Random effects are effects which include some degree of randomness or 'RNG' (random number generation).
Random effects introduce an element of chance into Hearthstone. They can be interesting, fun, frustrating or rewarding, but their outcome is always uncertain. For a discussion of the role of randomness in games, see RNG.
Notes[edit | edit source]
- Effects which draw randomly from a pool of cards are influenced by game format, with only cards valid in the current format being eligible for selection. All other random effects are unaffected by game format or game mode.
- Random effects without specific influencing factors are "truly random" and offer balanced chances of all possible outcomes, regardless of circumstantial details such as which minions are currently on the board or which cards are currently in the player's hand. Random outcomes are also not affected by game mode, such as Tavern Brawls (unless specifically stated). However, some effects are limited by clearly relevant factors, such as Totemic Call, which will only summon a totem that is not already present, or card draw, which can only draw cards that are remaining in the player's deck.
- The one exception is the Discover keyword, which does offer a type of weighted random effect, with class cards more likely to be Discovered than neutral cards. While this makes Discover a less than truly random mechanic, the odds and behaviour are consistent across all cards with the keyword. It should also be noted that while semi-random in its behaviour, Discover does not describe itself as 'random'.
- Random effects do not always feature the word 'random' in their description. Game Designer Ben Brode explains that the general strategy is to explicitly state 'random' for effects that take place in "visible zones" such as the battlefield or the player's hand; and not to explicitly state 'random' for effects that take in "hidden zones" such as the opposing player's hand, or either player's deck. However, Brode acknowledged that not all cards follow this convention, stating that "the word 'random' just feels better on [some] cards", while in other cases adding the word 'random' would simply complexify card text too much. Players must therefore expect that effects which affect hidden zones will be random, even if this is not specifically stated on the card. In addition, Deathrattles and triggered effects are never targetable, and so are always random, whether or not this is stated.
- When a card has "a 50% chance to attack the wrong enemy", it is unofficially known as "forgetful". More details on this type of randomness can be found on that page.
- One of the design reasons behind random effects of all kinds is to add variety, ensuring that each match feels different. This is also one reason for the limit of 2 copies per card in a deck, and the relatively small number of card draw effects in the game, preventing the cards available to players from being too consistent across games.
Random damage[edit | edit source]
Random damage comes in a few forms. Some cards, commonly Shaman cards, deal a random amount of damage (within a certain range) to one creature or each one of multiple creatures. Other cards deal an exact amount of damage to a random target, or multiple random targets.
The most complicated case is cards such as Arcane Missiles and Mad Bomber that deal a total amount of damage distributed or "split" randomly. These effects are best thought of as a set of one-damage "hits" being randomly targeted one at a time: Each point of damage is considered a separate instance of damage dealt, meaning that cards like Gurubashi Berserker and Frothing Berserker will trigger multiple times even if the points of damage came from the same spell or effect, and Divine Shields will be removed by a single point of damage, allowing the protected minion to be damaged by further "hits" from the same effect. Furthermore, damage will never be distributed to a minion that has already been brought to 0 health by previous hits from the same effect.
This concept has some exceptions. Deathrattles and other death effects from any destroyed minions occur "simultaneously" after all the damage is dealt, which means that minions summoned by Deathrattles (e.g. Damaged Golem) cannot be hit by the same effect that destroyed their "parents" (e.g. Harvest Golem), and that damage may be "wasted" on targets that would have died anyway from the Deathrattle of another dying minion (e.g. Abomination). Also, for spells which distribute damage between multiple targets, each point of Spell Damage adds one additional randomly targeted "hit", thus increasing the total damage dealt by one, rather than increasing the damage of each hit by one.
Strategy[edit | edit source]
Some RNG elements within Hearthstone can be minimised by controlling the prevailing situation. For example, Deadly Shot destroys one random enemy minion. When faced with several enemies, this can prove extremely random; however, when faced with only a single fearsome enemy its RNG element is removed, and it becomes a simple and effective removal spell.
Order of play is often important when dealing with RNG in target selection. Players may wish to first remove non-desirable targets for abilities such as Arcane Missiles and Cleave, to ensure that only the ideal targets remain available. More often though, players will generally want to use RNG abilities early in the round, in order to plan the rest of their actions around the resulting situation.
The uncertainty of RNG elements causes many players to avoid them whenever possible, preferring guaranteed effects which can be relied upon to achieve their intended goals, and RNG options are often considered to be slightly poorer than their average effect, due to the undesirability of their randomness, which also makes planning for their use much harder. However, the satisfaction of a successful roll of the dice can be very gratifying, and to some degree form a reward in itself for attempting a risky play. The seeming unfairness of being defeated by an opponent due almost entirely to luck or chance can be particularly exasperating for the loser, and particularly entertaining for the victor. Some players also choose to use cards with strong RNG elements (such as Gelbin Mekkatorque) in order to add variety, unpredictability and fun to the game.
Card draw itself is inherently a randomised process, and cards granting card draw can also be considered to provide players with random effects.
Cards[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|What Does This Do?||None||Hero Power||Mage|
Passive Hero Power
At the start of your turn, cast a random spell.
Deathrattle: Deal 1-4 damage to a random enemy.
Battlecry: Summon a random 2-Cost minion.
Deal 6 damage randomly split among all enemies.
Add 3 random Mage spells to your hand.
Battlecry: Transform a friendly minion into one that costs (1) more.
|Ascendant Scroll||None||Hero Power||Mage||2|
Add a random Mage spell to your hand. It costs (2) less.
|Galakrond's Guile||None||Hero Power||Rogue||2|
Add a Lackey to your hand.
|Galakrond's Malice||None||Hero Power||Warlock||2|
Summon two 1/1 Imps.
|Galakrond's Wit||None||Hero Power||Priest||2|
Add a random Priest minion to your hand.
|Totemic Call||None||Hero Power||Shaman||2|
Summon a random Totem.
Battlecry: Replace your hand with Legendary minions.
Spell Damage +1
Battlecry: Cast 5 random Mage spells (targets enemies if possible).
Battlecry: Summon 4 random Murlocs. Give them Divine Shield.
Casts When Drawn
Summon a random Dragon.
Deal 3 damage randomly split among all enemies. You'd think you'd be able to control your missiles a little better since you're a powerful mage and all.
Put a copy of a random card in your opponent's hand into your hand. I see what you did there.
Deal 4 damage. Discard a random card. Are you lighting a soul on fire? Or burning someone with your OWN soul? This seems like an important distinction.
Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second…
Battlecry: Discard a random card. This puppy chews up cards instead of shoes.
|Sightless Watcher||Free||Minion||Demon||Demon Hunter||2||3||2|
Battlecry: Look at 3 cards in your deck. Choose one to put on top. What he lacks in sight, he makes up for in sleight-of-tentacle tricks.
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
|Soul Cleave||Free||Spell||Demon Hunter||3|
Deal 2 damage to two random enemy minions The way to a demon's soul is through its stomach.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
Transform a friendly minion into a random one that costs (1) more. You'll get the transformation you want when murlocs fly.
|Whispers of EVIL||Common||Spell||Priest||0|
Add a Lackey to your hand. Madame Lazul’s ASMR program is off to a promising start!
|Call of the Void||Common||Spell||Warlock||1|
Add a random Demon to your hand. "Marco!"
"Who dares summon me?!"
Deathrattle: Give this minion's Attack to a random friendly minion. Putting the "r" in fiend.
Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set.
Deathrattle: Give a random Beast in your hand +1/+1. Beasts love Helbacon Strips!
Deal 1 damage to a minion.
If it is survives, add a Lackey to your hand. "The beatings will continue until MY morale improves."
Deathrattle: Add a random 1-Cost minion to your hand. What's in the jar? It could be anyone!
Battlecry: Add a random Reborn minion to your hand. Mightiest of mousers, enduring in kingship of the upper and lower cat tree, conqueror of the red dot, the all-wise Catshepsut.
Add a random card from another class to your hand. The class is always greener on the other side of the board.
Battlecry: Add a random Pirate to your hand. Maybe he should've hatched a plan that could actually carry booty back too.
|Strength in Numbers||Common||Spell||Druid||1|
Sidequest: Spend 10 Mana on minions.
Reward: Summon a minion from your deck. One minion, two minions... tree minions!
|Tome of Intellect||Common||Spell||Mage||1|
Add a random Mage spell to your hand. Just a compilation of napkins of intellect.
Deal 3 damage to an enemy minion and a random friendly one. Warning! Your minions are seated in the splash zone.
Add 2 random spells from another class to your hand. "It me! Togwaggle!"
|EVIL Cable Rat||Common||Minion||Beast||Any||2||1||1|
Battlecry: Add a Lackey to your hand. Gradually driven to darkness by the promise of unobtainable cheese.
Deathrattle: Add a Lackey to your hand. Kobold! There's a place you can handle
I said kobold! When you're short in the candle
Cast a spell with the E! V! I! L!
Battlecry: Destroy a friendly minion to add 2 random Lackeys to your hand. You do not want to be on the business end of this intellect!
At the end of your turn, add a Lackey to your hand. A lot of people blame the parents when a totem goes bad.
Transform a minion into a random one that costs (3) more. Let's give a big hand for goblin experimentation!
Battlecry: Add a random Murloc to each player's hand. The scent of fish lingers on the fishflinger's fish fingers.
Dormant for 2 turns. When this awakens, attack a random enemy. It doesn't care who woke it up, someone's getting bitten.
Battlecry: Deal 3 damage randomly split between all other characters. He's not really all that crazy, he is just not as careful with explosives as he should be.
|Magic Dart Frog||Common||Minion||Beast||Mage||2||1||3|
After you cast a spell, deal 1 damage to a random enemy minion. There's a powerful throat in this frog.
Secret: After your opponent casts a spell, destroy a random enemy minion. The appropriate dishware for stressful situations.
Draw a Beast.
Give it +2/+2. "A beast, barely alive. Gentlemen, we can rebuild it! Make it stronger, faster... spikier."
At the end of your turn, deal 1 damage to another random friendly minion. Were you expectorating another bad pun?
Deathrattle: Give a Dragon in your hand +2/+2. Reinforced with vitamins and mrglrls.
Copy 2 cards from your opponent's deck and put them into your hand. "What do you get when you cast Thoughtsteal on an Orc? Nothing!" - Tauren joke
Destroy a random enemy minion. Our ballista operator is effective, but not picky.
Combo: Add two random Lackeys to your hand. Because there are no G.O.O.D. Miscreants.
Battlecry: Add a Lackey to your hand. Gain 3 Armor. He trained for a whole year to become quarter-master. Three more, and he'll be a full-master.
Add a random Hunter Beast, Secret, and weapon to your hand. Oh look! It's a trap!
Dormant for 2 turns. When this awakens, reduce the Cost of a random minion in your hand by (5). "C'mon down to Illhoof's bargain bin! When the satyr's free, he'll lower your fee!"
Secret: After your opponent casts a spell, summon a random 4-Cost minion. More aromatic than a regular portal.
Draw 2 Demons from your deck. Generally demons are pretty obvious and you don’t need a spell to sense them.
Battlecry: Discard your highest Cost card. Throws shade at those "high-cost" minions.
Battlecry: Deal 3 damage to a random enemy minion. "Quiet! The bat can't hear where he's goin'!"
At the end of your turn, restore 5 Health to a damaged friendly character. Used to carrying for his team.
Battlecry: Deal 6 damage randomly split among all other minions. Say what you want but finding a matching set of six swords takes commitment.
Battlecry: Deal 4 damage to two random enemy minions. They can never agree on whether it's too hot or too cold.
Cast a random Paladin Secret. Desperate times call for disparate secrets.
Cast a random Paladin Secret.
|Plague of Flames||Rare||Spell||Warlock||1|
Destroy all your minions. For each one, destroy a random enemy minion. This is fine.
Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card.
Battlecry: Add a Lackey to your hand. Overload: (1) You can't stop slurping this delicious sludge!
At the end of your turn, give another random friendly minion +1 Health. She can't wait to learn Power Word: Fortitude Rank 2.
Add 2 random minions to your hand. Let's see what's behind rift number one!
|Blade Dance||Rare||Spell||Demon Hunter||2|
Deal damage equal to your hero's Attack to 3 random enemy minions. The surest way to clear the dance floor.
Battlecry: Discard your highest Cost card.
Deathrattle: Add 2 copies of it to your hand. The "best by" date is more like a guideline.
Deathrattle: Give a random friendly minion +1/+1. A grandmummy’s love is eternal.
After you summon a minion, deal 1 damage to a random enemy. Ambitious Knife Jugglers sometimes graduate to Bomb Jugglers. They never last long enough to make it onto a card though.
At the start of your turn, restore 3 Health to a damaged friendly character. It isn't clear if people ignore the Lightwell, or if it is just invisible.
At the end of your turn, give another random friendly minion +1 Attack. He's currently trying to craft a "flail-axe", but all the other swordsmiths say it can't be done.
After you play a Murloc, add a random Murloc to your hand. Attracts murlocs... and moths.
At the start of your turn, swap this minion with a random one in your hand. WARNING. WARNING. WARNING.
Battlecry: Transform adjacent minions into random minions that cost (1) more. This clacker's crackers for hacking slackers into whack attackers.
After a friendly Mech dies, add a random Mech to your hand. Invention is the mother of entropy.
At the start of your turn, deal 2 damage to a random enemy. Laying siege isn't fun for anyone. It's not even all that effective, now that everyone has a flying mount.
At the end of your turn, give another friendly minion +2/+2. Ah, the Booterang... nothing cures peon laziness faster.
After you cast a spell, add a random Mage minion to your hand. Come for the magic show, stay for the sand castles.
Whenever you restore Health, add a random Druid spell to your hand. Lifeweaving is all well and good until it's time to cut the thread.
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Battlecry: Copy a random Beast in your hand. She gets to decide what cards go to the Hall of Fame.
After you summon a Pirate, deal 2 damage to a random enemy. It's more of a ship-gun than a gunship.
Destroy a minion. Summon 2 minions of the same Cost to replace it. If only you'd let it go to voicemail...
Destroy a minion. Summon 2 minions of the same Cost to replace it.
Deathrattle: Give two random friendly minions +2/+2. Eager to please, even if it kills him.
Battlecry: Your opponent summons a minion from their deck. Built by goblins, designed by a troll.
Deathrattle: Return a random enemy minion to your opponent's hand. "Here, you dropped this."
Deal 3 damage. Give a random Beast in your hand +3/+3. Make your foe's armor your fauna's fashion!
Battlecry: Destroy a random enemy Secret. What will she destroy? It's a secret!
At the start of your turn, this has a 50% chance to fall asleep. There is E.V.I.L. here that DOES sleep.
Battlecry: Summon three random 1-Cost minions for your opponent. Generosity is a core value in cult culture.
Battlecry: Add a random minion from another class to your hand. Premium muggings at a discount price.
Battlecry: Add two 1-Cost spells from your class to your hand. Spews more spells than a sleep-talking wizard.
Deathrattle: Destroy a random enemy minion. It's always nice to steal a familiar face.
Battlecry: If you're holding a Dragon, destroy a random enemy minion. Clean your room, or I'm taking your favorite minion away!
Battlecry: Destroy a random enemy minion with 2 or less Attack. This Kodo is so big that he can stampede by himself.
Battlecry: If there are cards in your deck that didn’t start there, draw 2 of them. Cut him a break. Even economy class tickets are pretty expensive these days.
|Imprisoned Antaen||Rare||Minion||Demon||Demon Hunter||6||10||6|
Dormant for 2 turns. When this awakens, deal 10 damage randomly split among all enemies. Can I get a pair of size XXXXXL manacles?
Whenever you cast a spell, summon a random 3-Cost Beast. *Taps roof of mammoth* "You can fit so many squirrels in this thing!"
|Priestess of Fury||Rare||Minion||Demon||Demon Hunter||7||6||5|
At the end of your turn, deal 6 damage randomly split among all enemies. Furious that she only has six warglaives. The Sightless Watcher has eight! The fel is always greener on the other side.
Summon 3 friendly minions that died this game. One's company, two's a crowd, and three's a "mass" resurrection, apparently.
Summon 2 copies of a minion in your deck. The first dimensional ripper had a point.
The second fell flat.
The THIRD one really started to take shape!
Secret: When one of your minions is attacked, transform it into a random one that costs (3) more. "WE DO YOU A BAMBOOZLE, HOOMAN!"
|Envoy of Lazul||Epic||Minion||General||Priest||2||2||2|
Battlecry: Look at 3 cards. Guess which one is in your opponent's hand to get a copy of it. "Note to self: possess someone who's local and knows directions next time."
Battlecry: For each spell you've cast this turn, add a random Mage spell to your hand. It'll put a good spin on your spells.
At the end of your turn, give another random friendly minion +1 Attack. The dramatically detailed terrifically trimmed replica of the real thing!
After you cast a spell on a minion, add a Priest spell to your hand. The Sethekk weren't able to survive this long by being wasteful with their power. Or their wacky hats.
Dormant for 2 turns. When this awakens, deal 3 damage to two random enemy minions.
Battlecry: Add a Lackey to your hand.
Battlecry: Add an Uldum Plague spell to your hand.
Whenever you draw a card, transform it into a random Legendary minion. All it takes is some imagination and a cardboard box.
Whenever you play a Combo card, add a random Combo card to your hand. C-c-combo!
Battlecry: Transform all Neutral cards in your deck into random cards from your class. She keeps your deck classy.
Deathrattle: Deal this minion's Attack damage randomly split among all enemies. Pokey-man. Gotta spike 'em all!
Battlecry: Corrupt a playable card in your opponent's hand. They have 1 turn to play it! No matter the game rules, it's always playing Go Fish.
Deal 1 damage to a random minion. Repeat for each card in your hand. "It's a drizzle of fire. A fine mist, really."
Whenever you play a minion, give a random minion in your hand +1/+1. Actually... what happened was...
After your Hero attacks, add a Lackey to your hand. The lance is heavy but it’s the battery pack that really does a number on the shoulders.
|Plague of Murlocs||Epic||Spell||Shaman||3|
Transform all minions into random Murlocs. This is horrible! And adorable!
Force a minion to attack one of its neighbours. Her deductible keeps going up.
|Wrathscale Naga||Epic||Minion||General||Demon Hunter||3||3||1|
After a friendly minion dies, deal 3 damage to a random enemy. If throwing glaives is what you crave; summon tokens and make 'em broken.
After your hero takes damage on your turn, summon a random 3-Cost minion. He's off the twig! He's kicked the bucket! THIS IS AN EX-VULTURE!
Put a copy of a random minion from your opponent's deck into the battlefield. Sometimes it feels like this is all a game.
Battlecry: Summon a random friendly minion that died this game. Give it Reborn. "Come with me if you want to re-live."
At the end of your turn, transform a neighbor into a copy of this. According to the Boom Labs sales brochure, it "impractically makes itself!"
Deathrattle: Return a random friendly minion to your hand. It costs (2) less. Kobolds informally refer to its effect as a deathwaggle.
Deal 5 damage. If your deck has no minions, summon a random 5-Cost minion. Lonely mages can still have a blast!
|Bane of Doom||Epic||Spell||Warlock||5|
Deal 2 damage to a character. If that kills it, summon a random Demon. My advice to you is to avoid Doom, if possible.
After your hero attacks, transform your minions into random ones that cost (1) more. I would NOT want to put my hand in there. It's... SQUISHY.
Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club?
If you control 3 of these at the end of your turn, deal 5 damage to a randon enemy. The Obelisk of the Stars can hide an entire land from prying eyes! Or zap a rando.
Summon a minion from each player's deck. They fight! If you don't fight to the death, it's Duel Yielding.
Battlecry: Transform into a 4/4 copy of a different minion in your deck. Fan favorite in the muck morphin' sewer strangers.
Combo: Draw a Deathrattle minion from your deck and gain its Deathrattle. Necrium: Get the afterlife without the aftertaste!
Deal 8 damage to a minion. Any excess damage continues to the left or right. Why don't they ever run perpendicular?
Battlecry: If you're holding a Dragon, summon 2 random Murlocs. "Do you want to be a murloc or a dragon?" "Yes."
Deal 8 damage randomly split among all enemies. Wham! Wham! Wham! Wham! Wham! Wham! Wham! Wham!
Destroy all friendly minions. For each one, summon a random minion from your deck. It's always darkest just before you find the light switch.
Battlecry: Reduce the Cost of a random Beast in your hand by (5). Isn't that nice? The spider made the explorer a sleeping bag!
Battlecry: Your opponent casts a random spell from their hand (targets chosen randomly). Far more effective than the flamboyant saboteur.
Battlecry: Summon a minion from your opponent's hand. Attack it. Tame Bloodstingers would politely invite your minion to tea.
Battlecry: Summon a random Beast. It's never Huffer.
Battlecry: If your deck has no Neutral cards, add 5 random Paladin cards to your hand. Self-appointed president of the Paladins Only Paladin Club.
At the end of your turn, add a Dragon to your hand. I wish to complain about this dragon what I purchased not half an hour ago from this very boutique.
|Tip the Scales||Epic||Spell||Paladin||8|
Summon 7 Murlocs from your deck. Hold on, I need to get some murlocs to weigh in on this.
Battlecry: Discover a copy of a spell in your deck and cast it with random targets. A tortollan made it to the desert!
|Pit Commander||Epic||Minion||Demon||Demon Hunter||9||7||9|
At the end of your turn, summon a Demon from your deck. "Pit! Do as I say!"
|Big Bad Archmage||Epic||Minion||General||Any||10||6||6|
At the end of your turn, summon a random 6-Cost minion. "My, my, what big minions I have!"
Summon four 3/5 Clefthoofs that attack random enemies. Come on and slam, and welcome to Nagrand!
|Puzzle Box of Yogg-Saron||Epic||Spell||Mage||10|
Cast 10 random spells
(targets chosen randomly). "PUT THE BOX DOWN, RENO!"
Fill your hand with random Mage spells. At the end of your turn, discard them. You too could be the winner of the national spelling spree!
At the start of your turn, you have a 50% chance to draw an extra card. Nat Pagle, Azeroth's premier fisherman! He invented the Auto-Angler 3000, the Extendo-Pole 3000, and the Lure-o-matic 2099 (still in testing).
Battlecry: Add a random Legendary minion to your hand. Little faerie dragons are made of sugar and spice and maniacal vice.
Deathrattle: Give a Dragon in your hand +3/+3 and this Deathrattle. You can't just run away from your problems. Unless you have another dragon to jump to.
Battlecry: Transform another random minion into a 5/5 Devilsaur or a 1/1 Squirrel. Tinkmaster Overspark nearly lost his Tinker's license after the Great Ironforge Squirrel Stampede of '09.
At the end of your turn, cast a spell you've cast this turn (targets are random). He's an archmage, but he might want to brush up on the basics... like aiming.
After you use your Hero Power, deal 5 damage to a random enemy. *Thunk* "That wasn’t a dragon!" *Thunk* "THAT wasn’t a dragon!"
|The Fist of Ra-den||Legendary||Weapon||Shaman||4||1||4|
After you cast a spell, summon a Legendary minion of that Cost. Lose 1 Durability. The mighty Ra-den was known as the Keeper of Storms. Unfortunately, he could not keep his fist.
Each turn this is in your hand, transform it into a 5/5 copy of a random Legendary minion. The Shudderwock finds him particularly frumious.
At the end of your turn, give all Taunt minions in your hand +2/+2. We may never know what provoked it, but we will never forget the consequences.
|Reno the Relicologist||Legendary||Minion||General||Mage||6||4||6|
Battlecry: If your deck has no duplicates, deal 10 damage randomly split among all enemy minions. All his life, Reno Jackson was only a gatling wand away from becoming the greatest and most terrifying mage who ever existed.
|The Lurker Below||Legendary||Minion||Beast||Shaman||6||6||5|
Battlecry: Deal 3 damage to an enemy minion. If it dies, repeat on one of its neighbors. "Throw it back! THROW IT BACK!"
Battlecry: Replace your hand and deck with Legendary minions. Minions must wash hands before being LIQUIDATED AND REPLACED BY SOMEONE BETTER.
|Galakrond, Azeroth's End||Legendary||Hero card||Priest||7|
Battlecry: Destroy 4 random enemy minions. Equip a 5/2 Claw.
|Galakrond, Azeroth's End||Legendary||Hero card||Warlock||7|
Battlecry: Summon 4 random Demons. Equip a 5/2 Claw.
|Galakrond, the Apocalypse||Legendary||Hero card||Priest||7|
Battlecry: Destroy 2 random enemy minions. (Invoke twice to upgrade.)
|Galakrond, the Apocalypse||Legendary||Hero card||Warlock||7|
Battlecry: Summon 2 random demons. It costs (0). (Invoke twice to upgrade.)
|Galakrond, the Unspeakable||Legendary||Hero card||Priest||7|
Battlecry: Destroy 1 random enemy minion. (Invoke twice to upgrade.) Lazul called Galakrond's name, her voice echoed by whispers from the deep. Both of Galakrond's eyes opened... and then other eyes opened, as well.
|Galakrond, the Wretched||Legendary||Hero card||Warlock||7|
Battlecry: Summon 1 random demon. (Invoke twice to upgrade.) Fel-flames slowly writhed around the skeleton, until the great bones knit themselves together into a demonic monstrosity. Rafaam shielded his face from the heat but could not hide his grin.
Battlecry: Add a copy of each spell you cast on friendly characters this game to your hand. When it comes to spells, she loves 'em then she librams.
Battlecry: Summon 3 Beasts from your hand. Father of Rexxar, Champion of the Horde, and Flexxar, Champion of the Gym.
At the end of your turn, summon a friendly minion that died this game. She always manages to lift your spirits.
|Deathwing, Mad Aspect||Legendary||Minion||Dragon||Warrior||8||12||12|
Battlecry: Attack ALL other minions. Bite that one, bite that other one, claw this one, swallow that one whole....
Battlecry: Draw 2 minions from your deck. Set their Attack, Health, and Cost to 1. "I'm a real toy now!"
|Murozond the Infinite||Legendary||Minion||Dragon||Priest||8||8||8|
Battlecry: Play all cards your opponent played last turn. "Well, I'm glad YOU knew what I should be doing this turn."
Battlecry: If your deck has no duplicates, add 2 other random Dragons to your hand. They cost (0). Givin' lives and takin' names.
Battlecry: Summon two random 0-Cost minions.
(Upgrades each time a friendly minion dies!) Missed the big descent with the other dragons. But better late and nether!
At the end of your turn, add a Dream Card to your hand. Ysera rules the Emerald Dream. Which is some kind of green-mirror-version of the real world, or something?
Battlecry: For each spell in your hand, summon a random minion of the same Cost. When you're the king of the cats, the whole desert is your litterbox.
|Showing all 186 cards|
History[edit | edit source]
In the build-up to Curse of Naxxramas, the adventure's class cards were revealed to players one by one, many of which featured Deathrattle effects, with text that did not specify that the effects were randomly targeted. This led to widespread confusion over the function of the effects. In a special forum post, Ben Brode explained that by omitting the word 'random', card text could be shortened. By establishing the rule that Deathrattles were never targetable, the developers would not have to explicitly state this on each card, which could eventually allow for the development of more "strategically deep" card effects, due to having more card space in which to describe them, potentially otherwise a limiting factor. Brode stated that "setting expectations now that triggers never allow choices allows us to make cards that otherwise would have too much text", explaining that the omission of explicit statements to this effect "lays the groundwork for shortening the text."
However, in the face of player confusion and preference for random effects to be explicitly described as such, the policy was altered, and the word 'random' added to several Naxxramas cards.
Trivia[edit | edit source]
- Gnomes are known for the unpredictability of their inventions, and many gnome cards in Hearthstone feature random effects.
References[edit | edit source]
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