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Choose one of three cards to add to your hand.

Discover is an ability that allows the player to choose from three different pseudo-randomly selected cards, with the chosen option usually generated and added to their hand. Some Discover effects offer random Hero Powers, with the chosen option replacing their current Hero Power. There are also Discover effects that do not add a cards to the player's hand, such as Free From Amber or Tortollan Primalist. Discover involves strong elements of both RNG and strategy, with players having to predict their needs and what will best suit their deck.

Once Discover is activated, the player is presented with three possible options, selected from a pool of all eligible neutral and class cards matching the player's current class. The selection process is pseudo-random, with class cards weighted four times more than neutral cards. All current Discover effects feature selections restricted to specific criteria, such as being spells, Beasts, or 1-cost minions. A few exceptions instead provide random cards from a number of specific classes. Some Discover effects such as Arch-Thief Rafaam offer a more specific selection of unique uncollectible cards, while Sir Finley Mrrgglton offers basic Hero Powers from any class.

The cards offered by Discover effects are not drawn from the player's deck, and the player's deck and hand do not affect the options provided by Discover effects.

Notes[edit | edit source]

Discover in action
  • Discover effects will not present duplicate options: each of the three possible choices will be different.[1]
  • Players cannot choose not to take one of the cards or Hero Powers offered by a Discover effect. They must choose one of the options.[2][3] If, however, the turn timer expires before one of the Discover options is picked, a random option will be chosen.[verification requested]
  • Most Discover effects offer only cards that are neutral or match the hero's current class, and have a chance to present any card that fits these requirements (as well as any additional requirements specified in the card text). However, class cards have four times the weighting of neutral cards, ensuring they are presented as options four times more often than they otherwise would be.[4][5] Note though that because of the far larger pool of neutral cards than that of any given class, in many cases neutral cards are still more commonly presented options.
    • Tri-class Discover effects like Lotus Agents instead offer one random option from each of three specified classes, regardless of the player's current class; no neutral options are presented.
  • Because of the variable numbers of each type of card, draw probabilities will vary between classes, and depending on the specific Discover effect. For example, as of The League of Explorers the probabilities when playing Jeweled Scarab as a warlock have been reported as a 10% chance for a class minion, 20% chance for a class spell and 70% chance for a neutral minion.[6] This roughly matches the number of each type of card available: 3 warlock minions, 4 warlock spells, and 62 neutral minions (taking into account the 4x modifier for class cards). However, the probabilities for a mage playing Jeweled Scarab have been reported as closer to 50/50 between class and neutral cards.[7] Again, this matches the number of cards available: 16 mage cards and 62 neutral cards.
  • While the activation of Discover effects can be duplicated by Brann Bronzebeard, individual Discover events cannot. If a Discover effect is duplicated, the two will be separate events, with their own selections of cards.[8] However, there is no special rule preventing the two Discovers from featuring some of the same options simply by chance.[9]
  • Using Discover effects as the Lord Jaraxxus hero offers cards as though you were playing as a warlock.
  • However, using Discover effects as the Ragnaros hero has a different behaviour depending on the card.[10]
    • If the card with the Discover effect is a neutral card, the game randomly picks 1 of the 9 classes and offers you cards as though you played the Discover card as that class.
    • If the card with the Discover effect is a class card, the game offers you cards as though you played the Discover card as that class.
  • If a Discover effect occurs while your hand is full (such as due to Gadgetzan Auctioneer), the card will not be added to your hand, and your opponent will be able to see which card you picked in the sidebar.
  • The card chosen by the Discover effect is not placed in your hand until the end of the current Sequence, meaning that it is possible for your hand to become full in the mean time, discarding the card you chose. For example, if you have a 10/10 card hand, play Raven Idol and have a Wild Pyromancer and Acolyte of Pain in play, the card chosen will float in the air, Acolyte of Pain triggering off of Wild Pyromancer's damage will fill your hand, and finally the card chosen will be discarded.[11]
  • If you play a Discover Battlecry minion, the first Discover effect will not put its card in your hand until the end of the current Sequence (e.g. after death processing following the After Summon Phase resolves). Then, if you control Brann Bronzebeard, you will get a second Discover effect. Note that the played minion does not have to be alive at this time, only Brann Bronzebeard does. Also note that normally Brann Bronzebeard has to be in your control during the Battlecry Phase.[12]
  • All cards with a Discover effect that doesn't add the selected card to the player's hand have an explicit description on the card text of what will be done with the selected card instead, except when for cards that discover a Hero Power (which can't be added to the hand). This means that, for any card text that discovers a card and that doesn't specify what is done with it, you can assume it will be added to the hand.

Cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Choose Your Path None Spell Warrior 1 Discover a card. 
Zarog's Crown None Spell Any 3 Discover a Legendary minion. Summon two copies of it. 
A Light in the Darkness Common Spell Paladin 2 Discover a minion. Give it +1/+1. Wait, how can you have a light in the dark? If you turn on a light while it’s dark, doesn’t that mean it’s no longer dark?
Hallucination Common Spell Rogue 1 Discover a card from your opponent's class. It's the good kind of hallucination.
Hydrologist Common Minion Murloc Paladin 2 2 2 Battlecry: Discover a Secret. Murloc hydrologists are pretty rare. Most murloc undergrads pick computer science.
I Know a Guy Common Spell Warrior 1 Discover a Taunt minion. Well… a guy who knows a guy.
Netherspite Historian Common Minion General Any 2 1 3 Battlecry: If you're holding a Dragon, Discover a Dragon. She can tell you all about the history of people not STANDING IN THE GREEN BEAM!
Primalfin Lookout Common Minion Murloc Any 3 3 2 Battlecry: If you control another Murloc, Discover a Murloc. Lookout is a self-appointed title that's mostly an excuse to beat things up.
Stitched Tracker Common Minion General Hunter 3 2 2 Battlecry: Discover a copy of a minion in your deck. He's just exercising his right to bear arms.
Drakonid Operative Rare Minion Dragon Priest 5 5 6 Battlecry: If you're holding a Dragon, Discover a card in your opponent's deck. His job is to spy on the Goons and the Jade Lotus, but he's OBVIOUSLY a dragon so it's pretty hard work.
Eternal Servitude Rare Spell Priest 4 Discover a friendly minion that died this game. Summon it. What do you mean I don't get overtime pay for this?!
Free From Amber Rare Spell Priest 8 Discover a minion that costs (8) or more. Summon it. Bingo! Minion DNA!
Grimestreet Informant Rare Minion General Hunter, Warrior, Paladin 2 1 1 Battlecry: Discover a Hunter, Paladin or Warrior card. "Naw, naw. You're talkin' about Grime BOULEVARD. I ain't know nuthin' 'bout that."
Ivory Knight Rare Minion General Paladin 6 4 4 Battlecry: Discover a spell. Restore Health to your hero equal to its Cost. Do NOT call it a "horse".
Journey Below Rare Spell Rogue 1 Discover a Deathrattle card. Don't stop believing there's something below.
Kabal Courier Rare Minion General Mage, Priest, Warlock 3 2 2 Battlecry: Discover a Mage, Priest or Warlock card. Hey, you park your kodo under a harpy nest, you get what you deserve.
Lotus Agents Rare Minion General Druid, Rogue, Shaman 5 5 3 Battlecry: Discover a Druid, Rogue or Shaman card. Mostly, they stand around and look cool.
Servant of Kalimos Rare Minion Elemental Any 5 4 5 Battlecry: If you played an Elemental last turn, Discover an Elemental. He's doing his best, but his mom thinks that if he had just applied himself in school Kalimos would be working for HIM.
Stonehill Defender Rare Minion General Any 3 1 4 Taunt
Discover a Taunt minion. Briefly tried stand-up comedy under the name "Stonehill Offender", but turtles are just too thin-skinned.
Chittering Tunneler Epic Minion Beast Warlock 3 3 3 Battlecry: Discover a spell.
Deal damage to your hero equal to its Cost. Ear to the ground, he carefully interpreted the chittering noises: “You wanna cast a spell? I wanna cast a spell!”
Finders Keepers Epic Spell Shaman 1 Discover a card with Overload. Overload: (1) INFINITE LOOP!
Primordial Glyph Epic Spell Mage 2 Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Shadow Visions Epic Spell Priest 2 Discover a copy of a spell in your deck. This one’s a bird. And here’s a bunny!
Tortollan Primalist Epic Minion General Any 8 5 4 Battlecry: Discover a spell and cast it with random targets. I see pizza in my future.
The Runespear Legendary Weapon Shaman 8 3 3 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..."
Showing all 25 cards
Choose Your Path(55598).png
Zarog's Crown(73349).png
A Light in the Darkness(35237).png
I Know a Guy(49623).png
Netherspite Historian(42039).png
Primalfin Lookout(55471).png
Stitched Tracker(62854).png
Drakonid Operative(49638).png
Eternal Servitude(61835).png
Free From Amber(55542).png
Grimestreet Informant(49627).png
Ivory Knight(42019).png
Journey Below(35194).png
Kabal Courier(49621).png
Lotus Agents(49629).png
Servant of Kalimos(55511).png
Stonehill Defender(55529).png
Chittering Tunneler(55571).png
Finders Keepers(49749).png
Primordial Glyph(55552).png
Shadow Visions(55463).png
Tortollan Primalist(55515).png
The Runespear(76869).png

Development[edit | edit source]

  • Discover is intended to provide a balance between random generate effects like Unstable Portal and regular card draw.[13] While the latter can make games more predictable through accelerating the player's progress through their deck, and the former can prove too unpredictable due to the extremely large and non-class limited pool of potential cards, Discover effects are intended to add variety to games without excessively disturbing class balance, and while still allowing players some control over which card they gain.[13]
  • The Discover ability was originally called "Treasure", a name which is still found in the game's strings.[13][14] The original idea was pitched by Mike Donais, before design work had started on The Grand Tournament, but the developers did not start experimenting with adding it to cards until they began work on The League of Explorers.[13]
  • The developers tried different places for the Discovered card to go, including the top of the deck, and shuffling it into the deck at random. The former proved problematic because of shuffle into deck effects, which not only adds cards to the player's deck, but also shuffle the entire undrawn deck; as a result, activating such an effect after a Discover effect would cause the chosen card to become lost in the player's deck, losing much of the value and making the mechanic less reliable. Conversely, if this didn't happen, the card drawn at the start of the next turn would already be known by the player. This removed the surprise at the drawing of an unknown card, and in tough situations often led to a feeling of powerlessness, since the player would know in advance that they were not going to draw next turn a card that was capable of dealing with the state of the board; or otherwise know in advance that they would draw the card they needed, thus taking "the drama and excitement" out of the game. The idea of shuffling the chosen card into the deck was likewise discarded due to the likelihood of the match ending before the card was drawn, thus making the effect feel unimportant and unreliable.[13] In addition, adding the card to the top of the player's deck was an a further innovation on top of the Discover effect itself, and the designers felt it wiser "not try to do too many things all at once in a new mechanic".[13]
  • In terms of card balance, through playtesting the designers found that Discover was in most cases fairly similar in value to a card draw effect. This allowed them to use the established weighting of card draw effects to guide them in choosing stats for Discover minions.[13]
  • One of the last decisions made during the development of Discover was to restrict the effect to neutral and class cards.[13] Prior to this, Discover effects were able to generate any card. With a far larger card pool to choose from, this made it much harder for players to predict which card an opponent's Discover effect had provided, and making the effect almost impossible to play around.[13] The game-wide card pool also produced too much "class bleed", with other classes gaining access to the cards of other classes on too frequent a basis, weakening class uniqueness.[13]
  • The final tweak to the ability was to increase the likelihood of class cards appearing, eventually set to four times the normal chance.[13] This was made in order to balance the far larger number of neutral cards, ensuring that class cards would be well-represented. A similar solution had already been put in place for Arena.[13]
  • After exploring the ability with The League of Explorers, the developers began experimenting with ways to feature Discover in a Tavern Brawl, partly because they were also working on the first round of Tavern Brawls at that time.[13]
  • It was eventually decided for the Discover mechanic to debut through the Captain Blackheart's Treasure Tavern Brawl in October 2015.[15] However, technical problems prevented this, and the keyword was instead announced in November at BlizzCon 2015 with its accompanying adventure, The League of Explorers.
  • Discover was developed "kind of" independently of The League of Explorers. Ben Brode states, "We just kind of smashed them together and it turned out that they felt very natural together."[13] The name change from "Treasure" to "Discover" was influenced by the keyword's debut with the adventure, though.[13]

Trivia[edit | edit source]

  • When the Discover mechanic was introduced, all cards with this mechanic would add the chosen card to the player's hand. This is still reflected in the tooltip that is shown when hovering the mouse over a card with this ability, even though this is no longer true in all cases.

Gallery[edit | edit source]

Discovering a new Hero Power

References[edit | edit source]

Promotional Content