|Set:||Goblins vs Gnomes|
At the end of each player's turn, that player draws until they have 3 cards.
This robot is a lean, mean, butlerin' machine.
How to get[edit | edit source]
Notes[edit | edit source]
- At the end of each turn, if the player whose turn is ending has fewer than 3 cards, Jeeves will determine the number necessary to bring them to precisely 3 cards, and attempt to draw that many cards.
- If the player does not have enough cards remaining in their deck for Jeeves to refill their hand to 3 cards (including if the player has no cards remaining in their deck), Jeeves will still try to draw the precise number of cards that would be required to reach 3 cards. For example, a player with 1 card in hand and 1 card remaining in their deck will see Jeeves attempt to draw 2 cards for them. A player with 0 cards in hand and 0 cards in their deck will see Jeeves attempting to draw 3 cards. Jeeves will not try to draw cards infinitely for players with exhausted decks.
- As with all card draw, if Jeeves attempts to draw a card while the player's deck is exhausted, the player will suffer fatigue damage.
- When multiple Jeeves are on the board, each will activate in order. Unless the player's deck and hand combined contain fewer than 3 cards, the second Jeeves will never have an effect, since the first Jeeves will ensure the player has at least 3 cards in hand by the time the second is activated. However, if the first Jeeves attempts to draw more cards than the player has in deck, the second Jeeves will inevitably attempt to draw the remainder. The significance of this is that a second Jeeves' effect will not impact gameplay in any way, unless one of the players has fewer than 3 cards in their deck and hand combined.
Strategy[edit | edit source]
Best case scenario, you end your turn to draw three extra cards and your opponent will remove/silence it the turn after since they have too many cards for Jeeves to draw them cards, so in the end you just paid four mana to draw three cards and your opponent used some of their resources on a weak minion.
In another scenario, due to its ability your opponent may hesitate destroying this minion because they may benefit from it too.
Use Loatheb if you're worried that your opponent drew some spell cards.
Being a Mech, it has synergy with cards such as Cogmaster and Tinkertown Technician.
If his ability is no longer useful, then use Recombobulator and hope to create a Chillwind yeti or a Piloted Shredder.
Good for milling rogue as you can use Conceal or Master of Disguise to protect it.
This card can help warlock with his issue of having cards like Soulfire, Succubus, and Doomguard that drains the hand.
Useful for "aggro" decks.
Not so great in Arena, stats are bad, ability is situational and risky, and there are better 4 drops.
Lethal against Patchwerk in Curse of Naxxramas, as Jeeves will keep attempting to draw cards for him at the end of his turn. This results in Patchwerk dying from fatigue, ensuring a turn four victory.
Quotes[edit | edit source]
- Can I help you, sir?
- Ah! Yes, sir!
- Let me get that.
Lore[edit | edit source]
- Use: Requests the presence of Jeeves, the perfect gentleman robot butler, who will attend to your needs for 10 min. Jeeves can grant bank access to very skilled engineers and perform mundane tasks such as buying, selling, and repairing for anyone. (1 Hour Cooldown)
Trivia[edit | edit source]
- Both the name "Jeeves" and the character of Jeeves have come to be thought of as the quintessential name and nature of a valet or butler, inspiring many similar characters (as well as the name of the Internet search engine Ask Jeeves). A "Jeeves" is now a generic term in references such as the Oxford English Dictionary.
Gallery[edit | edit source]
Patch changes[edit | edit source]
Patch 18.104.22.16834 (2014-12-04): Added.