|Set:||The League of Explorers|
|Abilities:||Shuffle into deck, Take control|
Choose an enemy minion. Shuffle it into your deck.
It's perfectly safe as long as you remember to put in air holes.
How to get[edit | edit source]
Notes[edit | edit source]
- Although not mentioned explicitly in the card text, this spell functions as a mind control effect, transferring ownership of the enemy minion to the casting player. This means that if Djinni of Zephyrs is under your control, it will copy the effect of Entomb and also be shuffled into your deck, since after the spell resolves, it is considered to be targeting a friendly minion.
Fixed bugs[edit | edit source]
- If your board was full, casting Entomb would kill the minion and shuffle it into your opponent's deck. This is because Entomb was coded to take control of the minion, then shuffle it into its controller's deck. Since your board is full, the attempt to take control kills it and leaves it where it is, so it ends up being shuffled into your opponent's deck. (Note that even though the minion dies, on-death triggers and Deathrattles will not run, because the Death Event is not resolved until the minion is in the Deck Zone. However, the minion really did die, so Kel'Thuzad will be able to resurrect the minion.) This bug was fixed in Patch 184.108.40.20674 (WotOG patch).
- If your opponent Entombed a minion that has been transformed (such as Druid of the Claw post-Battlecry), when they drew it, the card was revealed to you (with a similar animation to other cards that reveal when drawn, such as Flame Leviathan). This bug was fixed in Patch 220.127.116.1181.
Strategy[edit | edit source]
The stage of the game in which it is used significantly determines the likelihood of gaining the benefit of this card's secondary outcome, as does the expected duration of the match, determined partly by the player's deck type. During the first part of the game, the likelihood of drawing the Entombed minion yourself next turn is very low, while in the late game, it is much higher. Using this spell with an empty deck guarantees you will draw that minion next turn, and will also save you an instance of fatigue damage.
The longer the game goes on, the greater the likelihood you will draw the minion. Control decks therefore have a greater chance of enjoying this second effect, and may benefit from it more, especially if the intention is to go to fatigue. The opposing deck is also important, since fast-moving decks may finish the game regardless of your own intentions.
Of course, in some cases you won't want to draw the Entombed minion. Minions which don't fit well in your deck may end up clogging up your hand and wasting card draw, or even providing unwanted on-draw effects like that of Sea Reaver.
This card is probably best saved for minions that are either especially threatening or especially desirable, probably in that order. In the late game the latter goal becomes more likely to be achieved.
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 18.104.22.16833 (2015-11-10): Added.
- Patch 22.214.171.12474 (2016-04-24): Casting Entomb when your own board is full no longer shuffles the minion in your opponent's deck.
- Patch 126.96.36.19981 (2016-10-20): Casting Entomb on a transformed minion will no longer reveal the minion’s identity if it gets drawn again.