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|
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.
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!
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
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 Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Deal 1 damage. Pew! Pew!
Discover a Secret. The secret is... There is no plan!
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!
Deal 2 damage. Summon a 0/2 Goblin Bomb. Me throw face.
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for 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.
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Rush "Shh! You're going to start a howl!"
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.
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.
Poisonous Keeps getting banned for toxic behavior.
Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
|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.
Deathrattle: Draw a Mech from your deck. It's been programmed to include all the bear necessities.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
Deal 4 damage to a minion.
Discover a spell. Obviously it's marked for greatness.
Deal 3 damage.
Overkill: Summon a 5/5 Devilsaur. The card is common, but the steak is rare.
Rush It aspires to be a Vilebrood Dancer, but it has eight left feet.
Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card.
Give your minions "Deathrattle: Add a random Mech to your hand." Goes great with Cyber-Salsa.
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!
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.
|Revenge of the Wild||Rare||Spell||Hunter||2|
Summon your Beasts that died this turn. My roommates only use Revenge of the Passive Aggressive.
Battlecry: If you have a weapon equipped, Discover a spell. “Shoot them in the face” is more of a tactic than a strategy.
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.
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.
Deal 4 damage to a minion. If a minion died this turn, this costs (1). Emeriss uses Wing Blast. It's super effective!
Battlecry: If a minion died this turn, gain Poisonous. Fits easily into overhead luggage bins.
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
Copy all Beasts in your hand. Not sure I'd call it a good party if everyone ends up beside themselves.
Deathrattle: Summon two 2/2 Hyenas. In the jungle, the mighty jungle, the lion gets slowly consumed by hyenas.
|Unleash the Beast||Rare||Spell||Hunter||6|
Summon a 5/5 Wyvern with Rush. The Kirin Tor has always been lax in enforcing leash laws.
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.
|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.
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
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?
Discover a minion from your deck. Draw all three cards if they are three Beasts. "Hello? Yes, this is Huffer."
Discover a friendly Deathrattle minion that died this game. Also trigger its Deathrattle. Beware the night of the living pets!
Whenever you play a 1-Cost minion, draw a spell from your deck. Stop trying to make fletch happen. It's not going to happen.
Whenever you play a minion that costs (1), give it Poisonous. Not all spiders are born poisonous. That's where he comes in.
Your Deathrattles trigger twice. If at first you don't succeed, die, die again.
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.
Your other minions have Rush. They’re good dogs, Tess.
|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.
Deathrattle: Summon a Mech from your hand and trigger its Deathrattle. Reduce, reuse, re-rattle!
Battlecry: Summon four 0/2 Goblin Bombs. Every good plan requires a bit of patience. And a lot of explosives.
Battlecry: Equip Thori'dal, the Stars' Fury. Good things come in threes: Windrunner sisters and arrows of Thori'dal.
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.
Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
Battlecry: Double the Attack and Health of all minions in your hand. Taste your world's corruption! It tastes like chicken.
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 65 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 220.127.116.1186 (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).