Mana cost

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The mana cost of a card or Hero Power determines how much mana is required to play that card from the hand or to use that Hero Power. The number is displayed inside a blue crystal in the upper left corner of each card, and at the top of each Hero Power. When a card is played or a Hero Power is used, its mana cost is deducted from the player's available mana for that turn.

All cards and Hero Powers have mana costs, even those not normally played from the hand (such as minions summoned by summon effects like Murloc Tidehunter's Battlecry or Unleash the Hounds). This is relevant when cards like Evolve affect minions based on their cost, or when minions are returned to the hand.

Most cards have mana costs in the 0-10 range, while all playable Hero Powers cost 2 mana. However, some effects can modify mana costs (even though not below 0).

Mana cost might be considered an attribute or statistic of a card, but does not affect the card in combat. The mana cost of a card determines how early or late in the game it may be played and is usually an indicator of the card's overall power. The distribution of mana costs in a deck is the mana curve, an important strategic consideration.

Modifying costs[edit | edit source]

Effects may reduce or increase the cost of cards and Hero Powers, or set them to a specific value. These effects either are ongoing effects or act by creating cost-modification enchantments (for a complete list see Cards below).

  • Cards that modify their own mana cost (such as Dread Corsair) only work while in the player's hand: they have no effect while the card is anywhere else, such as in the player's deck or in the battlefield (see in-hand effects for details). Most of them are ongoing effects, while a few (Nerubian Prophet, Knight of the Wild) are triggered effects.
  • Ongoing effects that modify the mana cost of other cards or Hero Powers (such as Mana Wraith and Maiden of the Lake) apply a modifier to all eligible cards currently in hand (but not to cards in play) and to eligible Hero Powers: removing or neutralising (for example by using Silence effects) the source of the effect will therefore immediately remove the modifier from any affected card or Hero Power.
Example: A Mechwarper would allow a Clockwork Gnome to be played for 0 mana, returned to the hand, and played for 0 mana again, but even with the Mechwarper in play a Recombobulator would cause the Clockwork Gnome to be transformed into a 1-Cost minion, not a 0-Cost one.
  • Cost-modification enchantments that are attached to a card in a player's deck (such as due to Renounce Darkness) are not removed when the modified card is drawn.
  • Cost-modification enchantments that are attached to a card in hand are removed once the modified card is played: effects which depend on mana cost will then use the original mana cost of the card and, if it is returned to the hand, re-playing it will cost the original amount.
Example: A Bloodfen Raptor drawn with Call Pet costs 0 mana when first played, but would cost 2 mana to re-play if returned to the hand by Youthful Brewmaster, and would be transformed into a 2-Cost minion if targeted by Recombobulator.
  • Some cost-modification enchantments (such as Preparation and Saboteur) are attached to a player instead of a card. Usually these enchantments have a limited duration and expire by themselves "the next time something happens" (which can be many turns later, such as for Dragon Consort and Fencing Coach) or "at the end of the turn". The only exception is Raza the Chained, whose effect lasts for the rest of the game.

When there are multiple cost-modification effects, they are applied in the order in which they have been generated (from oldest to newest; notice that cards that were in a player's deck at the beginning of the game still have that timestamp when drawn); the only exception is Summoning Portal, which is always applied first even if played last. Unlike Health/Attack enchantments and auras, cost-modification enchantments and auras have no special priority over one another.[1]

Example: If Millhouse Manastorm is played followed by Loatheb, spell costs are first set to 0, then increased by 5 for a final cost of 5. In the opposite order, spell costs would first increase by 5, then be set to 0, for a final cost of 0.
Example: If Emperor Thaurissan's effect triggers, reducing the mana cost of an in-hand Wolfrider to 2, and Naga Sea Witch then comes into play, her effect immediately increases the Wolfrider card's cost to 5; at the end of that turn, Emperor Thaurissan triggers again, reducing the Wolfrider's mana cost to 4.
Example: If Emperor Thaurissan's effect triggers, reducing the mana cost of an in-hand War Golem to 6, and Aviana then comes into play, her effect immediately reduces the War Golem card's cost to 1; at the end of that turn, Emperor Thaurissan triggers again, reducing the War Golem's mana cost to 0.
Example: If you have a Naga Sea Witch in play and a Fiery War Axe equipped and draw a Dread Corsair from your deck, the Dread Corsair's final mana cost will be 5: the Dread Corsair card, being in your deck since the beginning of the game, is older than the Naga Sea Witch minion in play, and thus its effect is applied first, and then overwritten by the newer one by Naga Sea Witch. However, if you later return the Dread Corsair minion from the battlefield to your hand, it becomes a new Dread Corsair card, which is then newer than the Naga Sea Witch minion: thus, the Dread Corsair card's cost is first set to 5 by Naga Sea Witch and then, if you are still equipping the Fiery War Axe, it is reduced by 3, to a final mana cost of 2.
Example: If Knight of the Wild triggered twice before Aviana enters play, early cost-modification effects are overridden by the "newer" Aviana effect, for a final mana cost of 1; if you later summon another Beast, Knight of the Wild triggers again, reducing its mana cost to 0.
Example: If you play Naga Sea Witch and then Aviana, minion cards in your hand will cost 1; if you play Aviana and then Naga Sea Witch, minion cards in your hand will cost 5.[2]
Example: Suppose you have Wilfred Fizzlebang on the battlefield. If you play Aviana and then use Life Tap, the minion card you draw will cost 0; if you use Life Tap and then play Aviana, the minion card you draw will cost 1.[3]
Example: If Bright-Eyed Scout's Battlecry draws Mountain Giant, its cost will be set to 5 regardless of the number of cards in hand, and the cost will not change as the hand gains or loses cards: since the Mountain Giant card was created at the beginning of the game, its effect is always considered older than the Bright-Eyed Scout's Battlecry.[4]
Example: If Bright-Eyed Scout's Battlecry draws Nerubian Prophet, its cost will be set to 5, and at the start of each subsequent turn its cost will drop to 4, 3, 2, and so on.

If a card's or Hero Power's modified cost would be negative, 0 is displayed and used instead (players can never gain mana from paying the cost of a card or Hero Power).

  • This minimum of 0 is only enforced after all other cost modifications have been taken into account: this allows reductions like Far Sight to counteract subsequent increases such as Loatheb's.
  • One may think of cards and Hero Powers as having two mana costs, an "actual" cost and a "hidden" cost. The hidden cost is simply the original mana cost with all subsequent modifications, and has no lower limit. The actual cost, which is displayed on the card or Hero Power and charged when the card is played or the Hero Power is used, is the greater of the hidden cost and 0.
Example: If Far Sight draws an Earth Shock, the Earth Shock has a hidden cost of -2 and an actual cost of 0; if the opponent then plays Loatheb the hidden cost increases by 5 and becomes -2 + 5 = 3, and the actual cost rises to 3 too. Thus, since only actual costs are displayed, apparently Far Sight reduced the cost of Earth Shock only by 1 (instead of 3) and Loatheb increased it only by 3 (instead of 5): however, even though Far Sight's reduction of -3 was temporarily, partially nullified by the lower limit of 0, it still remained in effect for later recalculation of the mana cost.

If a card's modified cost is different from its base cost, its mana cost will be displayed in a different colour:

  • if the modified cost is lower than the base cost, it will be displayed in green;
  • if the modified cost is higher than the base cost, it will be displayed in red;
  • if a card's modified cost is equal to its base cost (for example because multiple cost modifying effects cancel each other out), the colour of its mana cost will not be altered.

Cho'gall's and Seadevil Stinger's Battlecry causes the next spell or Murloc the player plays that turn to deal to their hero an amount of damage equal to the card's mana cost, instead of expending mana.

  • The mana costs of those cards are affected as usual by cost-modification effects, and thus their "Health cost" is modified accordingly.[5]
  • Despite the card's ambiguous wording, Cho'gall's and Seadevil Stinger's effect deal damage to the controlling hero, thus affecting Armor (if any) before reducing the hero's Health.
  • Playing an affected card will cost no mana. However, card text effects which consume mana (such as Forbidden Ritual) are not altered.
  • The player must be Immune or have a combined Health and Armor total greater than the final mana cost of an affected card in order to be allowed to play it (regardless of their currently available mana).[6][7] Trying to play an affected card will otherwise result in an error message.[8]
  • Cards in hand that can be played using Cho'gall's or Seadevil Stinger's effect will have their mana cost highlighted by red bubbles.

Strategy[edit | edit source]

Main article: Mana curve

The mana cost of a card determines which round it will become available to play, as well as which cards it can be used in combination with. The mana curve of a deck describes how many cards are present at each mana cost, and is an important factor determining options available to a player based on the amount of mana available on each turn. When building a deck, it is wise to consider whether mana costs of cards and combinations follow the desired curve.

Expert players can also use this knowledge to predict which cards may be played on certain rounds. Mind Control, for instance, generally only becomes playable from round 10 onwards, while a Leeroy Jenkins + Power Overwhelming combo is available once the warlock has 6 mana.

Cards that modify mana cost[edit | edit source]

For Wild format listings, see Mana cost/Wild format
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Bloodthistle Toxin None Spell Rogue 1 Return a friendly minion to your hand. It costs (2) less. 
Cloaked Huntress Common Minion General Hunter 3 3 4 Your Secrets cost (0). She's practically GIVING your secrets away!
Dread Corsair Common Minion Pirate Any 4 3 3 Taunt. Costs (1) less per Attack of your weapon. "Yarrrr" is a pirate word that means "Greetings, milord."
Freezing Trap Common Spell Hunter 2 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.
Kabal Lackey Common Minion General Mage 1 2 1 Battlecry: The next Secret you play this turn costs (0). I'll tell you one thing he doesn't lack: GUMPTION.
Nerubian Prophet Common Minion General Any 6 4 4 At the start of your turn, reduce this card's Cost by (1). It’s a self-reducing prophecy.
Radiant Elemental Common Minion Elemental Priest 2 2 3 Your spells cost (1) less. It's a literal lava lamp!
Shadowstep Common Spell Rogue 0 Return a friendly minion to your hand. It costs (2) less. Rogue dance troops will sometimes Shadowstep away at the end of a performance. Crowds love it.
Sorcerer's Apprentice Common Minion General Mage 2 3 2 Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Summoning Portal Common Minion General Warlock 4 0 4 Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Venture Co. Mercenary Common Minion General Any 5 7 6 Your minions cost (3) more. No Job is too big. No fee is too big.
Blackwater Pirate Rare Minion Pirate Any 4 2 5 Your weapons cost (2) less. "Look, they fell off the back of a ship, do you want them or not? I have a meeting with Y'Shaarj in like ten minutes."
Corpse Widow Rare Minion Beast Hunter 5 4 6 Your Deathrattle cards cost (2) less. Her marriage survived death, but it decayed pretty quickly after that.
Doomed Apprentice Rare Minion General Mage 3 3 2 Your opponent's spells cost (1) more. Jaina was never good at keeping up apprentices.
Ethereal Peddler Rare Minion General Rogue 5 5 6 Battlecry: If you're holding any non-Rogue class cards, reduce their Cost by (2). Yeah, sure. That Ragnaros "fell off the back of a truck".
Fire Plume Harbinger Rare Minion Elemental Shaman 2 1 1 Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Happy Ghoul Rare Minion General Any 3 3 3 Costs (0) if your hero was healed this turn. When life gives you snow…
Kabal Crystal Runner Rare Minion General Mage 6 5 5 Costs (2) less for each Secret you've played this game. "Listen, I can cut you in on a little of this premium mana, but you can't tell my boss."
Kirin Tor Mage Rare Minion General Mage 3 4 3 Battlecry: The next Secret you play this turn costs (0). The Kirin Tor reside in the floating city of Dalaran. How do you make a Dalaran float? Two scoops of ice cream, one scoop of Dalaran.
Mana Bind Rare Spell Mage 3 Secret: When your opponent cast a spell, add a copy to your hand that costs (0). Nice spell. YOINK!
Mana Wraith Rare Minion General Any 2 2 2 ALL minions cost (1) more. They come out at night to eat leftover mana crystals. "Mmmmmm," they say.
Obsidian Shard Rare Weapon Rogue 4 3 3 Costs (1) less for each card you've played from another class. You know you’re a Rogue when a sharp rock makes you go “Ooh! Dagger!”
Pint-Sized Summoner Rare Minion General Any 2 2 2 The first minion you play each turn costs (1) less. She's quite jealous of the Gallon-Sized Summoner.
Seadevil Stinger Rare Minion Murloc Warlock 4 4 2 Battlecry: The next Murloc you play this turn costs Health instead of Mana. Pretty harmless unless you're a Seadevil.
Second-Rate Bruiser Rare Minion General Any 5 4 5 Taunt. Costs (2) less if your opponent has at least three minions. He'll be a first-rate bruiser once he gets used to his contacts.
Thing from Below Rare Minion General Shaman 6 5 5 Taunt. Costs (1) less for each Totem you've summoned this game. Just can't resist the opportunity to hang around with a bunch of totems.
Arcane Giant Epic Minion General Any 12 8 8 Costs (1) less for each spell you've cast this game. Claims to be drawn to Karazhan because of the ley lines. Actually, just loves Moroes’ cooking.
Bloodbloom Epic Spell Warlock 2 The next spell you cast this turn costs Health instead of Mana. Help save mana. Donate blood today!
Bright-Eyed Scout Epic Minion General Any 4 3 4 Battlecry: Draw a card. Change its Cost to (5). Also inordinately excited for cupcakes.
Bring It On! Epic Spell Warrior 2 Gain 10 Armor. Reduce the Cost of minions in your opponent's hand by (2). Brrr, it's cold in here. Let's hope she doesn't have an Auctioneer!
Emerald Hive Queen Epic Minion Beast Any 1 2 3 Your minions cost (2) more. She rules the emerald hive at the end of the yellow brick trail.
Far Sight Epic Spell Shaman 3 Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Lunar Visions Epic Spell Druid 5 Draw 2 cards. Minions drawn costs (2) less. The true mystery of lunar visions is how there is nothing to watch when there are so many channels.
Molten Giant Epic Minion General Any 25 8 8 Costs (1) less for each damage your hero has taken. He gets terrible heartburn. BECAUSE HE IS FULL OF LAVA.
Mountain Giant Epic Minion General Any 12 8 8 Costs (1) less for each other card in your hand. His mother said that he was just big boned.
Nerubian Unraveler Epic Minion General Any 6 5 5 Spells cost (2) more. He loves a good yarn.
Preparation Epic Spell Rogue 0 The next spell you cast this turn costs (3) less. "Be Prepared" - Rogue Motto
Primordial Glyph Epic Spell Mage 2 Discover a spell.
Reduce its Cost by (2). It's the Ancient Tol'vir symbol for "Whoops!"
Renounce Darkness Epic Spell Warlock 2 Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
Sea Giant Epic Minion General Any 10 8 8 Costs (1) less for each other minion on the battlefield. See? Giant.
Shadowcaster Epic Minion General Rogue 5 4 4 Battlecry: Choose a friendly minion. Add a 1/1 copy to your hand that costs (1). I mean, it's not creepy if you ASK before you steal their shadow to make a small replica of them to keep on your shelf.
Snowfury Giant Epic Minion Elemental Shaman 11 8 8 Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Barnabus the Stomper Legendary Minion Beast Druid 5 8 8 Battlecry: Reduce the Cost of your minions in your deck to (0). 
Cho'gall Legendary Minion General Warlock 7 7 7 Battlecry: The next spell you cast this turn costs Health instead of Mana. Even after all this time, Gul'dan still makes Cho'gall go get donuts and coffee.
Inkmaster Solia Legendary Minion General Mage 7 5 5 Battlecry: If your deck has no duplicates, the next spell you cast this turn costs (0). Solia marks the Kabal with intricate tattoos that grant immense power. Also it makes it harder for other gangs to recruit from their numbers. BACK OFF, GOONS.
Millhouse Manastorm Legendary Minion General Any 2 4 4 Battlecry: Enemy spells cost (0) next turn. "I'm gonna light you up, sweetcheeks!"
Raza the Chained Legendary Minion General Priest 5 5 5 Battlecry: If your deck has no duplicates, your Hero Power costs (0) this game. "Could you do me a favor and get the keys from Kazakus?"
Showing all 47 cards


Cost-modifying effects can be categorized by which entities they affect.

Hero Powers[edit | edit source]

Raza the Chained(49702).png

Cards[edit | edit source]

The following cards have effects that modify the cost of other cards.

Bloodthistle Toxin(35290).png
Cloaked Huntress(42050).png
Freezing Trap(99).png
Kabal Lackey(49692).png
Radiant Elemental(55543).png
Shadowstep(550).png
Sorcerer's Apprentice(4).png
Summoning Portal(566).png
Venture Co. Mercenary(509).png
Blackwater Pirate(35203).png
Doomed Apprentice(62847).png
Ethereal Peddler(42023).png
Fire Plume Harbinger(55557).png
Kirin Tor Mage(411).png
Mana Bind(55489).png
Mana Wraith(197).png
Pint-Sized Summoner(54).png
Seadevil Stinger(49695).png
Bloodbloom(55594).png
Bright-Eyed Scout(55590).png
Bring It On!(61824).png
Emerald Hive Queen(55575).png
Far Sight(107).png
Lunar Visions(49635).png
Nerubian Unraveler(61817).png
Preparation(364).png
Primordial Glyph(55552).png
Renounce Darkness(33136).png
Shadowcaster(33180).png
Barnabus the Stomper(55539).png
Cho'gall(35303).png
Inkmaster Solia(49693).png
Millhouse Manastorm(339).png

Self[edit | edit source]

The following cards modify their own mana cost while in hand. Most act on an ongoing basis based on current game conditions or history, but Nerubian Prophet and Knight of the Wild accumulate enchantments on themselves in response to game events that occur while in hand.

Dread Corsair(261).png
Nerubian Prophet(35233).png
Happy Ghoul(62902).png
Kabal Crystal Runner(49700).png
Obsidian Shard(55587).png
Second-Rate Bruiser(49626).png
Thing from Below(33159).png
Arcane Giant(42049).png
Molten Giant(94).png
Mountain Giant(264).png
Sea Giant(614).png
Snowfury Giant(62918).png


Related cards[edit | edit source]

For Wild format listings, see Mana cost/Wild format
Cost-affected cards

The following cards consider the mana cost of other existing cards to determine their effects.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Atiesh None Weapon Any 3 1 3 After you cast a spell,
summon a random
minion of that Cost.
Lose 1 Durability. 
Plague Lord None Hero Power Druid 2 Hero Power
Choose One - +3 Attack this turn; or Gain 3 Armor. 
Transmute Spirit None Hero Power Shaman 2 Hero Power: Transform a friendly minion into a random one that costs (1) more. 
Devolve Rare Spell Shaman 2 Transform all enemy minions into random ones that cost (1) less. Ragnaros looked down. He looked like some kind of War Golem. "WHAT HAVE YOU DONE TO ME," he yelled. But all that came out was a deep grinding sound. He began to cry.
Evolve Rare Spell Shaman 1 Transform your minions into random minions that cost (1) more. So you say you want an evolution. Well, you know. We all want to change the board.
Holy Wrath Rare Spell Paladin 5 Draw a card and deal damage equal to its cost. C'mon Molten Giant!!
Ivory Knight Rare Minion General Paladin 6 4 4 Battlecry: Discover a spell. Restore Health to your hero equal to its Cost. Do NOT call it a "horse".
Master of Evolution Rare Minion General Shaman 4 4 5 Battlecry: Transform a friendly minion into a random one that costs (1) more. Will be really useful in the new "Hearthémon" game.
Chittering Tunneler Epic Minion Beast Warlock 3 3 3 Battlecry: Discover a spell.
Deal damage to your hero equal to its Cost. Ear to the ground, he carefully interpreted the chittering noises: “You wanna cast a spell? I wanna cast a spell!”
Prince Keleseth Legendary Minion General Any 2 2 2 Battlecry: If your deck has no 2-cost cards, give all minions in your deck +1/+1. Three Princes stand before you. This one wants to buff his brothers.
Prince Taldaram Legendary Minion General Any 3 3 3 Battlecry: If your deck has no 3-Cost cards, transform into a 3/3 copy of a minion. Three Princes stand before you. This one wants to copy others.
Prince Valanar Legendary Minion General Any 4 4 4 Battlecry: If your deck has no 4-Cost cards, gain Lifesteal and TauntThree Princes stand before you. This one devours one after another.
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
Showing all 13 cards
Atiesh(42209).png
Plague Lord(62908).png
Transmute Spirit(62862).png
Devolve(49715).png
Evolve(35232).png
Holy Wrath(355).png
Ivory Knight(42019).png
Master of Evolution(33160).png
Chittering Tunneler(55571).png
Prince Keleseth(58723).png
Prince Taldaram(61816).png
Prince Valanar(62844).png
The Marsh Queen(55497).png
Cost-specifying cards

The following cards only affect those existing cards which meet a specified cost-based criteria.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Tol'vir Warden Rare Minion General Hunter 5 3 5 Battlecry: Draw two 1-Cost minions from your deck. Ferocious in combat… and even more terrifying in pet battles.
Ancient Harbinger Epic Minion General Any 6 4 6 At the start of your turn, put a 10-Cost minion from your deck into your hand. "honey, can u run down to the store and pick up some 10 cost minions? thx"
Skulking Geist Epic Minion General Any 6 4 6 Battlecry: Destroy all 1-Cost spells in both hands and decks. It's as though a million Jade Idols cried out, and were suddenly silenced.
Small-Time Recruits Epic Spell Paladin 3 Draw three 1-Cost minions from your deck. Now we know why they wear tiny watches.
Hemet, Jungle Hunter Legendary Minion General Any 6 6 6 Battlecry: Destroy all cards in your deck that cost (3) or less. The goblin travel agency lost his luggage, but he's still having a great vacation!
Showing all 5 cards
Tol'vir Warden(55484).png
Ancient Harbinger(33157).png
Skulking Geist(62883).png
Small-Time Recruits(49631).png
Hemet, Jungle Hunter(55508).png
Cost-listing cards

The following cards generate their random outcomes by considering all collectible cards that meet a specified cost-based criteria.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Faceless Summoner Common Minion General Mage 6 5 5 Battlecry: Summon a random 3-Cost minion. They never get the recognition they deserve.
Firelands Portal Common Spell Mage 7 Deal 5 damage. Summon a random 5-Cost minion. Come to beautiful Firelands! Where it's "Way nicer than the Abyssal Maw!"'
Ironforge Portal Common Spell Warrior 5 Gain 4 Armor. Summon a random 4-Cost minion. Come to beautiful Ironforge! Where irons are forged and the forges are iron!
Silvermoon Portal Common Spell Paladin 4 Give a minion +2/+2. Summon a random 2-Cost minion. What's Millhouse Manastorm doing in Silvermoon?
Free From Amber Rare Spell Priest 8 Discover a minion that costs (8) or more. Summon it. Bingo! Minion DNA!
Maelstrom Portal Rare Spell Shaman 2 Deal 1 damage to all enemy minions. Summon a random 1-Cost minion. They bill this as a popular resort attraction, but they try and get your money up front.
Moonglade Portal Rare Spell Druid 6 Restore 6 Health. Summon a random 6-Cost minion. Ain't no party like a Moonglade party ‘cause a Moonglade party got bears.
Servant of Yogg-Saron Rare Minion General Mage 5 5 4 Battlecry: Cast a random spell that costs (5) or less (targets chosen randomly)Yogg-Saron always likes to complain about how he has too many servants and there are too many mouths to feed.
Forbidden Shaping Epic Spell Priest 0 Spend all your Mana. Summon a random minion that costs that much. But the minion arrives covered in goo.
Lotus Illusionist Epic Minion General Shaman 4 3 5 After this minion attacks a hero, transform it into a random 6-Cost minion. If you think her Illidan and Sylvanas cosplay is great, wait till you see her Reno Jackson!
Showing all 10 cards
Faceless Summoner(33178).png
Firelands Portal(42025).png
Ironforge Portal(42064).png
Silvermoon Portal(42054).png
Free From Amber(55542).png
Maelstrom Portal(42045).png
Moonglade Portal(42040).png
Servant of Yogg-Saron(33179).png
Forbidden Shaping(33125).png
Lotus Illusionist(49751).png


See also[edit | edit source]

References[edit | edit source]

  1. https://www.youtube.com/watch?v=RNrXJGFETXw Tested in Patch 4.1.0.10956 (2015-12-04)
  2. https://www.youtube.com/watch?v=j8VPUi5AqtY Tested in Patch 4.0.0.10833 (LoE patch)
  3. Tested in Patch 4.1.0.10956 (2015-12-04): <culinko> if you play aviana before life tap, your drawn minion will cost 0. if you play aviana after you life tap, the minion will cost 1
  4. Disguised Toast (2017-04-06). [Hearthstone] 8 NEW INTERACTIONS from Journey to Un'Goro (King Mosh, Time Warp, Swamp King Dred)
  5. PlayHearthstone on Twitter. (2016-04-08). 
  6. PlayHearthstone on Twitter. (2016-04-08). 
  7. PlayHearthstone on Twitter. (2016-04-08). 
  8. PlayHearthstone on Twitter. (2016-04-08). 
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