|Tags:||Dragon-generating, Random, Spell-generating, Triggered effect|
At the end of your turn, add a Dream Card to your hand.
Ysera rules the Emerald Dream. Which is some kind of green-mirror-version of the real world, or something?
How to get[edit | edit source]
Generated cards[edit | edit source]
Notes[edit | edit source]
- Ysera Awakens will not deal damage to any Ysera on the battlefield, including enemy and Silenced ones (of course, any Ysera that has been transformed to something else does not count as "Ysera" anymore, and will therefore suffer the damage).
- Despite the fact that Ysera's Dream Cards use the green card frames, Dream Cards are considered neutral for gameplay purposes. Because of this, they will not increase the durability of Spectral Cutlass when played, nor will they be played by Tess Greymane.
Strategy[edit | edit source]
Ysera is used for both her stats and her utility. The fact that she has 12 health makes her very hard to kill, and having exactly 4 attack allows her to avoid Shadow Word: Pain, Shadow Word: Death and Big Game Hunter. At the end of your turn, she gives you one of 5 powerful and mana-efficient Dream Cards. This ability to create above curve cards can make Ysera a game finisher, as if she lives more than two turns you will gain an almost insurmountable advantage. In aggro matchups, Ysera might be too slow to save you, but control decks hate seeing this card, especially if they don't have an answer to it.
The downsides of Ysera are her high cost, which usually prevents you from playing her until later turns (Druids with cards like Innervate and Wild Growth can sometimes get around this), and the unpredictability of her Dream Card generation, which will sometimes see the player repeatedly gaining cards they cannot use or would not help them.
Dream Cards[edit | edit source]
Dream[edit | edit source]
A 0-mana minion return effect which can be used either defensively or offensively. It can be used to remove a high-damage minion from your opponent's board, pushing its damage back a turn, or removing an enemy Taunt to then attack your opponent directly during that turn. Alternately, it can be used to remove one of your own minions, such as one that is heavily damaged so that it can be replayed at full health (eg. to keep a Taunt minion alive longer, or nullify a player's attempt to whittle Ysera down).
Offensively, if you have a Charge minion already in play, you can use Dream to return it to your hand after it has been used to attack, then play it right away and attack with it again. It can also be used to reuse a Battlecry minion that is already in play to get its effects a second time.
Emerald Drake[edit | edit source]
Emerald Drake is the second-most powerful minion available for 4 mana, having 2 more Attack than the epic Pit Lord and one less Health than Flamewreathed Faceless, but without any downsides. It is useful for getting another high-Attack minion into play to assist in quickly burning your opponent down. Its status as a "Dragon" also synergizes with many powerful cards in dragon-themed decks.
Laughing Sister[edit | edit source]
The advantage of Laughing Sister is its "elusive" ability, making it unable to be targeted by spells or Hero Powers. This usually forces the opponent to trade minions into it or attack it with their hero, weakening themselves or their own defenses, or use AoE removal. Additionally, it is one of the sturdiest minions that can be summoned for 3 mana, with its health matched only by Blackwing Technician while holding a Dragon, the rare Felguard/Injured Blademaster/Deathlord and legendary King Mukla, but without any drawbacks.
Nightmare[edit | edit source]
Nightmare can be used either offensively or defensively. Seeing as the minion it gets used on will be destroyed at the start of your next turn, it could either be used to buff up a defensive minion (such as one with Taunt) to help you survive for another round, or it could be used in an offensive manner, buffing up the damage of a minion to turn the game around or as the extra points of damage to give you a win. Comboing with a minion with Windfury, such as a damaged Raging Worgen, can be devastating. Due to the destroy effect, it can also be combined with Freeze effects such as Ice Lance or Frost Elemental to safely remove large threats from the board. Combining it with a return character card such as Dream will also save the minion from destruction after attacking with it.
Nightmare can be used in powerful combo with Kel'Thuzad. The minion buffed with +5/+5 dies at the start of your next turn, which often leads the enemy player to ignore it completely (even skipping attack entirely if the buffed minion has Taunt), while it leaves you with enough time to summon Kel'Thuzad the following turn, so that the buffed minion is resurrected at the end of that turn. Note that if Nightmare was used on Ysera itself or other minions with end-of-turn effects (such as Ragnaros the Firelord or The Lich King), such effects will not trigger the turn that they are resurrected by Kel'Thuzad.
Note that if a minion affected by Nightmare is stolen, they will still trigger to die at the start of the caster of Nightmare's turn. (Before Patch 184.108.40.20674 (WotOG patch), it would trigger at the start of the newest controller's turn regardless of number of steals.) 
Nightmare can be applied to get the most use of a minion that is going to die anyway — for example, if it is under a similar delayed destroy effect such as Corruption, or about to be rammed into an enemy minion that would otherwise destroy it.
Ysera Awakens[edit | edit source]
Because of Ysera's high mana cost and low board immediate board impact, this is often the best and most mana-efficient card to receive against aggressive decks, being better than Hellfire and functionally similar to Felfire Potion. Even against control matchups, this can be a reliable finisher, often comboing with Malygos or Prophet Velen to increase the damage even more.
Ysera Awakens can be comboed with a heal such as Healing Touch, Lay on Hands or Greater Healing Potion to wreak havoc on your opponent while leaving your own hero unscathed. You could also combo it with Holy Fire to deal 10 damage and still leave your hero undamaged.
Druids can combo Ysera Awakens with Soul of the Forest. Upon activating Ysera Awakens you will destroy the majority of minions on the board, which will activate your minions' newly-granted Deathrattles to summon Treants, thus retaining board control while eliminating your opponent's.
Quotes[edit | edit source]
- I dream, and the world trembles.
- I shall bring you rest.
Lore[edit | edit source]
- Ysera is green, and her skin glitters with countless emeralds for scales. Her physical form is ghostly, ethereal, like watching a living dream or vision. The Emerald Dream is a place where all living beings dream when sleeping. It is a place of where sentient beings have dreams of hope, and faith for a better tomorrow. From the Emerald Dream, Ysera can observe all lesser races. Her eyes are always closed, although you can see her pupils move constantly below her eyelids as if watching many dreams at once.
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 220.127.116.1111 (2015-03-31): Text now reads "At the end of your turn, add a Dream Card to your hand." instead of "At the end of your turn, draw a Dream Card." No change to the card's effect.
- Patch 18.104.22.16817 (2013-12-10): Visual effect: Ysera now summons her Dream cards directly from the Emerald Dream!
- Previously: At the end of your turn, draw a Dream Card. [4 attack, 12 health, 9 mana, Legendary]