Lock and Load
|Set:||The Grand Tournament|
|Tags:||Class-related, Random, Spell-generating, Spell-related, Triggered effect|
Each time you cast a spell this turn, add a random Hunter card to your hand.
Rexxar narrowed his eyes, grabbed his machine gun, and said: "It's go time. Lock and load."
This card pays homage to that special moment.
How to get[edit | edit source]
|Lock and Load||400||100|
|Golden Lock and Load||1600||400|
Notes[edit | edit source]
- Lock and Load does not trigger itself; the effect does not come into force until after the Lock and Load has itself been cast. However, any subsequent spells cast that turn will activate the effect, generating a random Hunter card.
- Like all spell-related effects, Lock and Load's effect activates before the triggering spell takes effect. For example, if you play Lock and Load followed by Quick Shot, Lock and Load will generate a card before Quick Shot deals its damage; thus making it impossible to activate Quick Shot's secondary effect.
- Lock and Load's effect will stack if multiple copies are played in the same turn. For example, by playing Lock and Load followed by Lock and Load, any other spell cast that turn will generate 2 random hunter cards. Also, Lock and Load is itself a spell, meaning that playing a second Lock and Load will trigger the first Lock and Load's effect, generating a card.
- Lock and Load will no longer be offered for selection in Arena, since the 15th of September 2016. However, it is still obtainable in Arena matches through random effects, such as Spellslinger.
Strategy[edit | edit source]
Best used with low cost hunter spells (Hunter's Mark, Arcane Shot, etc.). Tracking is especially useful because it is a cheap spell that you can use to draw another spell to trigger Lock and Load for a large chain of cards.
Possible cards[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Deal 2 damage. Magi conjured arcane arrows to sell to hunters, until hunters learned just enough magic to do it themselves. The resulting loss of jobs sent Stormwind into a minor recession.
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
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!
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Deal 3 damage.
Overkill: Summon a 5/5 Devilsaur. The card is common, but the steak is rare.
Can't be targeted by spells or Hero Powers. "Candygram."
Deal 2 damage. Summon a 0/2 Goblin Bomb. Me throw face.
Immune while attacking. Once called Cahn'delar, Shortbow of the Ancient Whisker.
Also damages the minions next to whomever this attacks. Can be upgraded into a Cave Lurker.
Battlecry: Adapt a friendly Beast. Wasn't clever enough to go AROUND the electric fence.
Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
Deal 3 damage to a minion. Summon a 3/3 Wolf. Wolves to the left and arrows to the right, here I am stuck in the middle with you.
Secret: When an enemy minion attacks, return it to its owner's hand and it costs (2) more. "Dang, that's cold." - appropriate response to Freezing Trap, or a mean joke.
Deal 2 damage to a minion and 1 damage to adjacent ones. Ooh. I'll have a bite of this, and of this, and of this...
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Rush "Shh! You're going to start a howl!"
Battlecry: Add a random Beast to your hand. It’s not LITERALLY jeweled. The goblins were terribly disappointed.
Trigger a friendly minion's Deathrattle. He's a very literal dog.
Whenever a friendly Beast dies, gain +2/+1. Hyenas prefer the bones of kodos or windserpents, but they'll eat pretty much anything. Even Brussels sprouts.
Discover a Secret. The secret is... There is no plan!
Secret: After your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm.
Battlecry: Add a 1/1 Lynx with Rush to your hand. The terrible thing about lynxes is lynxes are terrible things. Their teeth are made out of biting, their paws are made out of springs!
Battlecry: Discover a copy of a minion in your deck. He's just exercising his right to bear arms.
|Unleash the Hounds||Common||Spell||Hunter||3|
For each enemy minion, summon a 1/1 Hound with Charge. You must read the name of this card out loud each time you play it.
Poisonous Keeps getting banned for toxic behavior.
Rush It aspires to be a Vilebrood Dancer, but it has eight left feet.
Battlecry: If you have a weapon equipped, Discover a spell. “Shoot them in the face” is more of a tactic than a strategy.
Battlecry: If a minion died this turn, gain Poisonous. Fits easily into overhead luggage bins.
Your Deathrattle cards cost (2) less. Her marriage survived death, but it decayed pretty quickly after that.
Give your minions "Deathrattle: Add a random Mech to your hand." Goes great with Cyber-Salsa.
Each turn this is in your hand, swap its Attack and Health. After a short paws, she's back to herself again.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Deal 2 damage to all enemy minions. We've all been there after a night of one-too-many funnel cakes.
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
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!
|Lesser Emerald Spellstone||Rare||Spell||Hunter||5|
Summon two 3/3 Wolves. (Play a Secret to upgrade.) An emerald stone for Tauren hands
Who sought its strength to save their lands
Their tribes now lost, their rage released
Who's hunting now? And who's the beast?
Secret: When a character attacks your hero, instead he attacks another random character. Sometimes it's as simple as putting on a fake mustache and pointing at someone else.
Deathrattle: Shuffle a 4/3 Raptor into your deck. They’re just baby teeth. Lots and lots of baby teeth.
|Revenge of the Wild||Rare||Spell||Hunter||2|
Summon your Beasts that died this turn. My roommates only use Revenge of the Passive Aggressive.
Deathrattle: Summon two 2/2 Hyenas. In the jungle, the mighty jungle, the lion gets slowly consumed by hyenas.
Battlecry: Gain the Deathrattle of a random minion in your deck. Uh, you might want to get that looked at.
Deathrattle: Destroy a random enemy minion. Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!
|Spirit of the Lynx||Rare||Minion||General||Hunter||3||0||3|
Stealth for 1 turn.
Whenever you summon a Beast, give it +1/+1. Much of this shrine’s power lies in the can-opener noise it makes.
Battlecry: Trigger a friendly minion's Deathrattle. Likes to scare his friends half to death.
Battlecry: Draw two 1-Cost minions from your deck. Ferocious in combat… and even more terrifying in pet battles.
Secret: When one of your minions is attacked, summon a 2/3 Poisonous Cobra. Snakes on a frozen plain.
Secret: When an enemy attacks your hero, summon a 3-Cost minion as the new target. Not all who wander are lost. This one is lost though, for sure.
Deal 4 damage to a minion. If a minion died this turn, this costs (1). Emeriss uses Wing Blast. It's super effective!
Deathrattle: Summon a random friendly Beast that died this game. Frosty the Bowman... was an angry hateful soul... with a fresh hewn bow and a missing nose...
Give a friendly Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance.
Destroy your opponent's left and right-most minions. "It could be worse!" "It's worse."
Your Hero Power becomes 'Give a Beast +2/+2' Anyone can dinomance. Just put your lips together and RAAWWWAARGGGH.
Your hero is Immune while attacking. The longbow allows shots to be fired from farther away and is useful for firing on particularly odorous targets.
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
Discover a minion from your deck. Draw all three cards if they are three Beasts. "Hello? Yes, this is Huffer."
Your Deathrattles trigger twice. If at first you don't succeed, die, die again.
Secret: After your opponent plays three cards in a turn, summon a 6/6 Rat. MISSING: One giant rat. Please return to King Togwaggle.
Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes?
Each time you play a Beast this turn,
add a random Beast to your hand. Many hunters long for the pitter-patter of enormous feet.
|The Beast Within||Epic||Spell||Hunter||1|
Give a friendly Beast +1/+1, then it attacks a random enemy minion. Undoes years of obedience school training.
|To My Side!||Epic||Spell||Hunter||6|
Summon an Animal
Companion, or 2 if your
deck has no minions. I hunt alone. Well, me and Misha. And Huffer. And Leokk.
Deal 2 damage to a minion. If it survives, give it Poisonous. What doesn't kill you makes you toxic.
Whenever you play a minion that costs (1), give it Poisonous. Not all spiders are born poisonous. That's where he comes in.
Battlecry: Summon four 0/2 Goblin Bombs. Every good plan requires a bit of patience. And a lot of explosives.
|Deathstalker Rexxar||Legendary||Hero card||Hunter||6|
Battlecry: Deal 2 damage to all enemy minions. "You were too slow, old friend. The hunt began long ago. And now... it will never end."
Battlecry: Double the Attack and Health of all minions in your hand. Taste your world's corruption! It tastes like chicken.
Summon 3 minions from your deck. They attack enemy minions, then die. It used to be a Ba-zooka but we ran out of sheep.
|Halazzi, the Lynx||Legendary||Minion||Beast||Hunter||5||3||2|
Battlecry: Fill your hand with 1/1 Lynxes that have Rush. Remember, you’re only as strong as your weakest lynx.
Your other minions have Rush. They’re good dogs, Tess.
Battlecry and Deathrattle: Recruit a Beast. She’s not one of those treehugger elves – but she does like the occasional cuddle.
Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
After you play a Secret, put another random Hunter Secret into the battlefield. Among his more notable inventions: A tentacle-groomer, a plague that would wipe out all life on Azeroth, and a fidget spinner.
Battlecry: If your deck has no minions, fill your hand with Hunter spells. Rhok'delar is ready to Rhok'de'casbah!
|Swamp King Dred||Legendary||Minion||Beast||Hunter||7||9||9|
After your opponent plays a minion, attack it. Swamp King Dred, more like Swamp King Dead, amiright?
|The Marsh Queen||Legendary||Spell||Hunter||1|
Quest: Play seven 1-Cost minions.
Reward: Queen Carnassa. Question: What's scarier, one giant angry dinosaur or 15 smaller vicious ones? Answer: AHHHHHHH THEY FOUND MEEEEEE
Battlecry: Cast all spells you've played this game (targets chosen randomly). If you can dodge an axe, you can dodge a ball.
|Showing all 85 cards|
Lore[edit | edit source]
The following text describes the World of Warcraft spell Lock and Load as it existed prior to the creation of the Hearthstone card. For the latest version, see Lock and Load.
- Lock and Load is a passive specialization ability for Survival hunters, available at level 43. When it activates, it allows the hunter's next two Explosive Shot to be fired with no cooldown (though it still invokes the global cooldown), and no focus cost.
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 184.108.40.20686 (2015-08-18): Added.
References[edit | edit source]
- Whirthun on Twitter. (2015-07-22).
- Whirthun on Twitter. (2015-07-23).
- Hearthside Chat: Upcoming Arena Changes with Dean Ayala. (2016-09-08).