathrattle: Draw a card. Do NOT be late with your overdue fines.|
|Divine Favor||Rare||Spell||Paladin||3||Draw cards until you have as many in hand as your opponent. This is not just a favor, but a divine one, like helping someone move a couch with a fold out bed!|
|Flare||Rare||Spell||Hunter||2||All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but it's also great for parties!|
|Gadgetzan Auctioneer||Rare||Minion||General||Any||6||4||4||Whenever you cast a spell, draw a card. He used to run the black market auction house, but there was just too much violence and he had to move.|
|Holy Wrath||Rare||Spell||Paladin||5||Draw a card and deal damage equal to its cost. C'mon Molten Giant!!|
|Mana Tide Totem||Rare||Minion||Totem||Shaman||3||0||3||At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.|
|Mass Dispel||Rare||Spell||Priest||4||Silence all enemy minions. Draw a card. It dispels buffs, powers, hopes, and dreams.|
|Mimic Pod||Rare||Spell||Rogue||3||Draw a card, then add a copy of it to your hand. Jinx!|
|Nourish||Rare||Spell||Druid||5||Choose One - Gain 2 Mana Crystals; or Draw 3 cards. Druids take nourishment from many things: the power of nature, the songbird's chirp, a chocolate cake.|
|Roll the Bones||Rare||Spell||Rogue||2||Draw a card. If it has Deathrattle, cast this again. Call it: Heads or Tailbone…|
|Thistle Tea||Rare||Spell||Rogue||6||Draw a card. Add 2 extra copies of it to your hand. Aren't Thistles prickly? Why would you drink them? I don't get Rogues.|
|Ancient of Lore||Epic||Minion||General||Druid||7||5||5||Choose One - Draw a card; or Restore 5 Health. Go ahead, carve your initials in him.|
|Bright-Eyed Scout||Epic||Minion||General||Any||4||3||4||Battlecry: Draw a card. Change its Cost to (5). Also inordinately excited for cupcakes.|
|DOOM!||Epic||Spell||Warlock||10||Destroy all minions. Draw a card for each. We ran out of space for "DOOOOOOOOOOOM!!!!!"|
|Far Sight||Epic||Spell||Shaman||3||Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.|
|Fight Promoter||Epic||Minion||General||Any||6||4||4||Battlecry: If you control a minion with 6 or more Health, draw two cards. "Yeah, I can get you Knuckles. No, no, he's been clean for *weeks*."|
|Lay on Hands||Epic||Spell||Paladin||8||Restore 8 Health. Draw 3 cards. A grammatically awkward life saver.|
|Lunar Visions||Epic||Spell||Druid||5||Draw 2 cards. Minions drawn costs (2) less. The true mystery of lunar visions is how there is nothing to watch when there are so many channels.|
|Meanstreet Marshal||Epic||Minion||General||Paladin||1||1||2||Deathrattle: If this minion has 2 or more Attack, draw a card. Remember, submit your bribes directly to the Marshal - it's the law!|
|Ultimate Infestation||Epic||Spell||Druid||10||Deal 5 damage. Draw 5 cards. Gain 5 Armor. Summon a 5/5 Ghoul. Ghouls in the pipe, five by five.|
|Wind-up Burglebot||Epic||Minion||Mech||Any||6||5||5||Whenever this attacks a minion and survives, draw a card. Don't blame the bot for his crimes... Blame whoever keeps winding him up!|
|Bloodmage Thalnos||Legendary||Minion||General||Any||2||1||1||Spell Damage +1. Deathrattle: Draw a card. He's in charge of the Annual Scarlet Monastery Blood Drive!|
|Genzo, the Shark||Legendary||Minion||General||Any||4||5||4||Whenever this attacks, both players draw until they have 3 cards. Infamous in the seedy underground card rooms of Gadgetzan, he got his nickname winning the coveted Shark Plushie in the city's first Hearthstone tournament.|
|Harrison Jones||Legendary||Minion||General||Any||5||5||4||Battlecry: Destroy your opponent's weapon and draw cards equal to its Durability. “That belongs in the Hall of Explorers!”|
|Nat Pagle||Legendary||Minion||General||Any||2||0||4||At the start of your turn, you have a 50% chance to draw an extra card. Nat Pagle, Azeroth's premier fisherman! He invented the Auto-Angler 3000, the Extendo-Pole 3000, and the Lure-o-matic 2099 (still in testing).|
|Nat, the Darkfisher||Legendary||Minion||General||Any||2||2||4||At the start of your opponent's turn, they have a 50% chance to draw an extra card. You can take away his humanity, but you will never take away his fishing pole.|
|Wrathion||Legendary||Minion||General||Any||6||4||5||Taunt. Battlecry: Draw cards until you draw one that isn't a Dragon. Wrathion, son of Deathwing, is a dragon. Why isn't he tagged as a dragon, you ask? WHAT, ARE YOU TRYING TO BLOW HIS COVER??|
|Showing all 57 cards|
Uncollectible[edit | edit source]
The following minions are generated by other cards or effects, and are uncollectible.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Carnassa's Brood||None||Minion||Beast||Hunter||1||3||2||Battlecry: Draw a card.|
|Excess Mana||None||Spell||Druid||0||Draw a card. (You can only have 10 Mana in your tray.)|
|Kazakus Potion||None||Spell||Mage, Priest, Warlock||1|
|Kazakus Potion||None||Spell||Mage, Priest, Warlock||5|
|Kazakus Potion||None||Spell||Mage, Priest, Warlock||10|
|Kingsblood Toxin||None||Spell||Rogue||1||Draw a card.|
|Showing all 6 cards|
Related cards[edit | edit source]
These cards have a specific interaction with the drawing of any card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Daring Reporter||Common||Minion||General||Any||4||3||3||Whenever your opponent draws a card, gain +1/+1. She's working on a story! While skydiving!|
|Showing the only card|
On-draw effects[edit | edit source]
- Main article: On-draw effect
On-draw effects are card effects which activate when that card is drawn from the deck. For notes and other information, see On-draw effect.
Trivia[edit | edit source]
- Card draw effects have traditionally "been a little bit dangerous" for the designers, particularly due to the possibility of achieving too much consistency in the cards drawn. This can allow players to count on drawing most cards at some point during each match, making powerful but otherwise hard to achieve set piece combos predictable and reliable. Aside from the overall power of card draw, the developers also try to restrict its availability due to the potential for too much card draw to make every game feel "sort of the same". This is because increased card draw allows players to draw more of their deck each game, removing much of the variation normally seen between matches. For these reasons, the designers restrict the number of card draw effects available, especially in Standard format.
References[edit | edit source]
- IGN.com - HEARTHSTONE: CREATING THE DISCOVER MECHANIC. (2016-01-17).
- Ben Brode on the official forums. (2017-02-02).
|By minion type|
|By effect type|
|By card set|